From: S Hyun Yim Newsgroups: rec.games.video.arcade Subject: [Tekken3] Forest Law Guide Date: Sat, 17 May 1997 17:09:18 -0400 _/___________________________________________________/_/ _/ _/ _/ Marsha... I mean Forest Law (Tekken 3) Guide _/ _/ By Hyun Yim (sy2b+@andrew.cmu.edu) _/ _/___________________________________________________/_/ v0.1 May 18,1997 ---------------------------------------------------------------------------- Intro ---------------------------------------------------------------------------- Well, first there was Fei Long, then came Marshall Law. Although the appearance of Marshall Law was met by excitement of many You-know-who fans, Mr. Law quickly acquired his infame as a scrub character. I will not elaborate on the background reason for this bias. In fact, I don't even really know how Forest differs from his father since I barely played Tekken2. (I am in fact a VF player myself.) All I want to say here is, Forest Law in Tekken3 is anything but a scrub character. He is quite strong, interesting to play, and very challenging. After two days of vs. plays against some players who have been playing each other much longer than I have, my personal record is 13 win streak. But there are some Paul players that I just can't beat. Normally, I wouldn't think that I am qualified to write a FAQ. But it came to my attention that nobody ever wrote any FAQ for Laws. And I haven't met any other Laws I couldn't beat. It's kinda shame that a character modeled after late Mr. You-know-who is put aside as a scrub character. So here is a small dinky FAQ written to encourage people to discover Law's potential. ---------------------------------------------------------------------------- Useless Info ---------------------------------------------------------------------------- catch copy - flaming dragon has come back nationality - USA fighting style - Chinese martial arts age - 25 height - 177cm weight - 66kg blood type - B occupation - the second master of Marshall's dojo (maybe) hobby - shopping likes - credit cards (he was made to shoulder Paul's participation fee of the tournament as well as all the gasoline expenses) dislikes - riding on the bike with Paul (he is afraid of Paul's driving) stage - Marshall's Hilltop Dojo To get the 3rd costume, hit start to select Law. ---------------------------------------------------------------------------- Special Move List ---------------------------------------------------------------------------- Motion Attack Level Comments Punch Combos 1,2 hh 1-2 Punches 2,F+2,2 hmh Dragon Knuckle Combo [Knock Down] 2,2 hh Double Knuckle [Knock Down] 1,1,1,1,1 hhhhh Rapid Left Punches = 2,2(after 1-4 1's) hh Double Knuckle = 2,F+2,2 (same) hmh Dragon Knuckle Combo b+2,3,4 mlm Rave Forward Rush b+1,2,1 mmm Fists of Fury [Juggle Starter] f+2~1 m One Inch Punch [Massive Damage] d/b+2 m Turn Away Backfist [Knock Down on Counter] = 4 m Backflip [hits on ground level] (BK) [1 or 2] m Turn Toward Punch Kicks d/f+3 m Step-In Middle Kick 3,3 hh Multi Kick Starter = 3 h Finish High Kick = 4 m Flip Kick Finish [Juggle Starter] = f+3 m Feint Middle Kick = 4 m Roundhouse Finish d+3,3 lh Low Kick-High Kick = 4 m Kickflip [Juggle Starter] = 3 h Side Kick = 4 m Kickflip [Juggle Starter] = 3 h Side Kick = 4 m Flip Kick Finish [Juggle Starter] = f+3 m Feint Middle Kick 4,3,4 hhh Spinning Kick Combo FC[U/B or U or U/F]+4 m High Flip Kick FC[u/b or u or u/f]+4 m Low Flip Kick FC[u/b or u or u/f]3+4 m Somersault Drop [hits on ground level] 4,u+3 hm Roundhouse-Kickflip FC,3,4 lm Low Kick-Kickflip [Juggle Starter] [d or FC]+4,3 lm Side Kick-Kickflip [Juggle Starter] d/f+4,3 mm Frontkick-Kickflip [Juggle Starter] WS+3,4 hm Twist Kick-Kickflip [Juggle Starter] WS+4,3 mm Frontkick-Kickflip [Juggle Starter] [d+ or FC]2,3 lm Low Punch-Kickflip [Juggle Starter] 3,4 hm Highkick-Kickflip [Juggle Starter] 3+4 m Kickflip [Juggle Starter] = 3 m Double Kickflip [Juggle Starter] d+3+4 mm Backflip-Pop Up D+3+4 m Backflip-Laydown Low Attacks FC,3 l Low Spin Kick [hits on ground level] d/b+4 l Dragon Tail [Knock Down] FC,d/f,d,d/f+3 l Dragon Slide [Knock Down, hits on ground level] Reversals, etc SideStep+3+4 lh Double Dragon Kicks [This first kick Knocks Down and the second combos] b+1+2 (as counter) - High Punch Reversal = 1 m Turn Around Punch b+1+2 - Hopping Taunts = 1 m Fatal Backhand [Massive Damage] b+[1+3 or 2+4] - High Reversal [d+ or FC][1+3 or 2+4] - Low Reversal d/b+[1+3 or 2+4] - Low Reversal Unblockable d/b+1+2 ! Dragon Fang [Super Damage] = u,u - Dragon Cancel Throws 1+3 f-throw Reverse Elbow Throw 2+4 f-throw Leg Grab Takedown f+2+3 f-throw Dragon Dive d/f+1+2 f-throw Chastisement Punch = 1,2,1+2 link Bulldog f,f+3+4 f-throw Dragon Knee 1+3 or 2+4 b-throw Throat Punch 1+3 or 2+4 rs-throw Dragon Crotch Punch 1+3 or 2+4 ls-throw Reverse Kick to Head Strings d/f+1:22:13:3:3:4:3:4 d/f+1:22:13:3:D+3:D+3:(3_4):4:4 d/f:1:3:2:2:3:3:3:4:3:4 d/f:1:3:2:2:3:D+3:D+3:(3_4):4:4 ----------------------------------------------------------------------------- General Strategy ----------------------------------------------------------------------------- Forest Law is not a power character like Paul who can do death fists all day and take off half life bar with one hit. Nor can Forest take of 80% of your life bar with a throw like King can. His strength, in my opinion, is in his juggles. The key to win with Law is to make good use of every juggle opportunities. If you are a beginner, start with the following two juggle comboes and advance to more interesting comboes: b+1,2,1, 3,4 [Any flip move],d+4,3 The following are some key moves to use: b+1,2,1 (Punch with with juggling uppercut) The last hit is guarranted if the first hit connects as counter. Otherwise, the last hit can be blocked or reversed. This is bad because the first hit is no speed demon, thus difficult to interrupt fast moves. However, its reward (lots of juggle options) is worth its risk. 2,F+2,2 This is a scrubbish move. But hey, it's fast, and knocks down. A move to remember when things are getting tough. d/b+4 Dragon Tail (low sweep) THE move to remember, specially against decent competitions. Low does not have good low moves to mix up like Paul's falling leaf combo, so this is a very important move to remember despite its slow speed. b+2,3,4 (elbow, low kick, punt kick) The last kick juggles if it hits. But I don't think the last hit is gurranted even on counter, so don't count on this to start juggles. However, this is a very good move to end juggles. Not only that, it's an excelent move to send a rising opponent back to the ground. When you start b+2,3,4 against a downed opponent, the low kick can easily interrupt the rising opponent, and 4 combos. You can continue this pattern until your opponent learns that he should stay lying down to avoid getting hit. 3,4 (high kick, kickflip) If the first kick counters, the kickflip part combos and you can start juggling. General Comments About Kick Flip Moves One of the most common criticism about Law is his overuse/misuse/abuse of kickflip moves. Well, if your opponent cannot handle your kickflips then it's his problem. Kickflips are in fact quite dangerous to abuse against good players. For characters like Jin, Nina, and Paul, it's very easy to reverse kickflip follow ups after blocking (or even after getting hit) by high kick/low kick or whatever. If they start reversing your kickflips, resort to the standard anti-reversal tactics. (Sweeps or throw, see below) Or you can enter reversal break when there is a high chance of getting reversed. (f+1+3 if the flip was done with 3. f+2+4 if the flip was done with 4. I know. Easier said than done.) Even bigger problem awaits if you whiff your kickflip. I ate quite a few death fists from Pauls after whiffing my kickflips. (And, trust me, it ain't fun!) For this reason I generally stick with 3,4 combo unless distance is very close. Also, kickflip combos are very good moves to attack rising opponents until they learn to play dead. (If the flip connects, don't forget to juggle.) Misc SideStep+3+4 is dangerouse if whiffed, but it's a bitch to block so try in close distance or against an aggressive opponent. d/b+2 is a quite fast and powerful move and hitting 4 will give you a reverse backflip which can hit the opponent on ground. This is also a good bait move. Hitting 3 or delaying 4 will give you a turnaround kick which hits for good damage. D+3 and dragon slide (FC, f/d,d,f/d+3) hit the opponents lying down. It's good to remember them when playing against Lei. u/f+4 is also a move to remember as it avoids low attacks and can be used to start juggles. Throws I find it very reliable to add dragon tail after 2+4 or f/d+1+2 throws, making them significantly powerful than other throws. (half life bar damage) It will only fail if your opponent learns to play dead after getting thrown, but so far I only met one human opponent smart enough to do that. If your opponent plays dead to avoid your sweep, just vary timing for your sweep. (or just add D+3) I don't find the bulldog throw worth its trouble. Does anyone know a real use for this throw? If your opponent starts reversing your attacks, wait for their missed reversal animation and throw them. (For ex, you do b+1,2, without finishing the last part. The opponent whiffs his reversal attempt. You throw him.) Reversal Well, not really reversal. If successful, you brush the opponent's attack aside and you are free to attack the opponent from side (well, if you reverse a kick, you will end up to the side. If you reverse a punch, you usually don't end up on the opponent's side. However you still gain initiative.) F+2,2,2 never failed for me. You can also try to throw (If successful, you will most likely get a side throw if you reversed a kick, and a front throw if you reversed a punch.) Playing Dead Well, this is not really a move (I mean, you cannot exactly call it a move when you do this by not hitting any button or the stick.) Yet it's one of the most important option to remember in high level plays. You so far have read how Law can devastate opponents who are too quick to rise. So can many other chars. You can of course get hit by ground level attacks, but in many cases it's better get hit on the ground level rather than getting floated again. (This is the way to break "infinite juggle" such as Nina's.) Also, playing dead is a way to deal with such annoying "combos" like Paul's deathfist-run in tackle. When playing dead, your opponent can run in and step over you. But it's better than eating tackle. (Actually, the right way to deal with tackle is to roll side using 1 (lp). But sometimes it's not that easy to time the roll.) Summary Many people criticize Law players for doing nothing but flips. It doesn't have to be true, and definietly should not be true against good players who know how to reverse kickflips or make them whiff and punish you. Law's Strengths: Juggles b+1,2,1 kickflips Okizeme Attack (Attacking rising opponent) b+2,3,4 dragon tail (d/b+4)--works well after certain throws kickflips ----------------------------------------------------------------------------- Juggle List ----------------------------------------------------------------------------- b+1,2,1 - Triple Fist Strike Combo (The last hit combos on counter) This one you will have to wait for your opponent to come down a little before you can start punch juggles. For all other moves, when in doubt start juggles as soon as you recover from the juggle starter. d+2,3 - Low Punch -> Flip Kick 4,3 - kick, flipkick (the last hit comboes on counter) d+3,3,4 - low kick, kick, flipkick d+3,3,3,4 - low kick, kick, flipkick b+2,3,4 - Junkyard Combo d+4,3 - Low Kick, Flip Kick d+3,4 - Low Sweep, Flip Kick u/f+4 - Hopkick d/b+4 dragon tail d/b+2,4 Turn away backfist, backflip d/b+2,3 Turn away backfist, Turn toward kick b+2,3,4 f+4~3 1 inch punch 4,3 4,4,3 4,3,4 d+4,3 d/f+3,4 d+2,3 1, d/b+4 left punch, dragon tail 1, d/b+2,4 1, b+2,3,4 1, d+2,3 1, 2,F+2,2 1, d+4,3 1,2, d/b+2,4 1,2, b+2,3,4 1,2, b+2, d+2,3 d/b+2 Turn away backfist (float) =4 backflip =3 turn toward kick ---------------------------------------------------------------------------- Winning Stances ---------------------------------------------------------------------------- 1- Square Off Body, Chi Concentration 2- Chi Concentration, Fighting Stance 3- 2 Spinning Roundhouses, 2 Jabs 4- 2 Jabs, Leg Balance Lift ---------------------------------------------------------------------------- Credits ---------------------------------------------------------------------------- I stole all the moves from various Tekken3 FAQs. Credits go out to the authors of those Tekken3 FAQs (Tragic, WLS and Dragon, Surfbard, and Catlord) Namco made the game, and they intially copied a lot from Sega (who in turn copied a lot from Namco.) Mr. B. Lee provided the inspiration for Forest Law and his father.