TEKKEN 7

TEKKEN 7

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Marshall Law Guide
By deniz
Beginner's Guide to Marshall Law!
   
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Introduction
Pros
Good Pokes
Good Block and Whiff Punishment
Good CH Launchers
Good FC mixup

Cons
Hard to make comeback
Hard to master(iwr3,slide,DSS combos,DSS mixups)
Doesnt have good keepout moves

I wont mention about DSS much in this guide,because i am bad at it.I will try to cover every important stuff i can think of about him though.
Punishers
Standing Punishers
i10:1,1,2 20 damage -1/+6/+6
i11:4,3 26 damage -14/-5/-5 but 4,3,b,f(DSS) is +7/+16/+16
i12:3,4 32 damage -10/KND/KND it has pushback so only few characters can punish it,but 2nd hit is duckable
i14:3+4,4 -13/Launch/Launch,2nd hit duckable
i14:b4,3 -6/KND/KND use this if you want wallsplat
i15:df2 -7/Launch/Launch it has bad range and it wont launch crouchers on normal hit,but it is safe
i15:uf4 -13/Launch/Launch it has bad range,so use 3+4,4 or df2 instead
*You need to tap uf shortly for Law's hopkick,if you hold it you will get UF4(flip kick) instead
i16:b2,1 -1/+16/+16 long range mid/high punisher,2nd hit is duckable


WS Punishers
i11:WS4 -4/+7/+7 you can do DSS
i13:ws1,2 -9/KND/KND 2nd hit is high and duckable,but you can hitconfirm 1st hit and input 2nd hit if your reactions are good
i15:uf4 -13/Launch/Launch
i16:ws2 -17/Launch/Launch
High and Mid Pokes&Good Moves
1:i10 jab +1/+8/+8
1,1:Natural combo,you can do same followups which can be done after 1 jab. -7/-8/-8
1,1,1..:You can do up to 5 jabs but only first 2 are natural combo
1,2:i10 -1/+6/+6 Natural combo and it jails on block(2nd hit cant be ducked).Thats why 1,1,2 is natural combo too.
1,2,3:i10 high,high,mid -6/+5/KND If it counterhits,all 3 hits are guaranteed.And it wallsplats.
1,2,2:i10 high,high,mid -8/+4/+4.If it counterhits,all 3 hits are guaranteed.
1,2,2,2:i10 high,high,mid,high -9/+4/+4 If it counterhits,all 4 hits are guaranteed! So it is really good for counter hit baiting but last hit is duckable on block so be careful.
1,2,2,1+2:i10 high,high,mid,mid -13/KND/KND.If it counterhits,only first 3 hits are guaranteed.It can be used to mixup with the 1,2,2,2 string.
1,2,uf3:It does fake flip after 1,2 jab.It can be launch punished even on hit,but it is hard to react.You can do 1,2,uf3,4 for throwing safe mid launcher after fake flip,or you can go for FC mixup if opponent is hesitant to press anything.Dont use too much because it is risky.


df1:i13 -1/+5/+5 mid poke
df1,3,2:It is first 3 hit of one of the 10-hit combo.First 3 hit is natural combo and it is high,low,mid.It is -4 on hit so dont do any move after blocking.But it is pretty safe unless opponent guesses and low parries 2nd hit.

4:i11 -9/+7/Launch
f4:i13 -9/+7/Launch better range and damage than 4,but slower
4,u3: mid followup for 4,-1/KND/KND.It isnt natural combo and it can be interrupted.But you can use sometimes to catch people.Dont be too obvious with it.

df2:i15 -7/launch/launch doesnt launch crouchers on normal hit.

3+4,4 is your i14 mid,high whiff and block punisher.

b4:i14 mid homing -7/+3/+3 b4~b for backturn mixup
b4,3:mid high natural combo -6/KND/KND 2nd hit is duckable.

f1+2:i20 mid +3/+8/Launch It forces crouch.Bad range but it can be done by doing ff1+2 for increasing range(and make it slower of course)

b2:i16 mid -8/+4/+4 has followups.It has good range and it is essential move for Law to get close his opponent.
b2,3,4:Law's infamous "junkyard" move.It is mid,low,mid and safe.(-7 on block) 2nd hit is low parryable.But first 2 hit is natural combo so you cant low parry when you got hit by b2.Also last 2 hit are natural combo on counter hit which launches opponent for high damage combo.This move makes people hesitate to do any move after b2.It also guarantees high damage combo if you catch opponent backturned.
b2,3,d4:This is mid,low,low.It can be low parried like junkyard but if opponent doesnt low parry 2nd hit,you can mix him up with this.
b2,1:-1/+16/+16 long range mid/high block and whiff punisher,2nd hit is duckable.
b2,2:2nd hit is also duckable and high so i wouldnt recommend.But 2nd hit comes faster so it is harder to duck and punish,if opponent is expecting b2,1.
*b2 doesnt have mid followups so all followups can be beaten by trying to parry then launch punishing if Law did any high followups.Thats why dont use followups too much,unless you are expecting it to hit because of whiff or something.You can just do b2 to make opponent duck and do fast mid after sometimes for mixing it up.

f3+4:i25 -2/+7/Launcher low crush and it has little better range than f1+2.

WR3:i20~28 mid +9/KND/KND It is good move for approaching opponent because law excels at close range.If opponent doesnt do backroll or quick recovery,f3+4 is guaranteed.Dont do it from too away or it can be sidestepped and punished.

d1+2(DSS),f+4:i20~28 high +7/KND/KND It is another way to approach opponent if you arent confident to do WR3.But it is a bit slower because you are entering DSS manually,gives less plus frame and it is high.It has superior damage and superior range so it is good alternative though.
FC Mixups
FC df,d,df+3:i16~20 low.It can be float punished on block.It gives getup 3 on hit guaranteed.Or instead of doing getup 3,you can just stand and do another FC mixup. -23 on block but it can only float punished.

WS1,2:i13 safe mid,high move.2nd hit can be ducked but you can hitconfirm it.

WS2:i16 -17/Launch/Launch More riskier but higher reward mid option.

WS4,3:i11 mid mid ch launcher -18/Launch/Launch
*Actually ws4 alone gives launch on ch if you DSS after it,but it is hard and too hard to ch confirm it.
Some Gimmicky Moves
b3:i23 mid homing -12/KND/KND.It does more damage than b4 but b4 is overall better move.

df3,3,3:i17 mid,low,high -8/+1/+1.If it counterhits,all 3 hit is guaranteed.And if 2nd hits normally,it guarantees last hit.So it is similar move to junkyard but it can be ducked and launch instead.But it has mid followup too so its better to parry 2nd hit.

uf3:Fake flip,it has uf3,4 safe launcher followup.

d2,3:It is i11 downjab to mid launcher.-15/Launch/Launch. It isnt natural combo,but it high crushes and launches on counterhit.i11 high crush ch launcher is really good but it is launch punishable by most of the cast.

b1,2,2:i14 mid,mid,mid.-14/KND/KND All 3 hits are guaranteed on counterhit.Last hit can be delayed but if you delay it it wont combo on CH.It has pushback so most of the punishers whiff.For example Law's 3,4 whiffs but he can punish with 3+4,4 or b4,3.But many characters would struggle against this move.

ff4,3:i17 mid,mid -14/Launch/Launch.It is long ranged launcher.It can be used as whiff punisher if your reactions are really good.

ff3:i20 mid powercrush.-17/KND/KND.It has some pushback especially at tip range.Some characters cant launch punish it so it is usable move depends on the matchup.Also it is wall bounce move now,so you can potentially get high reward when close to wall

b3+4:i23 mid backswing blow.It is somewhat evasive and has good range.-18/KND/KND.It has similar pushback to ff3.

SS3+4:i15 mid,high(it jails on block so 2nd hit cant be ducked) -12/Launch/Launch

UF4:i18 mid -17/launch/launch
UF4,3:i18 mid,mid -18/launch/launch
*UF4,3 can be interrupted 13 frame or faster moves,so opponent can punish both option by doing i13 punisher after UF4.So dont use too much.
Lows
db3:i17 low -12/+4/KND tracks,hit grounded,on ch you can do df3+4.

d4,3:i15 low high natural combo -15/0/0.It makes distance between you and your opponent and Law is better at close range.It is good round ender and it is good at wall though.

df3+4:i18 high crush good range low.-15/+4/KND.On CH you get free FC df4.

d3+4:i12 high crush low -13/-2/-2

d3+4,3:-18/Launch/Launch 2nd hit is guaranteed launcher on block.It is similar move to d2,3.It is 1 frame slower,deals less damage on combo,and easier to react and punish.But it has better range than d2,3.

db4,4:i26 low,mid natural combo.If first low is blocked,it can be launch punished.It is little faster than generic snake edges but it deals much less damage.

db4,3+4:i24 rage drive low,high natural combo.-9/KND/KND You cant duck under 2nd hit if you block 1st so its safe to throw out.

d1,3:i24 low,high -9/KND/KND Only comboes on counterhit.2nd hit is duckable so be careful.
Combos
df2 f4,u3 b2 b2,1 S! 3+4,4
uf4 f4,u3 b2 b2,1 S! 3+4,4
ws2 f4,u3 b2 b2,1 S! 3+4,4
CH F1+2 f4,u3 b2 b2,1 S! 3+4,4
CH F3+4 f4,u3 b2 b2,1 S! 3+4,4
CH d2,3 f4,u3 b2 b2,1 S! 3+4,4
Low Parry f4,u3 b2 b2,1 S! 3+4,4
CH4 b2,3,4 b2,1 S! 3+4,4
CH4 3+4 2 b2,1 S! 3+4,4
3+4,4 S! b2,3,4,b,f,f DSSf3
3+4,4 S! f4,u3 b2,1
SS3+4 S! b2,3,4,b,f,f DSSf3
SS3+4 S! f4,u3 b2,1
ff4,3 b2,3,4 b2,1 S! 3+4,4
b2,(ch)3,4 b4,3 S! ff2,1,3
ch ws4,3 ws4 b2 b2,1 S! ff2,1,3
UF4 ws4 b2 b2,1 S! ff2,1,3
ch ws4,3 cc! f4,u3 b2 b2,1 S! 3+4,4
UF4 cc! f4,u3 b2 b2,1 S! 3+4,4
UF4,3 b2 b2,1 S! ff2,1,3
CH getup3 ws4 b2 b2,1 S! ff2,1,3

*You can do f1+2 for floor break combo ender.After floor break,you can do f3+4 then df3+4.
*You can do f4,3b,f,f DSSf4 for combo enders but it is hard.
*You can use rage art after S!

Wall combo:f4,3,b,f,f DSSf3
Easy Wall combo:b2,3,d4
7 Comments
Dante Sparda Oct 2, 2023 @ 7:13pm 
nice
Bing Chiller Jan 6, 2023 @ 6:34am 
im not reading all that
CrackaJack Apr 7, 2022 @ 9:37am 
or just do backflips until somebody wins :D HAYAAH
deniz  [author] Jul 28, 2019 @ 11:47am 
@Power Don't hold uf,just tap lightly.
Hori Jul 25, 2019 @ 8:09pm 
how do you uf4 hopkick with law he seems to do the backflip most of the times
deniz  [author] Sep 7, 2018 @ 10:54am 
Guide updated :D
TortleMan21 Aug 15, 2018 @ 6:04am 
or just spam dragon tail. :D