A Tekken 8 Marshall Law study board with visual move notation, DSS drills, junkyard slide pressure notes, and embedded okizeme.gg clips for fast review.
Daily reps for df+1 pokes, DSS routing, slide mix, punch parry reads, and whiff punishes.
Reading the inputs
Tap the direction
Hold the direction
Return to neutral
Left punch (1)
Right punch (2)
Left kick (3)
Right kick (4)
Both punches (1+2)
Dojo
Daily Law drills
Run these as isolated reps. Each card focuses on one poke, DSS, slide, or punish idea so the clips can do the teaching.
Drill board
df+1 backbone and spacing
Law wins neutral when df+1 controls mid-range. Every DSS entry and slide mix starts from a poke they already respect.
Why it matters
df+1 is the safe mid that buys space for f+2, f+3, and stance. If you cannot poke cleanly and stop repeating it on duck, the junkyard never gets respect.
Run this
For five minutes, play only df+1, movement, and one follow-up. After every blocked df+1, choose f+2, f+3, or backdash — never the same option twice in a row.
df+1 is the default mid that keeps Law honest at range.
f+2 is the fast mid follow-up when they stop ducking.
Do not finish 1,2 on block unless you know the punish.
Drill board
Dragon Sign Stance routing
DSS is where Law stops poking and starts mixing. The stance only works after df+1 or f+3 has already made them block.
Why it matters
DSS.1, DSS.2, and DSS.f+1 are the open-up layer. Entering stance without a read turns every mix into a block contest.
Run this
From df+1 hit or blocked f+3, enter DSS and rotate DSS.1, DSS.2, and DSS.f+3. Track whether they duck, jab, or hold low.
DSS.1 is the low that catches stand-blockers.
DSS.2 is the mid check that keeps stance alive.
DSS.f+3 is the slide extension after they respect the low.
Drill board
f+3 slide and junkyard mix
The slide closes space and sets up DSS. Junkyard is not random — it is the payoff after they have already blocked your pokes.
Why it matters
f+3 is Law's approach tool. On hit it starts real pressure; on block it still routes into DSS.f+3 or back to df+1 if you know the frame trap.
Run this
From mid-range, rotate df+1, f+3, and f+1+2. After blocked f+3, enter DSS or take your block punish before repeating the slide.
f+3 is the slide that closes distance fast.
DSS.f+3 extends the junkyard after they respect the entry.
Know your block punishes before you gamble the slide.
Drill board
df+2 hopkick and whiff punish
Law damage comes from punishing impatience at hopkick range, not from forcing mix every neutral.
Why it matters
df+2 is the hopkick launcher. If you throw it as a block string, good players launch you back for the round.
Run this
Set the dummy to press after your df+1 whiffs or after f+3 recovery. Drill df+2 on every recovery until the punish is automatic.
df+1 first, hopkick second on their swing.
df+2 also works as a CH tool at mid-range on reads.
At the wall, confirm into your bread-and-butter combo.
Drill board
Punisher ladder: i10, i13, i15
Law has excellent punishers, but only if you know which tier you are in before the whiff happens.
Why it matters
1, ws4, and uf+2 are the ladder. Hesitating on i10 loses the round; guessing uf+2 when ws4 was enough loses the combo.
Run this
Set the dummy to -10, -13, and -15. Drill 1, ws4, and uf+2 respectively until each punish is automatic.
1 is the i10 jab punish.
ws4 is the i13 standing launcher; confirm before committing.
uf+2 is the i15 whiff punish that splats and carries.
Drill board
Punch parry conditioning
Law's punch parry turns their offense into your turn. The drill is about baiting swings, not about mashing parry on every poke.
Why it matters
Parry only works when they commit. If you parry on autopilot against patient blockers, you eat df+1 and throws for free.
Run this
Play three rounds using df+1, movement, and parry only after they have swung twice in the same rhythm. Punish every successful parry with 1,2 or df+2.
Parry after you have already shown df+1 patience.
Do not parry against players who already stopped pressing.
On parry success, take the guaranteed follow-up before mixing.
Drill board
Heat power on momentum
Heat is not a panic button. It is the phase where DSS routes become plus and whiff punishes become guaranteed.
Why it matters
H.2+3 and H.uf+2 extend pressure after you already won neutral. Spending Heat while losing spacing wastes Law's best comeback tool.
Run this
Activate Heat only after a df+2 launch, wall-splat, or confirmed CH. Loop H.2+3, DSS.f+1, and one uf+2 confirm route per opening.
Heat belongs on momentum, not recovery.
Use enhanced DSS routes after a read, not on cooldown.