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Law — character information

Every Law move in Tekken 8: 63 rows, 10 lows, 6 throws, 6 plus on block. Frame data from wavu.wiki, which publishes it under CC0. Game version 3.01.01.

How they play

On the numbers, Law is unusually duckable (29.3% of the movelist is highs) and fast and plus (3.3% of the movelist is plus on block at i15 or faster). Everything else about them sits inside the roster's normal range.

  • Neutral throws67th of 41

    Throws they can start from neutral, excluding the side and back throws every character shares. More throws means your standing break is more of a guess.

    Law: 6 throws from neutral — 7th of 41. The roster median is 4.

  • Plus on block10.7%23rd of 41

    How much of the movelist is genuinely their turn after you block it. Guardable moves and spacing-dependent ranges are excluded, because neither is free pressure.

    Law: 10.7% of the movelist is plus on block — 23rd of 41. The roster median is 11%.

  • Lows16%13th of 41

    How much of the movelist is low-family — low-parryable and low-crushable. Includes special lows, which you CAN block standing, so a big number is not by itself a reason to crouch.

    Law: 16% of the movelist is lows — 13th of 41. The roster median is 13.8%.

  • CH launchers1415th of 41

    Moves that launch on counter hit. Against a high number, pressing your turn back is how you lose the round rather than how you win it.

    Law: 14 moves launch on counter hit — 15th of 41. The roster median is 12.

  • Stances132nd of 41

    Stances that real moves come out of, excluding the positions inside a chain throw. Each one is a separate movelist you have to know.

    Law: 1 stance: DSS — 32nd of 41. The roster median is 2.

  • Homing45th of 41

    Homing STRIKES — moves that realign and catch a sidestep. Homing throws are counted separately, because they say something different.

    Law: 4 homing strikes — 5th of 41. The roster median is 3.

  • Wall / balcony26.7%11th of 41

    How much of the movelist breaks a balcony or crushes a wall. This is what being cornered actually costs against them.

    Law: 26.7% of the movelist carries a balcony break or wall crush — 11th of 41. The roster median is 24.8%.

  • Floor breakers031st of 41

    Strikes that break a breakable floor. On stages that have one, these are what they are looking for. Floor-breaking THROWS are counted separately — 61 of the roster’s 273 are throws, and a grab that drops you through the floor is a different thing to watch for than a button that does.

    Law: 0 strikes break the floor — 31st of 41. The roster median is 2.

  • Side switches126th of 41

    Moves that swap positions on hit. This is how a cornered opponent gets out, so a high number means the corner you won is temporary.

    Law: 1 move switch sides on hit — 26th of 41. The roster median is 2.

  • Chip damage12%32nd of 41

    How much of the movelist damages you through a block. Blocking is still right, but a long blocked string is not free.

    Law: 12% do chip damage on block — 32nd of 41. The roster median is 14.5%.

  • Power crushes232nd of 41

    Moves that absorb a high or mid and keep coming. Trading loses; lows, throws and not pressing all beat them.

    Law: 2 power crushes — 32nd of 41. The roster median is 3.

  • Fast mids217th of 41

    Mids that come out in 13 frames or fewer — what answers your jab and what starts their turn from nothing.

    Law: 2 mids at i13 or faster — 17th of 41. The roster median is 2.

  • Parries / sabaki215th of 41

    Parries, sabaki and reversals: moves that take the turn back on a read. Counted from the parry window on the move where wavu publishes one, and from its description where it does not.

    Law: 2 parries or sabaki — 15th of 41. The roster median is 2.

  • Launchable lows41.7%19th of 41

    How many of their lows hand you a launch when blocked. High means you can stand and take the low; low means blocking it correctly buys you almost nothing.

    Law: 41.7% of their lows are -15 or worse — 19th of 41. The roster median is 37.5%.

  • Launchable mids/highs9.5%26th of 41

    How many of their mids and highs hand you a launch when blocked. Not only mids: 28% of this population is highs, which you can duck instead — so a high number here is not by itself a reason to stand and block. High means blocking and waiting is a plan; low means you have to make the turn yourself.

    Law: 9.5% of their highs and mids are -15 or worse — 26th of 41. The roster median is 10.9%.

  • Turn-keeping pokes37.5%16th of 41

    How many of their pokes are +5 or better on hit and safe on block. +5 rather than merely plus, because that is the margin that beats a 10-frame jab — at plain +1 the figure is roughly half again as large and means much less. High means that after eating one poke you are still on defence and pressing back is a gamble.

    Law: 37.5% of their pokes stay plus on hit and safe on block — 16th of 41. The roster median is 35.5%.

  • Duckable highs29.3%6th of 41

    How much of the movelist ducking answers outright. High means ducking on a read deletes a lot and buys a whiff punish.

    Law: 29.3% of the movelist is highs — 6th of 41. The roster median is 21.3%.

  • Low crushes17.3%12th of 41

    How much of the movelist jumps over lows. Your own low pokes are a losing button against a high number.

    Law: 17.3% of the movelist jumps over lows — 12th of 41. The roster median is 12.8%.

  • High crushes8.7%30th of 41

    How much of the movelist ducks under highs. Your jab strings and standing kicks are a liability against a high number.

    Law: 8.7% of the movelist ducks under highs — 30th of 41. The roster median is 9.7%.

  • Safe evasions34.2%35th of 41

    How many of their evasive moves are still safe once you read and block them. High means reading their evasion wins you position but no damage.

    Law: 34.2% of their evasive moves are still safe when blocked — 35th of 41. The roster median is 45.5%.

  • Fast plus on block3.3%6th of 41

    Moves that are plus on block AND come out in 15 frames or fewer — plus frames fast enough to use as pressure rather than as a reset. Worth knowing that roster-wide most fast plus moves are highs, so ducking is often the answer.

    Law: 3.3% of the movelist is plus on block at i15 or faster — 6th of 41. The roster median is 2%.

  • Safe poke damage11.632nd of 41

    What a single free poke costs, averaged over the ones you cannot punish. High means a passive round is a lost round.

    Law: their average safe poke does 11.6 damage — 32nd of 41. The roster median is 13.2.

  • Follow-ups per move0.6121st of 41

    Follow-ups per standalone move. High means most of what you block is mid-string, so your defence is delay-and-interrupt rather than punish windows.

    Law: 0.61 follow-ups per standalone move — 21st of 41. The roster median is 0.61.

Shading shows where Law sits in the roster on that category, darkest for first. It is a position, not a verdict: first of 41 in launchable lows is a weakness. Open any box for what the category means. Bold marks the roster’s top fifth — Law reaches it on 2 of 23.

Your back to the wall

26.7% of their moves carry wall or balcony properties, a little above the roster middle.

Their back to the wall

1 move switches sides on hit, below the roster middle, so they have an out but not a reliable one.

Centre stage

4 homing strikes, in the top fifth of the roster, of which 2 are mids. Those are the ones that beat a step without giving you a ducking answer.

On a breakable floor

Only the grab. No strike of Law's breaks the floor, but 1 throw does — so on these stages the floor is a reason to respect the throw, not the buttons.

Key Law moves

Plus on block

  • DSS.f+4Dragon's Flightstancei19, high, +7 on block
  • 3+4,4Wild Dragon's Flightfrom 3+4 (i14), high, +7 on block
  • f,f,F+3Running Side Kicki20~28, mid, +6 on block
  • f+2~1Poison Arrowi19, mid, +4 on block

Plus you cannot ignore

  • f+2~1Poison Arrowi19, mid, +4 on block
  • f+1+2Dragon Hammeri20, mid, +3 on block
  • f,f,F+3Running Side Kicki20~28, mid, +6 on block

Fastest mids

  • df+1i13, mid, -1 on block
  • df+4Right Middle Kicki13, mid, -8 on block

Lows, safest first

  • d+4i15, low, -11 on block, too fast to see coming
  • d+1Low Backhandi19, low, -12 on block, too fast to see coming
  • b+2,3from b+2 (i16), low, -12 on block
  • db+3Shin Crusheri17, low, -13 on block, too fast to see coming

Special lows

  • d+2Body Blowi11, special low, -4 on block, too fast to see coming
  • hFC.2Body Blowsituationali11, special low, -4 on block, too fast to see coming
  • db+1Crouch Jabi10, special low, -5 on block, too fast to see coming
  • hFC.1Crouch Jabsituationali10, special low, -5 on block, too fast to see coming

Panic buttons

  • b+1+2Dragon Stingeri20, absorbs a hit, -14 on block
  • b+1+3Parryparries, block frames unpublished
  • 3+4i14, jumps lows, -13 on block
  • uf+4Dragon's Rising Kicki15, jumps lows, -13 on block

Launches on counter-hit

  • H.1+2situationalcounter-hit +66a (+50), needs Heat
  • 1+2Tornado Clawi16, counter-hit +66a (+50), needs Heat
  • f+1+2Dragon Hammeri20, counter-hit +55a
  • 2,b+2,1,2Rage Dragon Combofrom 2 (i10), counter-hit +55a

Homing

  • DSS.3Dragon Charge Spin Kickstancei19, homing, +3 on block
  • BT.1+2Dragon Back Blowsituationali15, homing, +1 on block
  • ub+1+2Dragon Back Blowi16, homing, +1 on block
  • b+4i14, homing, -7 on block

Parries and sabaki

  • b+1+3ParryTransition to DSS on successful parry with F to be +20g (i14? guaranteed followups)

Free launches for you

  • BT.d+3situationali12, -15 on block
  • d+3+4Low Kicki12, -15 on block
  • hFC.4Low Kicksituationali12, -15 on block
  • df+3+4Banana Peeli18, -15 on block
What Law punishes you with
Law’s hardest-hitting punish at each speed
You areStanding punishDamageFrom crouchDamage
−10 or worse2,b+216—
−12 or worse3,432 launchesws414
−13 or worse3,432 launchesws414
−15 or worseb+4,334 launchesws220 launches
What you get to do about Law’s strings

Duck it and the whole string whiffs

  • 12 follow-ups, all high

Fuzzy guard candidates

  • 4,3high, 15f before 4,u+3
  • b+2,2high, 10f before 2 slower branches
  • 1,2,2,2high, 6f before 1,2,2,1+2
  • 2,2,2high, 6f before 2,2,1+2
  • 3,4high, 5f before 3,3
  • …and 2 more

Scoped to an opponent pressing the string on immediate timing. No source publishes how large this gap has to be, so none of these are filtered out for being tight. Two thirds of high extensions have no delay recorded either way, so a row with no delay warning usually means nobody has checked.

Do not try to duck these

  • 1,2jails — you stay in blockstun
  • 1,2,3jails — you stay in blockstun
  • f,F+2,3jails — you stay in blockstun

Jailing is unrecorded on 95% of Law’s string continuations, so a string missing from the last list was probably never checked.

Getting into Law’s stances

The movelist below has every stance move on it and nothing saying how to reach one. These are the moves that get Law there. A transition is not always free — wavu writes the condition in prose, and it can be on hit only, on block only, automatic, or need a follow-up input, so check the move’s own row before you count on it.

DSS — 8 moves out of it

  • 1,1,2Knuckle Barrage Combofrom 1 (i10), -6 on block
  • 1,2,2,2Left Right Dragon Fist Combofrom 1 (i10), -9 on block
  • 2,2,2Rave War Combofrom 2 (i10), -9 on block
  • 4,3from 4 (i13), -8 on block
  • 4,3,4Shaolin Spin Kicksfrom 4 (i13), -6 on block
  • b+1i14, -9 on block
  • …and 15 more

1 of the 1 stance in Law’s movelist has a documented way in.

Throws and breaks

Law has 6 throws that can start from neutral.

Default break: 1. It covers 3 of 6 breakable throws (50%).

What 1 does not cover, most damaging first:

  • uf+1+2,1,2,1+2 Headlock Drop — breaks with 1+2, 40 damage
  • uf+1+2 Headlock Punch — breaks with 1+2, 35 damage
  • f,F+3+4 Knee Lift — breaks with 1+2, 10 damage
Law neutral throws with break inputs
ThrowNameBreakDamageLeaves youLikely used
1+3Dragon's Fire1 or 235—Against sidestepping
2+4Hopping Frog1 or 235—Against sidestepping
f,F+3+4Knee Lift1+210——
f+2+3Run Up > Drop135——
uf+1+2Headlock Punch1+235——
uf+1+2,1,2,1+2Headlock Drop1+240—On a breakable floor

Five questions from the vetted quiz corpus, scoped to this character.

Frame data

What each column means is in reading the frame data pages. The words in these rows are in the Tekken 8 glossary.

Filters · 162 moves
Level
Properties

162 moves

Search any column from its heading.

Law frame data — 162 moves
DetailsProperties
(Back to wall).b,b,ubWall Jump DivekickMid29~33-1+19c—25
(While down, facing up).1+2+3+4Taunt———————
1JabHigh10+1+8—5—
1,1—Highi18 rel-8-6+6,5—
1,1,1Furious RushMidi20 rel-12 HD+15cg—,20
1,1,2Knuckle Barrage ComboHighi17 rel-6+6—,12—
1,2Left Right ComboHighi12 rel-3+6+6,8—
1,2,2—Midi20 rel-8+4+4,10—
1,2,2,1+2Left Right Blazing Fist ComboMidi19 rel-13+5a (-4)—,23
1,2,2,2Left Right Dragon Fist ComboHighi13 rel-9+4+9d,15—
1,2,3Left Right > KneeMidi15 rel-5+13g—,10
1,2,uf+3,4Left Right Combo > Somersault FeintHigh15-12+31a (+21)—20—
1+2Tornado ClawMid16~17-13~-12+12a (+5)+66a (+50)20
1+2+3+4Ki Charge———————
1+2+3+4,1+2*Ki Charge (Hold)———————
1+2+3+4,1+2*,2Cloud GatesHighi14 rel+1+15a+50a22
1+2+3+4~1BlackoutHigh12-5+6—10—
1+2+3+4~1,3Blackout > Muggin'Lowi19 rel-13-1—,10—
1+3Dragon's FireThrow12~14-3+0d—35
10 String10 Hit Combo———————
2Right JabHigh10+0+6—8—
2,2—Midi20 rel-8+4—,10—
2,2,1+2Blazing Fist ComboMidi19 rel-13+5a (-4)—,20
2,2,2Rave War ComboHighi13 rel-9+4+9d,10—
2,b+2—Highi17 rel-4+7—,8
2,b+2,1—Highi23 rel-3+3—,8—
2,b+2,1,2Rage Dragon ComboMidi20 rel-3+20a+55a,21—
2+3Heat BurstMid16+1+2c—[12;12]
2+3+4Taunt———————
2+4Hopping FrogThrow12~14—+0d—35
3High KickHigh12-9+2—12—
3,3Feint > Middle KickMidi27 rel-14-3+53a (+22),17—
3,4High Kick > Bloody CleaverHighi22 rel-10+19a (+10)—,20
3+4—Mid ⋯14~15-13+3—5,10
3+4,4Wild Dragon's FlightHighi30 rel+7+5c—,25
4Right High KickHigh13-9+7+7s15—
4,3—Highi18~19 rel-8+1—,12—
4,3,4Shaolin Spin KicksHighi20 rel-6-1+31a (+24),14—
4,u+3Crescent Kick ComboMidi33 rel-1+30a (+13)—,23
b,B+2+3Charge Power PunchMid78—+0d—60—
b+1—Mid14-9+2—12—
b+1,2—Midi19 rel-12+2—,12—
b+1,2,2Dragon StormMidi18 rel-14 HD+12a (+5)—,22
b+1+2Dragon StingerMid20-14+31a (+23)—21
b+1+3Parry———+7——
b+2—Mid16-8+4—12—
b+2,1Vortex RushMidi26 rel-15+11a—,16
b+2,2Knuckle RushHighi13 rel-9+4+9d,15—
b+2,3—Lowi23 rel-12-1—,10—
b+2,3,4Junkyard KickMidi23 rel-7+36a (+26)—,23
b+2,3,d+4Dragon Rush ComboLowi34 rel-37+11a—,23
b+2+4Dragon ParryThrow——+0d—34
b+3Dragon Spin KickMid23-12+17a (+8)—27
b+3+4Dragon ArrowMid23-18+16a (+6)—25
b+4—Mid14-7+3—13
b+4,3Tiger FangHighi32 rel-5+24a (+15)—,21
Back throwDragon BitesThrow12~14—+0d—50—
BT.1Turning KnucklesHigh10+1+8—7—
BT.1+2Dragon Back BlowHigh15~16+1+16g—20
BT.2—Mid15-14-1+52a17
BT.2,2Blind Elbow ComboMidi14 rel-14+5c—,20
BT.3—High10-8+8—18—
BT.4—High11-9+2—14—
BT.4,3Wolf FangMidi24 rel-12+12a (+3)—,24
BT.d+3—Low12-15-4—6—
BT.d+3+4FrogmanMid26-15+0—25—
BT.d+4Reverse LowLow23-13+6c+26d17—
d+1Low BackhandLow19~20-12-1—15
d+1,3Low Backhand > High KickHighi24 rel-9+20a (+11)—,21
d+1+2Dragon Charge———————
d+2Body BlowLow sl11-4+7—8
d+2,3Body Blow > Dragon LiftMidi23 rel-15+30a (+20)—,21
d+3Dragon LowLow16-14-3—8—
d+3,3Dragon Low > Hook KickHighi16 rel-7+20a+46CS,17—
d+3+4Low KickLow12-15-2—7
d+3+4,3Low Kick > SomersaultMidi29 rel-14+14a—,23
d+4—Low15-11+0—7—
d+4,3Construct KickHighi12 rel-12+0+5,12
db+1Crouch JabLow sl10-5+6—5
db+1+2—Mid ⋯17-4+7—8,8,8—
db+1+2,1Dragon JudgmentMidi22 rel-16+16d (+6)—,28
db+2—Mid14-4+7—15
db+2,4Elbow Spring KickMidi33 rel-15+1d—,25
db+3Shin CrusherLow17-13+3c+13g15—
db+4Dragon's TailLow26-37+15a—20
db+4,4Dragon's Tail > Somersault KickMidi37 rel-8+30a (+12)—,27
df+1—Mid13-1+5—10—
df+1,2Blast ClawHighi20~21 rel-8+9—,24
df+1,3—Lowi20 rel-16-5—,6—
df+1,3,2—Midi28 rel-12-1—,6—
df+1,H.2Blast ClawHighi20~21 rel-5+16a (+7)—,27
df+2Dragon RaiseMid15~16-7+34a (+24)—12—
df+3Dragon LanceMid21-13+52a (+21)—23
df+3+4Banana PeelLow18-15+4c+6a12
df+4Right Middle KickMid13-8+3—15—
df+4,3Right Middle Kick > Somersault KickMidi29~31 rel-14+68a (+52)—,23
DSS.1Dragon KnuckleHigh12+3+7+17c14
DSS.2Cloud GatesHigh14+1+15a+50a20
DSS.3Dragon Charge Spin KickHigh19+3+40a—25
DSS.4Dragon Charge KickLow21-13+6c+38a21—
DSS.f+1Dragon RoarMid14-11+12c—20 (24)
DSS.f+3Dragon CannonMid20-9 HD+22d (+12)—27 (32)
DSS.f+4Dragon's FlightHigh19+7+5c—36 (40)
DSS.uf+1+2FaceliftThrow12-2+0d—35—
f,f,F+3Running Side KickMid20~28+6+9c—30
f,F+2Dragon's PokeMid14~16-6+2+712—
f,F+2,1—Highi22~23 rel-4+2—,12—
f,F+2,1,3Dragon Strike ComboMidi28~30 rel-13+11a—,23
f,F+2,3Dragon DaggerHighi16 rel-14+11c—,20
f,F+2,f+1+2Dragon's Poke > Poison ArrowMidi31~32 rel+4+30a (+4)+54a,24
f,F+3Dragon DivideMid23~26+0+7d—30
f,F+3+4Knee LiftThrow14-3+55a (+28)—10—
f,F+4Dragon's Leap ShotMid20~21-9+19cg—17
f+1+2Dragon HammerMid20+3+8c+55a20—
f+2—High12+0+6—10—
f+2+3Run Up > DropThrow12-2+6d—35—
f+2~1Poison ArrowMid19~20+4+30a (+4)+54a24
f+3—Mid18-10+1—12—
f+3,1Plunging KnockMidi20 rel-2+8—,15—
f+3+4Dragon KillerMid25~26-2+7c+49a20
FC.df,d,df+3Slide KickLow16~20-23+13—17—
FC.UF+3+4Rainbow KickMid46~49-4+17a (+7)—30
H.1+2———-8~-7+30a+66a (+50)—
H.2+3Heavenly DragonMid ⋯14+11 g+5—24,4,5,5,5,7 (50)
H.DSS,PDragon ParryThrow——+0d—38
H.uf+2Gale ClawHigh19~20+4+21d—21
hFC.1Crouch JabLow sl10-5+6—5
hFC.2Body BlowLow sl11-4+7—8
hFC.3—Low16-17-6—10
hFC.3,4Double ImpactMidi29 rel-14+14a (-3)—,27
hFC.4Low KickLow12-15-2—7
hFC.4,3Low Kick > SomersaultMidi29 rel-14+14a—,23
Left throwHeadlock KickThrow12~14-3+0d—40—
R.df+1+2Fate of the DragonMid20-18+0d—55+
Right throwBall BreakerThrow12~14-3+0d—42—
ss2Spinning Dragon BlowMid18+0+16d (+6)—23
ss3Low CrushLow18-13+7+16c17—
ss3+4Double DragonMid ⋯15-12+63a (+43)—9,10
u+4Rising Toe KickMid15-13+19a (+9)+33a (+23)12
ub+1,1+2,2Fury Fist RushHigh ⋯12-14+28a (+13)—3,3,3,25—
ub+1+2Dragon Back BlowHigh16~17+1+16g—20
ub+2generic hookHigh15-12+9—17—
ub+3Somersault——————
ub+3,4Somersault FakeMidi15 rel-12+31a (+21)—20—
uf,n,4Dragon's Rising CannonMid19-15+30a (+20)—20
uf+1BlackoutHigh12-5+6—10—
uf+1,3Blackout > Muggin'Lowi19 rel-13-1—10—
uf+1+2Headlock PunchThrow12-6+3d—35—
uf+1+2,1,2,1+2Headlock DropThrow12-6-6d—40
uf+2Gale ClawHigh19~20-1+9+21d21
uf+3Dragon's FuryMid18-8 HD+16c—20
uf+3+4Dragon's DescentLow29-24+5—27
uf+4Dragon's Rising KickMid15-13+33a (+23)—14
UF+4Somersault KickMid18-17+28a (+18)—23
UF+4,3BackflipperMidi19 rel-14+78a (+62)—16
ws1—Mid13-7-1—10—
ws1,2Flash FistHighi16 rel-9+14c—,25
ws2Dragon UppercutMid15-18+31a (+21)—20—
ws3Side KickHigh16+16 g+18—16—
ws3+4Catapult KickMid14-21+0a (-17)—30
ws4—Mid11-4+4+514—
ws4,3Front Kick Somersault VariationMidi27 rel-14+68a (+52)—,23