Law is a nimble martial artist who can overwhelm his enemies with powerful punches and flurries of blows

'Tales Of Arise' Character Guide: How To Play As Law – International Business Times

The scrappy son of the Crimson Crows’ leader packs a mean punch that can be made even meaner in the hands of skilled players. Like Alphen, Law thrives in battle, but his faster moves and powerful self-buff give him his own unique playstyle and identity.
Players who love the traditional RPG monk-type character will surely enjoy playing as Law. For those who want to experience the story of “Tales of Arise” with Law as their main party member, here are a few tips and tricks to know.
Law’s Playstyle
Law is an agile brawler who can chain long strings of hits one after the other, breaking enemies and shattering tough armor. If Law avoids getting hit for long enough, he will enter an Awakened state that grants him increased offensive potential.
Law is a nimble martial artist who can overwhelm his enemies with powerful punches and flurries of blows Law is a nimble martial artist who can overwhelm his enemies with powerful punches and flurries of blows Photo: Bandai Namco
Chaining hits, dodging attacks and reaching the Awakened state are the centerpieces of Law’s playstyle, and players should try their best to avoid damage at all costs so that Law can deal as much damage as possible.
Law’s Artes And Combos
Many of Law’s artes can leave him vulnerable due to their fairly long animations. Due to this, players are advised to use their artes wisely. Try to target broken or downed enemies to mitigate the chances of retaliation and let Law freely hit them.
On the other hand, these long animations are great for keeping enemies staggered or juggled up in the air. They’re also excellent for building up the Boost Strike meter on an enemy and reaching those high-hit combo numbers. Here’s a sample artes loadout and combo to use against basic enemies:
Break an enemy with Talon Storm or Tectonic Punch, then launch them with Talon Hurricane. Once in the air, pummel them with basic attacks and Fang Bolero to keep them suspended. Finish the combo off with Eagle Dive or a Boost Strike for maximum effect.
Inferno Punch can be used as an aerial forward dash in case enemies end up out of reach, while Tectonic Punch can be used as a ground combo finisher once all other artes are expended.

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