Tekken 5 Marshall Law FAQ Copyright 2005 Scott Jackson Authorized Reproduction: www.GameFAQs.com, www.Neoseeker.com Version 1.0: March 15, 2005 Current Version: Version 1.1 ***Updates*** ----------- Version 1.1 ----------- Fixed some typos and added various notes and fixes. Table Of Contents ----------------- I. Basic Introduction II. Advanced II1. The DSS/DFS Transition and Parrying II2. Detailed Movelist and Descriptions II3. Set-ups and Oki - Creating Your Own Unique Style 3A. Frame Lockdown 3B. Slide Mix-up and the E-slide 3C. Oki - Keeping Them on the Ground 3D. The BT Game 3E. Law as a Pitbull 3F. Law as a Turtle 3G. Putting It All Together II4. Garunteed Follow-ups II5. Punishing II6. Character Specific Match-ups III. Juggles IV. Walls V. Conclusion VI. Customizations, Arcade Mode and Other Useless Junk VII. A Final Thank You, Credits/Links and Contact Info I. Basic Introduction _____________________________________________________________________________ Prelude - This guide is intended to be used as a reference only. Some of the strategies that I detail did come from my mind. However, the majority of this FAQ is written based on multiple sources on the web as well as the help of many high-level players. It is simply a collection of as much information as I could get including my personal experiences from playing. I assure you, I have been around the block (and the country) with Tekken. I would also like people to keep in mind that I am not all-knowing. If something in whatever section is wrong, let me know. I make mistakes or forget about things. Same goes with typos. I read my FAQs a couple times to try and catch typos, but it happens. If you find one that is bugging you, just e-mail me and I'll update it. I'm human, too. Note for using this FAQ - If you have Internet Explorer (I do not know if other internet browsers have this feature) you can use Control+F to find certain things on a webpage. This can be used to quickly skip to any portion of this FAQ via the codes preceding any Table of Contents title. Also, I HIGHLY recommend that you read the "Basics Guide" FAQ. If you don't and don't already know all of the words and notations I use, this FAQ will make no sense. The basics FAQ is filled with stuff that real Tekken players use all the time. It's a good reference for stuff that you should just know if you want to be good at Tekken. Also, keep in mind that when I refer to a number I will spell out the number if it's a quantity and simply put the numerical symbol if it's a button press. So when I say, "Keep in mind, though, that the first 2 is +1 on block," I mean the first right punch of the string, not the first two hits. II. Advanced _____________________________________________________________________________ II1. The DSS/DFS Transition and Parry --------------------------------------- I'm going to brush on the movelist here a little because it goes with the subject. First, DSS stands for Dragon Sign Stance and DFS stands for Dragon Fake Step. There's multiple ways to enter both, but the simplest is to press d+1+2 for DSS and b+1+2 for DFS. DFS is actually more complex, but b+1+2 looks the exact same though it has different properties. ****** There's eleven different things you can do when you go into DSS or DFS. 1 - A short backhand. Safe on block and causes a minor block stun for the opponent. High. f+1 - A huge thrusting fist, usually called Dragon Knuckle. Relatively safe on block and pushes the opponent far away. Mid. 1