Hit levelHigh=high Mid=mid Low=low Sp.=special Throw=throw !=unblockableistartup frames to first impact — lower is faster, per Wavuabout a fifth of all moves have no name on Wavu — those take the project's own description, and say so on hover
Combos from Wavu Wiki (current page) · gameplay notes from TekkenDocs Season 2 Law Guide by Landon D
Game plan: close-range pressure and rhythm control. Use jabs, d/f+1, Dragon Hammer and low kicks to make the opponent press a button, then cash in with d/f+2, counter hits and the Dragon Charge branches.
Key moves
Use
Input
Key points
Close-range frames
1234/+12341 / d/f+1
His most important short-range control tool; watch whether the opponent presses, steps or crouches, then branch accordingly.
Mid pressure
+1234f+1+2
Dragon Hammer is safe pressure and combos on counter hit; with d/b+3 it forms the core mid-low mix-up.
Low chip
+1234/SS1234d/b+3 / SS 3
Keep attacking after d/b+3 hits; SS 3 does more damage and goes into Dragon Charge.
Safe launcher
+1234d/f+2
A 15-frame mid launcher, good for catching a button or someone who has just stepped.
Low evasion
+1234u/f+3
A Heat engager that skips the low, good for ending a pressure turn.
Crouching start
WS1234~→DSSWS 4~F → DSS
The 11-frame while-standing tool; go into Dragon Charge to keep pressuring or to set up the slide mix-up.
Slide Kick
FC+1234FC d/f,d,d/f+3
Law's signature full-crouch low; 1+2 usually follows on hit.