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Tekken 7 Marshall Law Guide

Tekken 7 Marshall Law Guide

author
Cestus
4 min
Guide by Landon D

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Enter the Dragon!

Landon D's Marshall Law Guide

Marshall Law, the classic Tekken character based on the iconic action hero. What started out as an homage to the Jeet Kune Do, eventually grew into one of the more complex and technical Tekken movesets. Even though Law is not a common sight in the final brackets of major tournaments, he is still a very strong character who rewards clever and dedicated players.

Fortunately, we got Landon D, who is arguably the best Law player in NA, to help you learn the basics of the character and set you on your way.

MARSHAL LAW guide by [ Landon D ] | Tekken 7 | DashFight

Tap Notation

Hold Notation

Tekken Move

Playstation

Xbox

f

F

Forward

 

 

d/f

D/F

Down & Forward

 

 

d

D

Down

 

 

d/b

D/B

Down & Back

 

 

b

B

Back

 

 

u/b

U/B

Up & Back

 

 

u

U

Up

 

 

u/f

U/F

Up & Forward

 

 

N

 

No directional inputs

 

 

SS(L/R)

 

Side Step (Left/Right)

 

 

qcf

 

Quarter-circle forward

 

 

qcb

 

Quarter-circle back

 

 

hcf

 

Half-circle forward

 

 

hcb

 

Half-circle back

 

 

ch

 

Counter Hit

 

 

ws

 

While Standing

 

 

wr

 

While Running

 

 

1

 

Left Punch

Square

X

2

 

Right Punch

Triangle

Y

3

 

Left Kick

Cross

A

4

 

Right Kick

Circle

B

Swipe

Best Buttons

f1+2 - One of Law's top 3 moves. It's an i20 mid that is +3 on block and allows you to go into a crouch mixup immediately after it. On CH, Dragon Hammer becomes a very damaging launcher.

df2 - Generic df2 but with quick recovery and incredible tracking. Since it's hard to punish, it's one of the moves that you can throw out with little risk.

4 - Similarly to df2, it's a generic magic 4 but with better recovery. Can work well in conjunction with df2.

db3 - Low attack that you can use pretty liberally. It's only -12 on block, it's fast at 17 frames, does decent damage, and gives you great frame advantage on hit and especially CH.

b4 - Homing i14 mid. Solid move in general and especially in conjunction with db3, as it will cover almost everything that your opponent could do.

3+4,4 - One of the best whiff punishes in the game and a key Law move.

FC df,d,df3 - Key part of Law's pressure. If the enemy doesn't fall for the quick CHs or frame traps, the slide is a great tool to open them up. After successfully landing it, you can either go for a guaranteed stand up 3, just stand up and start pressure, or you can go for another slide.

WS4 - Incredible mid kick. It's fast, has short recovery, good plus frames, and on CH it gives you a full combo. What makes WS4 especially good is the DSS transition, which makes it very plus on top of granting you access to the stance.

d2,3 - An insanely strong move for when you have a read on your opponent. It's rather risky at -15, but if you know the opponent will mash, this string gives you an opportunity to CH launch from a crouching jab.

b3 - Excellent move to use at the wall. Can be safe if spaced properly.

f2~1 - Plus on block short-range move that also presents a threat at the wall.

DSS f4 - Law's "new tactics" move, it will do a wall crush on block, leaving you at massive frame advantage.

Key Strings

1,2,3 - When in doubt, do 1,2,3. Safe high, high, mid string that can knock down and wallsplat.

1,2,2 - Similarly solid string that forced opponents to block due to the threat of either 2, or 1+2 extensions.

b2,3,4 - Many people think this string is bad, but you best believe it when Landon says that he landed it on every top player in USA. Since Law has many option after throwing out b2, it opens room for mind games. Opponents who try to parry the 3 low will get hit by the Dragon Hammer. If they expect that, you can just continue the string. This will eventually wear down your opponents and make them mash only to get launched.

Combos

  • df2 >4,u3 > ff4,3 > ff2,1,3
  • 3+4,4 > 4,u3 > deep dash > ff2,1,3
  • CH 4 > b2,3,4 > b2,1 > ff2,3
  • w! > b2,3,d4
  • w! > uf,4,3

Gameplan

Law is a jack of all trades. Very safe, has good CHs, several parries, powerful lows, plus frames, tracking, everything you could want.

His gameplan revolves around landing counter hits. You want to do things like 4 after 1,2,3 to try and set up CH launch. Frustrate opponents with lows, frame trap them. Another major part of his gameplan is the whiff punishment. That's why you want to sit just outside of opponents' range, poke them occasionally and back out again, anticipating their whiffs. 

However, since Law is so well-rounded, you're free to play in a way that you find more natural.

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