Combos
Starter
Most Important

4,u+3f,f+42f,f+2,3 T!4,3~FDSS f+4- advanced staple4,u+3(dash) 4,3~Fuf+2(dash) 1+2 T!4,3~FDSS 4
- CH 1
2 (or heat on 1
2)4,u+3b+2,3,4~FDSS f+4
More Combos
- sidestep 3
4,u+3f,f+42f,f+2,3 T!4,3~FDSS f+4 - CH df

4,u+3b+2,3,4~FDSS f+4 - (b

3)
1+2 T!(sidestep left)(d+1+2) DSS 3b+2,3,4~FDSS f+4 
uf+14,u+3f,f+41+2 T!4,3~FDSS f+4

(sidestep left)(d+1+2) DSS 3b+2,3,4~FDSS f+4- CH 4
~
DSS f+2df+1,21+2 T!4,3~FDSS f+4 - CH 4

~
uf+2f,f+41+2 T!4,3~FDSS f+4 - CH 4

2f,f+41+2 T!4,3~FDSS f+4 - heat on uf
~
4,u+3df+1,2df+1,2f,f+41+2 T!4,3~FDSS f+4
Wall Combos
- 4,3~FDSS f+3
- b+2,3,d+4
- f+3,1~FDSS 1+2
Wall Carry
- Use d+2,3 after tornado for mid stances, and df+1,2 or uf+2 when closer to the wall.
With Tailspin
- 1+24,3~FDSS f+3
- b+2,3,4~FDSS 31,2,2,1+2 (delay last hit)
Heat Burst Ender
- After tornado, you can end with df+1,2 into a dash and Heat Burst to extend your combo for more wall carry.
Wall / Floor Break
- DSS f+3 can be used to break walls and f+1+2 for floor break.
Key Moves
Quick jab to check situations and start your offense. It also has several useful extensions.
Mid poke to harass the opponent. The df+1,2 extension can be used for punishment situations.
This launcher doesn't work on crouching opponents, but can be used as a keepout button and to punish mistakes.
Mid counterhit launcher useful for pressure. You can shift to a crouching position by inputting f+1+2~D, allowing you to use quick options such as ws+4~F for pressure.
2 (and heat on 1
2)An unsafe mid counterhit launcher. Mostly useful as a guaranteed follow-up after certain knockdown situations. During heat, this move turns into a safe normal hit launcher becoming more useful in the neutral.

3 and d

Low pokes to harass opponents that stand block too much.- DSS (d

2) and transitionsMany of Law's moves can shift to DSS by holding forward often improving their frame advantage. Make sure to learn your stance options so you can use these transitions to pressure and mix your opponents.
- FC df


Slide attack that is the core of his full crouch mixup game. You can crouch next to the opponent when you have a read they will play defensively, then mix this low with his ws+2 or other safer options.
Heat Engagers

A safe low crushing heat engager. Mostly useful in combos.

Counterhit confirmable heat engager from his jab. Can be used to challenge situations due to its speed.


Mid counterhit confirmable heat engager. Both the 2nd and 3rd hits are unsafe, but it can shift to DSS by inputting b+1,2~F.- DSS f
Fast but unsafe heat engager from DSS. - DSS f
Another mid heat engager from stance, but slower and safe.
Command Grabs

1 escape
1+2 escape

1+2 escape- DSS uf
1+2 escape
Block Punishers
| Startup | Standing | Crouching |
|---|---|---|
| 10 | FC d | |
| 11 | ― | WS |
| 12 | ― | |
| 13 | WS | |
| 14 | ― | |
| 15 | WS | |
| 19 |
Suggested Whiff Punishers






4 (range)
- heat on 1

Guaranteed Follow-ups
- CH sidestep 3

4 ― DSS f
1 (heat)
- CH DSS 1

4 ― DSS f
1 (heat)
- CH ws


4 ― DSS f
1 (heat)







- CH uf


- CH (2
2)


- CH (b
2)


- CH BT d


- FC df




- heat on DSS f
~

- CH d

(dash) 1
- CH DSS 4(dash) 1

- CH ws
~
DSS 1 - CH (f
3)
~
DSS 1 - (2


1)
~
FC df


Defensive Options

Parry- hold forward to enter DSS

Reversal
Power crush- heat on d
Has punch parry properties
Matchup Punishment
- SlideWS
4 float
- Asuka's b+3


- Kazuya db+1,2


- Ling RDS f+3+4,3+4



- Ling AOP 3+4WS
4 float
- evade Leo's b+1,4sidestep left 2nd hit
- Paul's Deathfist

4 (close range)
- Demoman (3rd hit)heat burst
- Alisa's b+3+4,(3+4)...
- Claudio's f+2,2...
- Kuma's f,f+2...
- Heihachi's f,f+2...
- Jack's d+1+2...
- Jack's df+1,2,1,2...
- King's JGS 4...
Notes
- Nunchuck moves are enhanced DSS gains punch parry properties