Ok. Someone maybe think I’m stupid to do that, but I have spent 1 month to do this strategy. It includes so much sweat inside. I hope you guys like it.
Wall combo reset project
Ok. I just want to show you how to make a reset easier in a Wall combo. Since most of Wall combo start from GSKbe, I will use it to explain the Wall combo showing below. At the same time, it also works on the combo of 4A, (ch)4KK, 1aK, FCB+G and all move starters into GSKbe. By the way, there are few things you need to remember.
First of all, every Wall Hit has different altitude. If the altitude of Wall Hit is too low, you are unable to connect a 4KK. So that you should take the free damage by 2A+B, 3B, 1K or the other mix-ups such as 2[K] and GSKbe. Of course, if the Wall Hit gives you enough time to do a standing hit of 4Kbe, iWSB or 3B, just do them because they will always bring up a tech-trap, or you can do a Step>GSKbe to change the direction of RO. Very useful.
For example:
GSKbe>W>BS>4KK--> 4Kbe_iWSB_3B
GSKbe>W>BS>4KK--> Step>GSKbe>RO
To keep in mind that, if you did a first GSKbe>Wall Hit, you still have one more chance to change the direction of Wall Hit by another GSKbe and then you can land a 3B,4Kbe or iWSB. That will help you to reset your Wall combo in a correct direction.
For example:
GSKbe>W>Step>GSKbe>W--> 3B_4Kbe_iWSB
Second, you have to learn how to see the Side of Wall Hit. The Side of Wall Hit can bring you the different kinds of Wake Up. For example: 4Kbe(Back Side Hit) can give you an All Side Tech Trap for 3B, but 4Kbe(Front Side Hit) will not. After the first GSKbe’s Wall Hit, 4KK is the best and easiest way to get another Wall Hit. With this 4KK, you have enough time to see which side of Wall Hit and do the follow-up by reaction.
For example:
GSKbe>W>see which side of wall hit>4KK>enough time to make a decision>follow up such as 3B, iWSB and 4Kbe.
In my experience, if I see a Back Side Hit, I prefer to do 3B because I can have more options to do more damage. Also, if I have spare meter, I will do 4Kbe.
If I see a Front Side Hit, I prefer to do 3AA, because it will give an All Side Tech-traps for 1A if it is pushing to tend to Wall. Another option I will do is an iWSB. However, I do not prefer iWS[B)(FSHit)>NSSA+B because it is not reliable against to skinny characters such as Leixia.
The following Wall combo is showing the Side of Wall Hit, Tech Trap and Mix-ups in details. It is just for reference. If you want to read more, please skip it and jump to the third paragraph.
Wall Hit (Back Side against to you):
(The damage showing below is from GSKbe’s Wall combo.)
W>BS>4KK--> 3B(89+>tech>168)_3[B)(89+>tech>132)_4Kbe(105+>tech>182)
_iWS[B)(85+>soul>112)_iWSB(85+>soul>100)
_Step>GSKbe(directional RO)
----------------------------------------------
W>BS>4KK>3B--> 1A(tech except Maxi)
_Time3[B)(techNL,charSpec>tech)_GSB(techNL)
_44[B)(techNR,dead>GrHitSetup)_33B(techNR)
_StepF>3AA(techND)
_2A+B(AT)
Mix-ups#1:_Step/4A+BG>GSKbe(roll>reset,dead>ro)_Step>2[K](stand)
Mix-ups#2:_CE(roll)_4A+B(stand)
W>BS>4KK>3[B)--> TimeGSKbe(tech>reset)
_TimeGSKbe(roll>reset)_NSSG>2[K](stand)
W>BS>4KK>4Kbe--> 3B(tech)
Mix-ups:_2[K](stand,roll)_TimeGSKbe(roll>reset)
W>BS>4KK>iWS[B)>NSSA+B--> GSKbe(tech>reset)
_Time1A(techNL)_Time44B(techNR)
_Time33B(techNR)_A+B(techND)_FCThrow(tech)
_2A+B(AT>112)
Mix-ups:_2[K](roll/stand)_DelayGSKbe(roll>reset)
W>BS>4KK>iWSB--> GSKbe(tech>reset)
_Time1A(techNL)_4B(techNDL)_Time33B(techNR)
_Time44[B)(techNDR)_A+B(techND)_FCThrow(PickUp/tech)
_2A+B(AT>100)_1A(100)
Mix-ups:_2[K](roll/stand)_DelayGSKbe(roll>reset)
______________________________________
Wall Hit (Front Side against to you):
(The damage showing below is from (ch)4KK’s Wall combo.)
W>FS>4KK--> iWSB_iWS[B)>NSSA+B_3AA(117+)_3[B)(106+>126)
_Step>GSKbe(directional RO)
--------------------------------------
W>FS>4KK>iWSB--> GSKbe(tech>reset)
_GSDelayB(techNL)_Time1A(techNL)
_Time66B(techNR)_Time33B(techNR)
_Time3[B)(techND)
_Time44[B)(techNDR)_4BB(techNDL)
_66B(63)_2A+B(AT>52)_GSKbe(54,ro)_FCThrow
Mix-ups:_2[K](stand)_DelayGSKbe(roll>reset)
W>FS>4KK>iWS[B)>NSSA+B--> GSKbe(tech>reset)
_GSB(techNL)_1A(techNL)
_66B(techNR)_44[B)(techNR,dead>GrHit)
_Time33B(techNR)
_FCThrow(tech)
_2A+B(AT>73)_66B(80 except Yoshi)_GSKbe(73,ro)
Mix-ups:_2[K](dead)_DelayGSKbe(roll>reset)
** This NSSA+B combo follow-up is not reliable for skinny characters such as
Leixia, Pyrrha……
W>FS>4KK>iWS[B)--> TimeGSKbe(tech>reset)
_TimeGSB(techNL,charSpec>tech)_TimeNSS[A](techND)_
_StepF>NSSA+B(techNDR)
_GSB(53)_GSKbe(52,ro)
W>FS>4KK>3AA(TendToWall)--> 1A(tech>117+>200)
W>FS>4KK>3[B)--> GSDelayKbe(tech>reset)
_StepF>NSSA+B(GrHit/techNRD)_GSDelayB(techNL)
Third, to keep in minds that there is only one action opponent done you can get the reset ~ It is a Tech-roll. (Not Playing Dead)
For example:
GSKbe>W>BS>4KK>3B--> 1A6 catches the tech-rolls > reset >GSKbe > Wall Hit.
GSKbe>W>BS>4KK>3B--> GSKbe catches the tech-rolls > reset > Wall Hit.
However, when the wall combo is going on, GSKbe catching a Playing Dead will not give you a reset, unless, you have already reset the Wall combo.
For example: GSKbe>W>BS>4KK>3B--> GSKbe catches Playing Dead > no reset.
In the following example, GSKbe catching a Playing Dead will give you a Wall Hit because it has been reset by a 3B’s tech-trap.
For example: GSKbe>W>BS>4KK>3B--> 3B(another) catches tech-rolls > reset > GSKbe catches Playing Dead > Wall Hit.
At last, you probably will ask me “How to do the reset without a catching a tech-rolls?” The answer is 'no a way'. All you can do is a second level of mix-ups. There are thousand of mix-ups you can do, but I prefer to do 2[K] and GSKbe most of time.
This mix-up is very fit in this Wall Hit situation because it can beat Stand Guard and GSKbe can beat Roll Body. No other mix-ups can do that. Unfortunately, I have to agree that GSKbe and 2[K] is not a True Mix-up. An experience nightmare player can see through the different and escape from it. Therefore, I recommend that the player could do a full fire GSKbe to mix with 2[K] that make opponent hard to see and escape from it. Or maybe you can do 2B+Kbe or Very Little Step Forward>2[K] or other useful fake to trick him.
Since 2[K] combo can not give you a Wall Combo instantly, you still need to play the tech-trap. The tech Trap and the second level of mix-up are showing below.
2[K]--> 44[B)(techNR)_GSB(techNL)_1A(techNL)_iFCThrow(tech)
_2[K](stand/dead)_GSKbe(dead>Wall Combo)
_3B(55)_Time2A+B(42)
Mix-up#1: _StepF>2[K](stand/dead)_Step>GSKbe(dead>Wall Combo)
Mix-up#2: _CE(roll)_4A+B(stand)
** If you did a 2[K] hit facing the wall, Instant2A+B>AT with 61 damage is guaranteed most of time.
After 44[B)(techNR) and GSB(techNL) is done, you can do these follow-ups to get a Wall Hit.
44[B)>techNR>NSSA+B--> GSKbe
GSB>techNL--> agA_[A]>NSSb:A
Remarks:
_ = or
GrHitSetup = Ground Hit Set Up.
AT = Attack Throw.
Time = Need a specific input Timing or delay.
StepF = Step Forward. (L=Left, R=Right, B=Back).
tech = Tech Trap works on every conditions.
techL = Tech Trap works on “Left” Tech-roll only.
techNL = Tech Trap does “Not” work “Left” Tech-roll.
(B=Back Tech-roll, F=Forward, D=Playing Dead) .
roll = Against to opponent rolls body on the ground.
ro = Ring Out.
W = leading to wall hit or close to a Wall.
FSHit = Front Side Hit. (L=Left, R=Right, B=Back) e.g. F/R/L/BSHit.
dead = Against to opponent plays dead.
--> = To list all combo follow ups.
> = a connector of a combo strings or an action strings.
( ) = attribute of a move or a combo follow up.
(#) = combo damage or tech-trap damage with combo starter.
(#+) = leading to other combo strings or tech-traps to make more damage.
ch = Counter Hit.
soul = 2A+B's AT ends the combo
charSpec = In character specific condition
**** = Notes & comments
All right! Done. If there are somethings repeat and grammar mistake, I'm sorry about that. Good luck, guys.