"Way of the Cooking Dragon" - Marshall Law Combo Thread

law

#1

<font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>Word. Let’s start this off fresh and legendary. We’ll add more along the Way.</span></font><br>
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General note, any link can pretty much go into a chain and then cancel into EX moves, Super Art, or launchers and tag cancels.</span></font><br>
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<b style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>FFR</b><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”> = Fury Fist Rush (HCF+P)</span></font><br>
<b style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>SK</b><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”> = Somersault Kick (HCF+K)</span></font><br>
<b style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>SSK</b><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”> = Shaolin Spin Kicks (QCB+K)</span></font><br>
<b style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>DC</b><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”> = Dragon Charge; Prerequisite for Dragon Knuckle (powerful punch), Dragon Tail (legend kick), and Cloud Gates (overhead) (HCB+P)</span></font><br>
<b style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>DK</b><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”> = Dragon Knuckle §</span></font><br>
<b style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>CG</b><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”> = Cloud Gates (f+MP)</span></font><br>
<b style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>DF</b><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”> = Dragon Flight (K)</span></font><br>
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<u style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><b>Basic Links with potential for more</b></u><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”> (**Cross Rushable into EX, Super Art, Cross Art)</span></font><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
c.LK, c.LP **</span></font><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
Close s.LK, c.LP **</span></font><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
c.LP, s.LP **</span></font><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
c.LP, c.MP **</span></font><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
c.LP, s.LP, c.MP</span></font><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
Close s.MP, c.LP **</span></font><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
Close s.MP, c.LK **</span></font><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
Close s.MP, c.MP **</span></font><br>
<b style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>Close s.MP, c.HP **<i> (NEW in Ver.2013!)</i></b><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
c.MP, c.MP **</span></font><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
c.MP, c.LK **</span></font><br>
<b style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>c.MP, c.HP ** <i>(on binded/ground bounced/wall bounced juggled) (NEW in Ver.2013!)</i></b><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
s.MP, c.MP, c.LK **</span></font><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
s.MP, c.MP, c.MP **</span></font><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
Close s.HK, c.LP **</span></font><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
Close s.HK, c.MP **</span></font><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
Close s.HK, s.MP, c.MP **</span></font><br>
<b style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>Close s.HK, c.HP ** <i>(NEW in Ver.2013!)</i></b><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
f.MP (overhead), c.LP **</span></font><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
f.MP (overhead), c.LK **</span></font><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
f.MP (overhead), c.MP **</span></font><br>
<b style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>s.LP~LP~LP~b.MP~b>MP <i>(NEW in Ver.2013!)</i></b><br>
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<u style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><b>Combos</b></u><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
c.LP, s.LP~LP~LP~LP~LP~LP</span></font><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
c.LP, s.LP~b.MP~LK</span></font><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
c.LK, s.LP~b.MP~LK</span></font><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
c.LP, s.LP~b.MP</span></font><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
c.LP, s.LP~b.MP~b.MP~LP</span></font><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
c.LP, s.LP~b.MP~b.MP~MP (bounds)</span></font><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
c.LP, c.MP xx LP FFR <juggle> LK Shaolin Spin Kicks</span></font><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
c.LP, c.MP xx MP FFR <bound>, c.HP xx HP Dragon Charge~Knuckle, Dragon Flight</span></font><br>
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<u style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><b>Tag Combo Options</b></u><br>
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Marshall Law Leads:</span></font><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
Boost: LP~MP~HP~HP</span></font><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
df.LK xx Spinkicks~tag (1 meter)</span></font><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
c.LP, c.MP xx LP or MP Fury Fists, c.HP xx Spinkicks~tag (1 meter)</span></font><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
c.LK, c.MP xx LP or MP Fury Fists, c.HP xx Spinkicks~tag (1 meter)</span></font><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
c.LP, c.MP xx Spinkicks~tag (1 meter)</span></font><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
c.LK, c.LP, c.MP xx Spinkicks~tag (1 meter)</span></font><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
b.MP~LK~MK (Junkyard Kick), c.HP xx Spinkicks~tag (1 meter)</span></font><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
b.MP~LK~MK, b.MP~LK~MK (Junkyard Kick), c.HP xx Spinkicks~tag (1 meter)</span></font><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
b.MP~LK~d.MK (Junkyard into Back sweeper) xx HK Somersault, b.MP~b.MP (Knuckle Rush) <bound> c.HP xx Spinkicks~tag (1 meter)</span></font><br>
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Close s.HK, c.MP xx EX-Spinkicks, j.HK, c.HP xx Spinkicks~tag (2 meter) (whatever combos into EX-Spinkicks still OK)</span></font><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
close s.HK, c.MP xx EX-Spinkicks, dash up, c.HP xx Spinkicks~tag (2 meter) (whatever combos into EX-Spinkicks still OK)</span></font><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
#YOLO EX-Fury Fists, s.HP xx Spinkicks~tag (2 meter) ** Don’t make this a big habit. It’s scrubtastically mainstream. Use this when you feel your opponent least expects it</span></font><br>
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Tag in> b.MP~MP <bound> s.HP~DC~DK~DF</span></font><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
Tag in> b.MP~MP <bound> s.HP~Spinkicks (tag switch cancel again OK)</span></font><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
Tag in> b.MP~LK~MK [b.MP~LK~MK] <float> c.HP~Spinkicks (tag switch cancel again OK)</span></font><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
Tag in> s.HP~HK Somersault, c.HP~DC~DK~DF ** (This combo may whiff in the last part due to juggle points being raised on Somersault/Back Flipper, so you may want to figure it out for your team’s composition and just do Spinkicks instead)</span></font><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
Tag in> s.HP~HK Somersault, c.HP~Spinkicks (tag switch cancel againOK)</span></font><br>
<font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>Tag in> s.HP~HK Somersault, c.HP~Somersault xx Backflipper (range/launch distance dependent)</span></font><br><br>
<u style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><b>Punishment Combos</b></u><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
LP~MP~b.MP~MP, c.HP xx Dragon Charge~</span></font><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
LP~MP~b.MP~MP, c.HP xx Shaolin Spin Kicks~(tag cancelable into follow ups)</span></font><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
b.MP~LK~MK (juggles), b.MP~MP (bounds), c.HP xx Dragon Charge~</span></font><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
b.MP~LK~MK (juggles), b.MP~MP (bounds), c.HP xx Shaolin Spin Kicks~(tag cancelable into follow ups)</span></font><br>
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<b style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><u>Pandora Setups</u></b><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
To be updated soon! New pandora changes open up possiblilities.</span></font><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
Opening Pandora with Marshall Law:</span></font><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
Counter Hit far s.HP can crumple but the distance is varied. Possibly better for long reaching partners.</span></font><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
MP Fury Fists, Pandora…</span></font><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
EX Fury Fists, Pandora…</span></font><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
xx EX-Spinkicks, Pandora right after the character bounces off the wall</span></font>


#2

f.mp links into c.lp and c.mp


#3

Not true. F. mp will link into straight c. mp ONLY if they are hit standing which will rarely if ever happen or on counter hit which awards you a ground bounce.

I think I’ve already hit Law’s meterless potential off of multiple situations and set ups. I’ll post them up later today. For those wondering, that Law combo in Trag’s day 0 combo video is his max damage meterless combo off of a jump in.


#4

I thought that seemed a bit too GDLK, even for Law.

found a nice combo off an ambiguous crossup tho:

j.mk, s.mp, c.mp, c.mp xx FFR


#5

b.MP~LK~MK (juggles), b.MP~LK~MK (juggles), c.FP xx SSK

(close) s.HK, c.MP, c.MP xx FFR


#6

b.mp~lk~mk juggle b.mp~mp otg cr.hp xx spin kicks (opens up for a tag into more juggles.)


#7

Some stuff I found:

Useful links:
(useful = all cancellable into whatever you want)

cr.LP st.LP cr.MP : the easiest one
cr.LP st.MP cr.MP
cr.LK cr.LP cr.MP : a bit difficult, but starting with cr.LK will hit low
st.HK cr.MP :
st.HK st.MP cr.MP : One of the most damaging so far if you have the execution

Useful ways to put your opponent in juggle state and followups:

The best way to start a good juggle combo is imho MP Fury Fist Rage (half circle forward + MP). Otherwise, corner MK Sommersault is nice for fancy/stylish stuff, and the easiest way to start a juggle is probably the target 4MP - MP. If you’re willing to add some extra damage, EX Shaolin Kicks is very nice
Followups I prefer:

  • After EX Shaolin Kicks: step forward - st.HP - Dragon Charge P - juggle K looks like the best solution out there, at least most damaging.
  • After MP Fury Fist Rage: Most damaging solution: cr.MK Dragon Charge P - juggle K. If you are at the beginning of a combo and you’re not afraid or damage reduce, you can just cr.MK to super
  • **After corner MK/HK Sommersault:**One of the trials shows us a nice and easy juggle : cr.MP MK/HK Sommerault - cr.MP MK/HK Sommersault - MK/HK Sommersault x2. If you want a bit more damage, optimize it like this: cr.MP Sommersault - cr.MP Dragon charge - P - juggle K. Why not even using a super.
  • After target combo 4MP - MP : Didn’t try a lot of things, but cr.MK - Dragon charge P - juggle K is still nice and damaging. Or super.

Beware that a juggle Dragon Charge P - juggle K has to be timed, you have to delay the K to hit your opponent.

Some examples of damaging combos:
(note: a dash “-” between two moves means “juggle” )

Mid screen:
I think we’ll usually use one of the links given above, and end them with FuryFistRage, looks fine to me. An example with the most damaging combo I found yet:
j.HK st.HK st.MP cr.MP MP FuryFistRage - cr.MK DragonCharge P - juggle K : 422 dmg

Corner:
You can either use the mid screen one (although the dragon charge K has a different timing in corner), or have fun with Sommersaults. I haven’t found more powerful than the midscreen one, but here’s a variation:
j.HK st.HK st.MP cr.MP MK Sommersault - cr.MP MK Sommersault - cr.MP DragonCharge P - juggle K : 392 dmg

With 1 EX bar:
Any starter ending with EX Shaolin Kicks will do it fine. Beware that the timing is different on corner, I’d advise to use EX Shaolin kicks only if you’re cornered or midscreen. Example of the most damaging I found so far:
j.HK st.HK st.MP cr.MP EX ShaolinKicks - pas en avant st.HP DragonCharge P - juggle K:455 dmg

More than one EX bar:
Whatever starter you want followed by a juggle cr.MK/st.MP - super easily goes over 500/550 damage, but I haven’t tried to optimize it yet.

Anyway, for now I think the best way to juggle is to do a cr.MK OR st.MP OR st.HP (according to your position) followed by Dragon Charge P - juggle K

I just had the game yesterday, so for now I just had fun finding some combos with Law alone. I still have to find a good partner to start finding tag combos. I think Shaolin Kicks or Fury Fist Rage are nice specials to tag cancel as they give enough time for your partner to come and kick your opponent’s ass.

Have fun guys! I think I’ll spend some time preparing a little combo video to illustrate this stuff =)

EDIT: Other miscellaneous stuff:

Dragon Charge - K goes through Hadoken. Using HK version, you can punish a full screen Hadoken. Unfortunately, no combo possibility afterwards :confused:
Dragon Charge - P can absorb one hit. Can be nice to create counter hit situations

j.MK is maybe the best jumpin, as it crosses up in a kinda ambiguous way, and allows to continue with st.MP
j.HK is more damaging and can help you start your combo with st.HK, but does not cross up

A good long range move is back+MP. It has a pretty good range, is kinda fast, and is very easily hit confirmable.
The combo has been posted by OJuggernautO above, and is VERY useful for hitconfirming: the target b.MP st.LK st.MK is safe if you stop at st.LK. So if you see that your opponent blocked the b.MP & st.LK, just stop, you’re better off in a safe position. If b.MP hits, just continue your combo.
I think it’s easy to hit-confirm b.MP st.LK, can be good for poke matters.


#8

nice post man. What’s your youtube channel so I can watch them combo videos.


#9

You can get a little more damage off MP fury by connecting c.hp into charge knuckle tail.

Knuckle combo has armor on it.

You can basically reverse with ex-charge straight into knuckle, bait a counter hit by following up with combo knuckle with another armor hit. Remember there’s no focus attacks in here. I don’t think anything breaks armor in here. Correct me if I’m wrong.

Sent from my Galaxy Nexus using Tapatalk


#10

My youtube username is damascus06, you can follow my twitter if you want updates ( @zDamascus ). I’ll probably prepare some combos tomorrow and upload them, I’ll post them here anyway. Unfortunately I don’t have any recording material so I’ll have to just film my screen, I’ll try to use a good camera =)

@SUPARNOVAX:

Haven’t tried cr.HP, thanks for this one =)
I don’t think anything breaks armor either. I played a friend who uses Kazuya, he could absorb every shoryuken with his mist step for example. I think you can usually absorb mid/high attacks, though I’ll have to confirm it

(nice avatar btw)

Problem now: How do you anti-air with Law? None of his normal looks reliable… Only LK Sommersault can stuff airborne opponents so far, but you have to do it very early :confused:
Any other ideas?


#11

It seems like using close st.MP, cr.MP adds unnecessary difficulty when cr.MPx2 does the same damage and is easier.


#12

Yeah, I thought the same thing. j.HK, cl.HK, c.MP, c.MP, hcf+MP, HP, qcb+P P (wait) K
Does a meterless 437, is very easy to link, and seems to be fairly easy to hit confirm.


#13

The combo at 1:33:
[media=youtube]KRATF6LqdJc[/media]
The ex flip kick hits balrog twice, the second hit RIGHT BEFORE landing. Looks like it hits only in the corner against MOST of the roster, and none mid screen, but it gives you enough time to tag someone in and get extra damage.


#14

Thanks :stuck_out_tongue:

So far, c.HP is usable if you fish out jump ins. I would try to meet air to air with j.MP or cleanly beat it with jump back j.HK. Pretty much gotta block a lot.


#15

You can also use st.LP as an anti-air. It even breaks Akuma’s Demon flip. But well… it feels cheap :stuck_out_tongue:


#16

Time to abuse st. lp lol. Anyway been doing the B.MP-LK-MK~B.MP MP Cr. HPxDC-DP-DK as bnb. 320 damage anywhere =D. Although one thing with that is people can catch you with cr.lk if they just throw it out when you’re trying to get in with B.MP. However B.mp-lk is too godlike lol. Law is safe on this and sometime can just abuse this against people with slow start up moves. Need to see his frame data to see if he’s at advantage or neutral on this.


#17

He is actually -4 after B.MP~LK. I have been punished several times thinking it was safe.


#18

Damn it!
Where did you get a frame data? Did you buy the guide?


#19

Yeah I have the guide.


#20

Corner only
J.HK, close s.HK, c.MP xx MK SK, s.HP xx MK SK, c.HP xx DC~DK, DT
417 damage