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.
 
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.
 
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.
 
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.
 
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.
 
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?
 
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.
 
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)
 
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.
 
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