Wall Splats
It's good to know that wall splats are not bias to weight class. It works on the ladies and the fatties equally. These set ups require you pay attention to your surroundings. You'll want to practice the set ups where the opponent's back is against the wall and get those juggles down. Once you have that down, work in the other moves. Let's start with the moves that will get you the wall splats:
1)
2) SS
3)
,
,
4)
,
,
,
5)
,
,
6)
7)
8)
9)
10)
11)
12)
With that large of a library, you have a lot of options. Each have their place to land the wall splat.
To close the gap between you and the wall:
1)
2)
,
,
These moves close more ground and can be used at a greater distance from the wall. The blow back from their impact allows for a greater distance to connect with the wall. Your move to close that gap after the blow back is
. It will get you there in time to have it catch the falling opponent.
Combo 1:
,
,
,
,
,
Combo 2:
,
,
,
,
*This does 4 more damage than combo 1. However it has the potential to be dropped due to the knee.
Opponent's back against the wall:
1)
,
,
,
2)
,
,
3)
4)
5)
These moves, in addition to the close gap moves listed above, can be used with the opponent's back against the wall. Since there is no reason for you to close any gaps in this position, you can use
instead of
. It does 8 more damage.
Combo 1:
,
,
,
,
,
Combo 2:
,
,
,
,
*This does 7 more damage than combo 1. However it has the potential to be dropped due to the knee.
Wake up kicks with their backs against the wall:
1)
2)
For #1, this is used when you've got yourself space. Put yourself about half a character length further than the wake up kick's reach. Charge this move as much as you can before your window of attack opens. The move will advance you forward about a full character length. If they block it, you're at the advantage and you should follow up with
to land a 2nd try at the wall splat. If you land either the
or
, you should be in range to pull off:
Combo 1:
,
,
,
,
,
Combo 2:
,
,
,
,
*This does 7 more damage than combo 1. However it has the potential to be dropped due to the knee.
For #2, this is banking on them doing a low wake up kick that you'll jump over. The 2nd kick is what will connect. The recovery time doesn't allow you any other combo other than:
Combo:
,
,
,
,
,
You'll need to get used to the awkward timing you're left at between
s. You'll see what I mean when you try it.
Force them into the wall:
1) SS
Depending on the direction of your side step, you can get a 45 degree turn on them. This means you'll need to be parallel to the wall to make this work. Side step in the direction that will get your opponent between you and the wall. Recovery time only allows you:
Combo:
,
,
,
,
,
Combo 2:
,
,
,
,
,
Cocky on strike but more damage:
1)
2)
You have options with these moves.
and
should be used if you're feeling cocky and want to get more damage off the initial blow.
does leave you at a disadvantage of being unable to land a
due to recovery time, but the initial damage makes up for it.
Combo:
,
,
,
,
,
Combo:
,
,
,
,
,
Bouncy Walls:
On stages:
- Fuel: The exploding fuel tanks
- The Show: The Jack in the boxes and circus balls
There are walls that bounce an opponent regardless of how far over the damage threshold they are. Against regular walls, they will stick to the wall and the combo ends. Bouncy walls allow for the full wall combo, and can be hit into the wall again after the wall combo. This is another chunk of 40 damage.
For example, the parry combo can be devastating if the opponent's back is to one of these walls.
,
,
,
,
,
,
(1st wall splat),
(2nd and final impact).
I can't remember the damage, but I think it is 120.