While having a quick play around with Law, I found that u/f+1 gives enough frames on hit to allow a second u/f+1 to be guaranteed. It spaces out, unless if you are right up against a wall. Now, because of Tekken's blocking system, you can block but nothing else before your negative frames are up. Hence, if you are hit by u/f+1 and the Law keeps repeating it, if you neutral guard, duck or anything else you will keep getting hit by it, but if you active block you can stop them.
BUT. If you hit them in the following way
_______________________________________________Wall
<-----Them <-----You
then it appears to be a true infinite. The wall seems to hold them in place so that you can keep hitting them. This is dead easy to setup in practice mode, but it's not the kind of thing that's likely to happen in a match. I did look for setups (BT 1, after throws etc.) but never found anything that seemed realistic. Mind you I know dick all about Law.
Playing around a bit more, I found out that if you hit them while they are facing towards the wall (not facing along the wall like in the above example), they kind of hit the wall and then spin away. That means that you can't really apply the above setup to a situation like that. However, it can set some intersting stuff up.
Christie with opponent pressed against the wall.
b+2 (opponent stands or rising attacks) b+3+4 d/f+1~1 (W!) 2+4. The b+2 knocks them down as per usual, feet away face up. As far as I can see, so long as you didn't get unlucky and they got hit a decent distance back, most times b+3+4 is guaranteed (hits side rollers, standers, attackers and stay downers). If they stand or attack, they will be stood up BT facing the wall (with or without a CH). From here, nothing is going to interrupt a d/f+1~1 and if they don't turn around it will smack them into the wall. They do a funny spin coming off the wall, and if you throw and connect, it will generally hit them on their side, netting you a side throw. On odd occasions, they will spin without being displaced to the side, and you get a backthrow, but this is rare.
Also, sometimes you can get it positioned just perfectly, so that you can loop d/f+1~1 one after the other, and it keeps hitting them into the wall so they have to spin again. I haven't tried blocking this yet, but I suspect it's true. In any case, when they finally do spin out of it, they get pushed miles away.
Also, I managed to get a death combo with Christie against a BT opponent against the wall, similar to the Law setup. Again, it's not exactly something you can just bust out in a match, although with the above setup it may happen, or at least a few repetitions of it. In any case, I was happy to find a death combo for Christie having found one for not one of my own characters (I tested both of these with controller and command record, and couldn't get out of them.)