wall combos

twiggywales

[08] Mercenary
i dont really know what to do when i see or go for a wall splat.

at the moment i tend to go for

(CH)2A+B WRA 4KK 66B 2B+K

but thats pretty much all i know.

is there a list of wall combos anywhere so i can learn some better set ups and different fallow ups.
 
(CH)2A+B WRA 4KK 66B 2B+K
How much damage?
Also I would do the same, but replace 66B & 2B+K with CH3B JF 2B+K. If itz at an angle and the opponent doesn't hit the wall after CH3B JF then I either do 11_77B or 44K. I need to check the damage for both of them.
 
I'm not sure ... u aren't saying where your "wall hit" is in your "wall combo" so it makes it hard to tell if you can even use that combo..lol. Are you saying that is the start and finish of the combo? If so you need to say if your first wall splat is right after the 2A+B or the 44k... cuz it makes a big difference as to what you can get after it.

if the 2A+B makes them hit the wall then you aren't going to be getting much out of your combo because after the 44k he "crumples" at the wall so you can't get any more damage by a 66b wallsplat. so I'll ASSUME your saying (CH)2A+B WRA 4KK W! 66B W! 2B+K .. which is 82 damage. You'll take on an additional 8 damage if you do (CH) 2A+B wrA 4kk W! 66B W! 3a:B B2 (90 damage). and its humerous to use a move that does 0 damage in one of its hits..lol (one of his b2 shots does 0 damage in this combo...lol..poor B2..how you have been made useless..)

Depending on your wall positioning you can also do (CH) 2A+B wrA aK W! BT B+K 3B (and whatever combo from a CH 3B you want to finish with...examples being 8A+K 8A+K 3A+B... or 8A+B:B+K iGDR .. or iTS.. or whatever else you feel like finishing with)... this combo reaches into the 90's for damage. I need to note however that in EVEN MORE specific spacing the 3B will actually splat them against the wall. If this happens then you follow up the splat with YET ANOTHER 3B...and THEN go into your CH 3B combos :).

But of course there are other starters to his "wall combos" so I'll just list a few here....

COMMON STARTERS:

A+B : if your opponent DOESN'T shake.. for WHATEVER reason... then...well... its the same exact thing as if 2(a+B) hits but you get a little more damage :).

(CH)2A+B : already mentioned

66B : after landing the 66B just do the entire combo you'd use had you started with (CH)2A+B.. in other words... its pretty much like getting a free extra chunk of damage to start...

aK : This walls a person if there is a wall to cervy's RIGHT side. After walling a person (if its the FIRST hit of your combo) is... aK W! BT B+K 2A+B wrA aK W!
Depending on your location the aK at the end will or won't resplat ... but its actually better if it doesn't... because the wallsplat does 2 extra damage, but you get a free BT mix-up at the end of your wall combo which WAY more than makes up for those 2 points of damage... (and while there are a few other option to do ... I recommend this one the most so I won't bother with the others).

pretty much the format of what to do remains the same on any other less common splats (such as bK).

In short, if you have a wall to your right... use aK... if you can't get the aK..then do the first combo I mentioned.


random note: do very many good cervy's even BOTHER with 4A???
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there are some other wall combos I use if I feel the person isn't gonna break a throw... but those are good options for "guaranteed" damage. I guess I should have mentioned this one since I'm given mainly guaranteed damage combos...

aK W! BT B+K 3B 8A+K 8A+K B2 W! 2A+B wrA 4KK (97 damage). but its more space specific than the other one I already mentioned so I generally prefer the other option.


p.s... in case you are wondering.. trying to dumb down the command by using 4B K DOESN'T work for this... :)
 
After ak Wallsplat you normally can go for a 22A or 88A Wallsplat after 3B since ak leaves you parallel + close to the wall. Im using this most of the time in such situations, easy 90+.
 
do you know the actual damage off-hand? Cuz I don't have an issue with getting the aK slide offline usually so I generally would stay with using aK again in some manner I said unless the damage is really good off that. That being said, it does sound like its pretty easy damage so that in and of its self means something too
 
I dont have access to my 360 right now, but its 90ish for sure. I normally go for aK~W!~BT B+K~3B~88A~W!~iGDR~44A or something like that, less Hits is sometimes better + 44A as an Ender gives superb Wakeup. I usually use 44A after all ch 3Bs, im getting a lot of 3B Relaunches when they tech and on long term more Damage off the Ground than with messed up "hard to do Combos". And i even think thats one of the best options after a iTP~BT B+K since to the downscaling, even without Damage of the grounded opponent, which you normally get most of the time. 8A+K stuff after ch 3Bs is pretty stupid imo, people mess it up all the time. Its not more Damage, no Wakeup....44A is the best option together with 4A+K~2B+K.
 
Where's that thread with the CH 3B, 44A followups? I want to reexamine that since I am getting my shit just-teched a lot more.
 
on the combo
aK W! BT B+K 3B 8A+K 8A+K B2 W! 2A+B wrA 4KK i seem to be having some issues landing the B2(when i do the shots i end up to far to catch them), is there a way to make this land more regularly, does it wiff on certain chars or am i just doing it wrong, i very rarely get the full combo. is it best to just go for something a little more guarentied with slightly less damage.
 
I have a special wall setup that i use with cervy where i cut the combo short and get a free FC A+BBBBB. What i mean by free is they have to block it or take it with this setup they cant even GI it it's beautiful im not sure if i want to tell anyone about it yet cause i like to stay original. Basically you add 25 damage to your combo if you use aB or you can use AA for a potential mixup.
 
twiggy... its slightly range dependent on how close you are to them when you land the 3B. But the best thing to do is to do B2 TWICE. Quickly... that way if the first B2 only hits them and doesn't catch.. the second one actually catches them...lol. (in other words you end up juggling with the first B2 and the second one catches). It looks silly but it works well :) And just do the input twice because its easier than trying to "catch" confirm. And if you catch on the first one then the second input won't mess anything up anyway.

that being said, I'd just go for the aK W! BT B+K 2A+B wrA aK one I mentioned... the damage is about the same and if the second aK doesn't wall them at the end then you get a free BT mix-up on them so its not a huge lose. The other combo is to some extent more for the "WTF" factor than anything (and online the non 3B is waaay more reliable because lag spikes can fuck with the 8A+K stuff BADLY sometimes....).

and to Babalook... that would be useful if you could get fc A+BBBB GB ... cuz I assume it would be close enough for a guaranteed move after the GB. But I'll take a back-turn mix-up over the chance of getting punished for only hitting the normal fc A+BBBBBB. It also depends on how early you stop the set-up (in other words how much damage you leave undone) because 99% of ppl are going to be blocking after a wall combo... its just the way ppl think...
 
I have a special wall setup that i use with cervy where i cut the combo short and get a free FC A+BBBBB. What i mean by free is they have to block it or take it with this setup they cant even GI it it's beautiful im not sure if i want to tell anyone about it yet cause i like to stay original. Basically you add 25 damage to your combo if you use aB or you can use AA for a potential mixup.

i was trying similar to this a after i posted the wall question

aK W! BT B+K 3B 8A+K 8A+K, just before they hit the floor FCA+BBBBB if hit then going for A+B tech, if block then aB

but it didnt seem to be as much damge and i couldnt be assed messing with it anymore lol
 
well i normally stop it where id only get like 10 more damage if i completed it and i dont mess the GB up in this setup very often and i like the mixups of AA after the GB more than back turned i normally get much more damage out of AA
:)
 
Anybody have anything good after WS A? I use:

4K, K, W!, BT B+K, 66B (and if right angle, another 66B). It's 78 damage I believe.
 
(whichever floats your boat) :7::8::9::A:+:B:(wall) ~ :2::A:+:B:~ WS:A:~ :aK:(wall) ~ BT :B:+:K:( i believe this hits wall again, if not or so test out the next move) ~ :6::6::B: ~ :3::B: ~ :8::A:+:K: (x2) ~ followed by :B::2: or iGDR or :6::6::A:

That does rougly 125 dmg from the last time i did it. There are other ways to change it, been a while since i used it.

Also if someone could try this :7::8::9::A:+:B:(wall) ~ :2::A:+:B:~ WS:A:~ :aK:(wall) ~ BT :B:+:K: ~ :2::A:+:B: ~ WS:A: ~ :4::K::K:(wall) ~ :6::6::B: ~ :3::B:

try this if you want.
 
(whichever floats your boat) :7::8::9::A:+:B:(wall) ~ :2::A:+:B:~ WS:A:~ :aK:(wall) ~ BT :B:+:K:( i believe this hits wall again, if not or so test out the next move) ~ :6::6::B: ~ :3::B: ~ :8::A:+:K: (x2) ~ followed by :B::2: or iGDR or :6::6::A:

That does rougly 125 dmg from the last time i did it. There are other ways to change it, been a while since i used it.

Also if someone could try this :7::8::9::A:+:B:(wall) ~ :2::A:+:B:~ WS:A:~ :aK:(wall) ~ BT :B:+:K: ~ :2::A:+:B: ~ WS:A: ~ :4::K::K:(wall) ~ :6::6::B: ~ :3::B:

try this if you want.


second combo is a nono cause using the same stun combo twice in one combo doesnt work but it will leave you in a position to mix it up. Also id have to say 8A+B is pretty impractical way to start wall combos cause its punishable and the splat itself isnt real reliable :)

BlackBeard out
 
second combo is a nono cause using the same stun combo twice in one combo doesnt work but it will leave you in a position to mix it up. Also id have to say 8A+B is pretty impractical way to start wall combos cause its punishable and the splat itself isnt real reliable :)

BlackBeard out

You dont have to start with 8 A+B, you can use 6BB,etc anything that knocks to the wall. 8A+B just does the dmg and wall splat needed. depends on others playstyle if you want to start if off like that.


also on the first on input :4::K::K:(wall) after BT B+K before the 66B, if does not keep chain going then forget it.
 
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