This post is mainly for new brothers who are getting tired of having their butts handed to them in less than glorious fashion. I've been rep 70 with the most heavily armored of the Pope's chosen for awhile now, so I think it's time to share what I know.

Finicky Moves

The Long Arm
Unfortunately much less awesome after its nerf, the long arm of the law is activated by moving backwards while pressing the guardbreak button. It guarantees a side heavy punish after it's landed. Now, landing it is the trick. It's guaranteed off of a wallsplat (throwing your opponent into the nearest solid object, including players) a light parry and a guardbreak. In 1v1, it has almost no value, other than the meme. In 4v4, it lets your team help squish the poor soul you've turned into a heretic pancake. Just remember to all smack the heretic simultaneously for that guaranteed punish.

The Impaling Charge
Like any good Thomas the Tank Engine meme, this should be a surprise to everyone but you and God, who will be laughing maniacally while sharing a margarita with the Pope. 98.47% of people who see a Lawbringer charging them will immediately move their guard to left, unless they're very brave, or very stupid. As such, you should attempt to poke fleeing or distracted enemies. You can also poke off a side heavy parry or light parry. Only do this if you see a wall or a ledge beyond your heretic-kebab's soon to be corpse. Now, there's a trick to the wallsplat. See, it only actually guarantees a side heavy, but if you cancel the charge just before you make contact with a hard surface, the heretic's momentum will take them the extra few inches. Those extra milliseconds give you just enough time to clobber them with a top heavy. Be sure to practice the timing.

Zone Attack
The Lawbro's Zone can be dodged, technically. Its dodge timing is wonky, and the recovery time lets you throw out a glorious top light into the heretic's face almost instantly if you miss, which you won't, because that would upset the Pope. The Zone also has that sweet sweet distance closing and creating ability. It will track the infamous backdodge and put the enemy right smack in the middle of crusading range.

The Art of the Combo
Ubisoft saw fit to grant us holy might. Like the Valkyrie and the Berserker, the Lawbringer has a powerful, though escapable combo that can utterly annihilate any and all heretics in its path. After a heavy attack, you have four options. Light attack, bash, heavy attack, Long Arm, guardbreak, heavy feint into guardbreak, heavy feint into light, heavy feint into heavy and heavy faint parry bait. Sorry, did I say four? I meant NINE. Ten if you count the feint into zone

Reset to neutral
Baiting a parry will leave you in neutral, as will a Zone Attack

Light opener into heavy
Feinting into light can start your chain, and if you land the follow-up heavy you're in the same situation as you started, except your heavy is unblockable. You could alternatively just fade to neutral.

Reset to heavy chain
The Long Arm, feint into heavy, and guardbreak will reset the chain right back to where you started, giving you all of the above options once again.

Into the unblockable
The light, the bash and the raw heavy all lead to you screaming AD MORTEM INIMICUS!!! While swinging your now flaming poleaxe at their heretic face. Interestingly enough, you have all the same options as before, but it'd advise either throwing or feinting that unblockable. You can reliably feint into a top light or a guardbreak, but the guardbreak is what will reset to the heavy chain.

Finished? Never.
Now, when you land that devastating unblockable, your combo is technically over, but it does actually chain into a bash light, which chains right back into the unblockable. If your opponent doesn't dodge it, they're in for a world of pain.

Walls, Centurion style.
Assuming you throw them far enough, a wallsplat guarantees a top heavy or the Long Arm, both of which chain into your combo, but there is another way. Wallsplat, top heavy, top heavy, top heavy. It's called "Swift Justice Finisher" in the moveset. Honestly, three top heavies in a row works much better than you might expect. It'll also do your absolute maximum damage.

The Knockdown Punish
The most recent and brutal version is top heavy, top heavy, unblockable top heavy. The final hit isn't guaranteed, but it works about half the time. Also, if you land a parry knockdown, do the stunning light punish, but delay it for a moment.

Tips, Tricks and Pocket Sand

An out of stamina side heavy is guaranteed off a wallsplat. Neat right?

Both the Swift Justice Finisher and the Zone Attack have nearly instantaneous recovery times.

Your bash has hyper armor, so you can trade if you time it properly. This is handy against Shugoki and light spammers

Your side unblockable cannot be interrupted by a light attack. It's too fast.

You can counter Shaman's bleed by guardbreaking and flipping them with the Long Arm. This wastes their window of opportunity.

Lawbringer's top heavies pause stamina regeneration for his opponent. This can give you an edge if you run out of stamina on a knockdown punish.

The Long Arm works like a bash if your allies mess it up, meaning you can Ledge people with it even if it "fails."

Most people at low level mess up the top unblockable's parry timing, giving you a free Swift Justice Finisher

If your back is to a ledge in a team fight, the Long Arm is a risky, but hilarious method of demonstrating gravity.