Wall Combos

Dullyanna

[10] Knight
Credit goes to KrazySyko for these:

A+B -> 66KKK 6B+K 33KB (33KB throw/mid/relaunch mixup)

A+B (at a further distance) -> A+G or B+G (grab, which one will depend on how they land on the wall)

A+B -> 6A+B 66KKK 6B+K 33KB - mixup(If they're facing forward when wall hit, if their back is facing you, I don't think 66KKK will connect)

3bK -> 8B+K4B4B (I think, might be 8B+KB4B)

3bK -> 4KB or 66KKK combos.

3bK -> 3KK 33KB

3bK -> 3bK 2K - Useful near a breakable wall such as on pirate ship, as the second 3bK will ring someone out after that.

22_88A -> 8B+K4B4B

33_77A -> 8B+K4B4B

3A+B -> 2K

1A+B -> 8B+K4B4B (tech traps too I think)

11_77B (tip) WR B -> 6A+B 66KKK 6B+K 33KB

11_77B (tip) WR B -> 6A+B 4KB 3KK 33KB

11_77B (tip) WR B -> 6A+B 4A+B4A+B

CH BB (tipped second B) or normal 6B -> 3B 6A+B 66KKK

CH BB (tipped second B) or normal 6B -> 3B 6A+B 4A+B4A+B

Damage values (And perhaps more combos) will come later on. I also might move this data, with all due credit intact, to the main combo thread.
 

krazySyko

[09] Warrior
I can keep adding more for now and I can add more later. There were some earlier in the regular combo thread too.

From a further distance: 3bK -> 4KB or 66KKK combos.

3bK -> 3KK 33KB (33KB can easily miss if the person is positioned oddly, you may want to go for a 66A+B if they aren't facing Mina)
3bK -> 3bK 2K - Useful near a breakable wall such as on pirate ship, as the second 3bK will ring someone out after that.
22_88A -> 8B+K4B4B
33_77A -> 8B+K4B4B
3A+B -> 2K
1A+B -> 8B+K4B4B (tech traps too I think)
11_77B (tip) WR B -> 6A+B 66KKK 6B+K 33KB
11_77B (tip) WR B -> 6A+B 4KB 3KK 33KB
11_77B (tip) WR B -> 6A+B 4A+B4A+B
CH BB (tipped second B) or normal 6B -> 3B 6A+B 66KKK
CH BB (tipped second B) or normal 6B -> 3B 6A+B 4A+B4A+B


I'll put more later and test to make sure a few of these work. For the 4A+B4A+B ones, if there's an angle it probably won't work, you and the opponent need to be in a straight "line" perpendicular to the wall pretty much. Either of the last two can be started from a 3B wall hit.
 

krazySyko

[09] Warrior
Pretty sure these work, if they don't I'll remove em.

66A+B -> 8B+K4B4B
44A+B -> 8B+K4B4B
8A+B -> A+G or B+G (Same distance rule applies as A+B, actually these moves have similar wall properties)
8A+B -> 66KKK 6B+K 33KB
8A+B -> 4KB 3KK 33KB

I'll get more added in a little bit or sometime this weekend maybe, I need to test some things. Oh, and I didn't realize you were adding the ones I'm adding into the first post Dullyana, though I guess I shoulda assumed it.
 

krazySyko

[09] Warrior
3kB also can get distance splats, and it's much easier for a distance wall splat with this than either A+B or 8A+B, since it requires no weird angles.

3kB distance splat combos
3kB -> A+G or B+G
3kB -> 4KB 3KK 33KB
3kB -> 66KKK 6B+K 33KB
3kB -> 6K (no splat) A+B

Techtrap wall combos
Any combo that can lead to 4KB for example:
3B -> 6A+B 4KB 4KB (techtrap) 3kB (difficult to buffer correctly/get out in time) 8B+K4B4B
3B -> 6A+B 4KB 4A+K (techtrap) - If 4A+K leads to wall hit, 66KKK 6B+K 33KB - If 4A+K has no wall hit, either 2A+B or 9B+KBB (won't work if they back tech unless you do 9B+K6BB)

Any combo that can lead to 66KKK (generally same that can lead to 4KB). These work best in a corner as 6AK can sometimes miss if the enemy is moved too far in an angle.
3B -> 6A+B 66KKK 6AK 3B -> Another wall combo
3B -> 6A+B 66KKK 6Ak 3kB (I find more reliable as 3b doesn't always tip) -> Another wall combo

More basic wall combos:
4A+K 66KKK 6B+K 33KB
4A+BAB 8B+K4B4B
A+K 8B+K4B4B
1BK 8B+K4B4B

I'll post more later, there's too many. Mina has ALOT to do if she gets a wall splat.
 

krazySyko

[09] Warrior
Oh, I think 1A+B Wall hit leads to a 44A+B block trap as well. This may have been already known but just throwing it out there.
 

krazySyko

[09] Warrior
33KB (or whatever you use to hit them on the wall) 6A+B 2/1B+KG - 8A+B trap - another wall combo. Just a fun little trap if you ever get it off.

From the tech thread, this is a tech trap that can lead into a wall combo, so I guess it can go here too. It can also work on a regular 2/1B+K if they regular tech on the 2/1B+K (second hit traps after the first hit), then the 8A+B MIGHT hit any direction they tech in, or miss, it's rather weird.

Is anyone finding this thread useful?
 

krazySyko

[09] Warrior
Wall combo techtrap (into possibly another wall combo) all directions.

33KB (or similar launcher that leads to...) 6A+B 3A+B traps into 8A+B.
 

krazySyko

[09] Warrior
Alright, anyone want me to do damage values for this when I get back next week? (I can work on it while I'm gone)
 

krazySyko

[09] Warrior
I'll have to try this out sometime more, though distance/angle still play a role on if the 66KKK will connect. If you practice it some you should be able to tell when to go for a 66KKK or just a pogo combo, atleast I'd think so.