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Tekken 8 — Characters

Marshall Law – Frame Data

Marshall Law is a rushdown control character who uses various strings and the constant threat of the slide to own the tempo of a match. He is beginner-friendly, great for learning Tekken fundamentals, and at his best when he forces opponents to squirm out of his safe pressure. If you play Law, expect to take the initiative, adapt on the fly, and dive headfirst into danger.

162 Moves

Normal Moves

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

BT Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

FC Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

H. Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

R. Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

DSS Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions
Fighter Profile
Rushdown Pressure Beginner
Offense
8
Defense
8
Execution
8

Weak to: Step Right

Overview

Fast close pressure, slide mixups and strong punishment; slower backdash.

Heat System

In heat, 1+2 becomes a safe normal-hit launcher at -8 with pushback, uf+2 becomes +4 with knockdown on normal hit, and Law auto-parries punches while in DSS.

Strengths

Amazing small-tekken: Get in jab range and Law mauls you. df1 and b1 are strong, and the strings off his small options are excellent.Plus frames for days: Dragon hammer (f+1+2) and db+3 are safe and annoying. ws3, ws4, wr3, f2~1, and f3,1 are all plus with DSS.Solid whiff punishment: 3+4,4 (i14), b+2,2 (i16), and b+4,3 (i14) at the wall are solid options. Heat 1+2 is broken.Infinite money glitch: Land Tornado Claw (1+2) or uf+2 to recover heat meter. A slide guarantees 1+2 most of the time, letting you stay in heat all round.

Weaknesses & Counterplay

You need to force reactions nonstop, and his only armor move is -14.Law is strongest at range 0. Long-range keepout, high-reward mids, consistent jab evasion, or weapons force creative movement to get in.Law's parry doesn't work against knees, elbows, shoulders, weapons.
Game Plan
Threaten the slide from crouch walk to control neutral and get in.Use ws+4 into DSS as your main full-crouch pressure starter.In DSS, catch ducks and mashes with f+1, and stop steps with 1+2 or immediate f+2.Force the opponent to respect your safe pressure, then punish their escape attempts with launchers or counter hits.In heat, land 1+2 or uf+2 to recover heat and keep the buff going.
Stances
DSS (Dragon Charge) — enter: Enter from ws+4. — Main purpose is control. Use it to cover the opponent's escape options after ws+4 — DSS f+1 catches ducks and mashers, while DSS 1+2 and immediate DSS f+2 catch sidesteps. In heat, DSS auto-parries punches, making ws4 into heat 1+2 very strong.