
Tekken 2 · PlayStation archive
Marshall Law
Throws, moves and combos, in familiar notation.
Input key
1 = LP / □ 2 = RP / △ 3 = LK / × 4 = RK / ○
Left punch · Right punch · Left kick · Right kick
f / b / d / u = forward / back / down / up. Diagonals combine letters. A comma means next input; + means together; ~ before a direction means hold;
separates combo steps. ~ between buttons means press them in quick succession. FC means full crouch; WS means attack while rising from crouch; CH means counter hit; n means return to neutral. Tap, crouch, release and timing instructions appear beside the move.
Use the input display settings in the navigation to switch between icons and notation.
Throws
- Dragon Dive

- Chastisement Punch

- Dragon Knee
,
+
Throw Follow-Ups
- Dragon Fall
,
,
During Chastisement Punch.
Key Moves
- Uppercut
+
- Hopkick
+
- Flip Kick
- FC
+
- Knuckle Combo
+
,
,
- Dragon Tail
+
- Dragon Slide
- FC
,
,
+
- Three-kick string
,
,
- Kicks into flip
,
,
- Double Flip Kick
,
- Front kick into flip

,
- Spin kick into flip

,
Combo Routes
- Uppercut into three kicks
+



,
,
- High kick into flip
+

+
,
+
- Dragon tail finish
+

~

+
Sweep after the punch knockdown.
- Rising kick and flip repeat

,


,
Return to crouch between the two rising kick strings.
10 Hit Combos
- 10 Hit Combo 1
+
,
,
,
,
,
,
,
,
,
Use the string’s rhythm; these ten attacks are not all guaranteed on hit.
- 10 Hit Combo 2
+
,
,
,
,
,
,
,
,
,
Use the string’s rhythm; these ten attacks are not all guaranteed on hit.
Unblockable Attacks
- Dragon Fang
+
Tap up twice to cancel.