Remember to build up your DSS extensions. Sometimes you have to condition the opponent to think you’re not gonna use DSS tree moves at first. The higher the rank, the more opponents are prepared for your actions
A side note too is that kicks have more plus frames with dss and punches have less plus frames, but using dss still has its benefits, just be careful as some players will jab you out of it
Great mov. Very useful. Maybe NEXT about pokes setups and oki . Because it sounds easy and I know what to do … but from GARYU and above … everyone are faster than me ;) maybe Im just to old for this haha ! Thumbs up from Poland. Thx
Hey @lambkin your vids have helped me allot I got to shinryu now trying to get to mighty ruler I just had a question about starting my offense with law and setting people up more and how to deal with mashers
Initiating offence can be done in many different way. For example is while running 3 a good engager that give you advantage on block, but the move is quite linear, so it can be sidestepped and punished. His slide is also very good, as it puts him in a highly advantageous position on hit, and hits from very far away. In terms of mashers, d2,3 can be good for catching people with a counter hit launch, but it is launch punishable on block, so be careful with it. Basic fundamentals and defence will also go a long way here. Hope that helps 😁👍🏻
Apologies if you already have a vid for this- would you be able to shed light on how to anticipate entering DSS. i find muself sometimes entering it without realising, and it fucks me up.
Is there a trick to do "while standing" moves? I feel even WS needs some kind of tutorial, I mean to do it with consistency and fast. I must admit WS4 with DSS it's hard to do
When doing ws4, I press df*4 (down+foward into neutral input and then 4) instead of d*4 because you can easily get a sidestep missinput if you are trying to do a fast ws4. Pressing df will prevent you from getting a ss input. So that’s how I initiate a ws4. Hope that helps you :)
thank you for this guide! I tested it more deeply - i went to some battle of the top tier Law players, took opponent control on that move and tried to jab against dss f1(14 frames) after d ws 4. the result is a trade, meaning the true frame advantage is +4. i do noted that the player made his command in the old way dss worked(fbf and not f) is it possible that this move need the old dss? or they just do this Couse they used to i tested it alot on practice mode, i compared my history times with the pro players, looks like im fast enough but still i get hit by the jab on dss f1 move.
The legacy input doesn’t do anything, it’s just because that’s what they’re used to do. DSS f1, 3+4 and neutral 2 all come out at i14, and will trade with a jab. But you will beat them with f2, neutral 1 and trade for a counterhit launch with neutral 2.
@@Lambkin-_- thanks for the clarification! i will try to improve my skills. btw did you notice every strin that can move to dss have a different cooldown? for example going to dss from 222 is very slow. maybe another guide of what moves worth going to dss from may help players. here is my opinion for the moves that worth to go dss from : 4,4 b1,3,4 ws4 ws3 f3,1 after ss 3 the others feels way to slow
Hey Lambkin, Great video as always. New player here and I was wondering if you could make an indpeth video about one of Law's Staple Combos. The combo I am referring to is the DF 2, 4 Up 3, 4 3, DSS 1+2, dash into 4 3 DSS 4. There are a couple of moves here that I seem to be missing. The first is reaching someone with the 4 3 after the 4 up 3. The next is timing DSS 1+2 into connecting after the 4 3. The last is getting the blue sparks after the dash 4 3. I am wondering if it is because I am spaming 4 3 or hold DSS too long in neutral? Thanks as always
After 4,u3, you have to buffer a ‘microdash’ to connect 4,3. To connect the 1+2 you have to do it from dss. So df2, 4,u3, (microdash) 4,3,dss,1+2 To get the blue sparks on the legend kick ender, it’s all about timing. There is a tight 3-frame window to get the blue sparks, as shown in the other dss guide I did, towards the end of the video in the showcase. I hope that helps :)
@@jerthao941 you input the dash before the 4,u3 animation is over. The game will remember your input and perform the dash on the exact frame 4,u3 ends. Then immediately after the dash starts, you input 4,3
This video was WAY more informative than you would think. CH from WS4; didn’t know that
Finally got to red ranks with your tips. Need to keep adding to the arsenal to break past it. Keep up the good work.
Remember to build up your DSS extensions. Sometimes you have to condition the opponent to think you’re not gonna use DSS tree moves at first. The higher the rank, the more opponents are prepared for your actions
Sensei thank you for the lessons. As a new Law player I appreciate you and the guide Teacher.
The master appears when the student is ready. Thanks for the vid
You can set up the Action After a Hit or Block. Do the jabs, and every time you do WS 4 the CPU will do jabs. So you can try the DSS stuff.
Thanks For the DSS timing guide
A side note too is that kicks have more plus frames with dss and punches have less plus frames, but using dss still has its benefits, just be careful as some players will jab you out of it
still working on my DSS into F1 timing, that one is whooping my ass lol
thanks a lot my bro, i were searching that for a while
Great mov. Very useful. Maybe NEXT about pokes setups and oki . Because it sounds easy and I know what to do … but from GARYU and above … everyone are faster than me ;) maybe Im just to old for this haha ! Thumbs up from Poland. Thx
Hey @lambkin your vids have helped me allot I got to shinryu now trying to get to mighty ruler I just had a question about starting my offense with law and setting people up more and how to deal with mashers
Initiating offence can be done in many different way. For example is while running 3 a good engager that give you advantage on block, but the move is quite linear, so it can be sidestepped and punished. His slide is also very good, as it puts him in a highly advantageous position on hit, and hits from very far away. In terms of mashers, d2,3 can be good for catching people with a counter hit launch, but it is launch punishable on block, so be careful with it. Basic fundamentals and defence will also go a long way here. Hope that helps 😁👍🏻
@@Lambkin-_- thank you I appreciate it
Very informative video. Thx
i've been struggling on the timing on Poison arrow and ss3 ch,
ive been doing legacy inputs
Thank you bro❤
Apologies if you already have a vid for this- would you be able to shed light on how to anticipate entering DSS. i find muself sometimes entering it without realising, and it fucks me up.
Is there a trick to do "while standing" moves? I feel even WS needs some kind of tutorial, I mean to do it with consistency and fast. I must admit WS4 with DSS it's hard to do
When doing ws4, I press df*4 (down+foward into neutral input and then 4) instead of d*4 because you can easily get a sidestep missinput if you are trying to do a fast ws4. Pressing df will prevent you from getting a ss input. So that’s how I initiate a ws4. Hope that helps you :)
thank you for this guide!
I tested it more deeply - i went to some battle of the top tier Law players, took opponent control on that move and tried to jab against dss f1(14 frames) after d ws 4.
the result is a trade, meaning the true frame advantage is +4.
i do noted that the player made his command in the old way dss worked(fbf and not f)
is it possible that this move need the old dss?
or they just do this Couse they used to
i tested it alot on practice mode, i compared my history times with the pro players, looks like im fast enough but still i get hit by the jab on dss f1 move.
The legacy input doesn’t do anything, it’s just because that’s what they’re used to do. DSS f1, 3+4 and neutral 2 all come out at i14, and will trade with a jab. But you will beat them with f2, neutral 1 and trade for a counterhit launch with neutral 2.
@@Lambkin-_- thanks for the clarification! i will try to improve my skills.
btw did you notice every strin that can move to dss have a different cooldown? for example going to dss from 222 is very slow. maybe another guide of what moves worth going to dss from may help players.
here is my opinion for the moves that worth to go dss from :
4,4
b1,3,4
ws4
ws3
f3,1
after ss 3
the others feels way to slow
Thanx bud👍 🪃
Hey Lambkin, Great video as always. New player here and I was wondering if you could make an indpeth video about one of Law's Staple Combos. The combo I am referring to is the DF 2, 4 Up 3, 4 3, DSS 1+2, dash into 4 3 DSS 4. There are a couple of moves here that I seem to be missing. The first is reaching someone with the 4 3 after the 4 up 3. The next is timing DSS 1+2 into connecting after the 4 3. The last is getting the blue sparks after the dash 4 3. I am wondering if it is because I am spaming 4 3 or hold DSS too long in neutral? Thanks as always
After 4,u3, you have to buffer a ‘microdash’ to connect 4,3. To connect the 1+2 you have to do it from dss. So df2, 4,u3, (microdash) 4,3,dss,1+2
To get the blue sparks on the legend kick ender, it’s all about timing. There is a tight 3-frame window to get the blue sparks, as shown in the other dss guide I did, towards the end of the video in the showcase. I hope that helps :)
Thanks I’ll take a look at that. Never heard of micro dash before so I’ll try that out
@@Lambkin-_-how do you buffer a micro dash?
@@jerthao941 you input the dash before the 4,u3 animation is over. The game will remember your input and perform the dash on the exact frame 4,u3 ends. Then immediately after the dash starts, you input 4,3
🐉
How do u get that health gauge ?
Reaching god of destruction rank. Works on your offline character so you can just farm ghosts in super ghost battle