The Wall game:
As one of the environmentla aspects of Doa, it is the most indepth wall system out of any of the other games in the doa Series, and 2nd to none to anyother fighter. There are many things you need to know, to build an understanding of Doa4's wall system.
Different types of walls:
In doa4, there are two different layers to the wall game, Wall crumple and Slump Stun.
When opponent is in a wall crumple:
When your opponent Holds out of the Crumple Stun:
*Some characters are not capable of using a particular launch, or it would benifit your character to use his most powerfull tool, instead of option selecting.
When your opponent Slow Escape:
When opponent is in a wall Slump Stun:
As one of the environmentla aspects of Doa, it is the most indepth wall system out of any of the other games in the doa Series, and 2nd to none to anyother fighter. There are many things you need to know, to build an understanding of Doa4's wall system.
Different types of walls:
- Regular Walls- 10pts when hit(5 on angle hit), Have both stomach crumple and wall slump stuns.
- Electric Walls- 20pts when hit(15 on angle hit), Have both stomach crumple and wall slump stuns.
- Regular Half Walls- 10pts when hit(5 on angle hit), Stomach crumple and no wall slump stuns, 2nd wall attack results in a knockdown.
- Electric Half Walls- 20pts when hit(15 on angle hit), Stomach crumple and no wall slump stuns, 2nd wall attack results in a knockdown.
- Ropes- 20pts when hit(15 on angle hit), Have both stomach crumple wall slump stuns + wall Ricochet.
In doa4, there are two different layers to the wall game, Wall crumple and Slump Stun.
- Wall Crumple:- When you are placed into a wall crumple, you have two different defense options: Critical Hold(DH) or Slow Escape (SE).
- Wall Slump Stun:- When you are placed into a wall slump stun, you have almost the same exact options you have if you were knocked down.
Defensive options:F - Tech to the foreground
F - Tech to the background
K - high get up Kick
- :k - Mid get up Kick
- :2 - Low Get up Kick
f
8:k - Side roll to the foreground + high get up Kick
f
8:K - side roll to the background + high get up Kick
f
k - side roll to the foreground + Mid get up Kick
f
K - side roll to the background + Mid get up Kick
f
2:k - side roll to the foreground + Low Get up Kick
f
2:K - side roll to the background + Low Get up Kick
When opponent is in a wall crumple:
- You can launch your opponent than commence with a Juggle.
- You can knock your opponent into the wall. This will lead into the 2nd phase of the wall game.
- Step to your opponents back, Combo, than juggle your opponent
- You can knock your opponent onto the ground, which will lead into the ground game.
When your opponent Holds out of the Crumple Stun:
- High Hold - Launch with a mid attack or throw- *Character dependent
- Mid Hold - Launch with a High Attack or throw - *Character dependent
- Low Hold - Launch with a Mid attack or throw - *Character dependent
*Some characters are not capable of using a particular launch, or it would benifit your character to use his most powerfull tool, instead of option selecting.
When your opponent Slow Escape:
- You can Use a fast jab, or anyother similar fast attack to hit them before landing to the floor.
- You can now use ground attacks to hit your opponent. Use this to force tech your opponent back into the same position. This will reset the pressure you can force against your opponent.
- Grapplers- You can use ground throws for guaranteed damage, or for Bass's case, Guaranteed Pickup + wall pressure.
When opponent is in a wall Slump Stun:
- Wall attack break- Just like rising attack breaks, you can use your standard jumpimg punch or kick to crush low rising wall attacks, High crushing blows against high rising wall attacks, and special mid attacks to beat out mid rising wall attacks.
- Block Than throw - There are characters who are capable of using their standard throws(that interact with the wall) to get guaranteed throw punishment after blocking rising wall attacks.
- Wall Reset- In this situation, using an attack that knockes your opponent back into the wall will reset the wall game.
- Whiff Punishment -Many characters in the game can backdash away from the rising attack, than dash in to punish. Usualy with a throw ot fast attack.
- Uramawari- You can step to your opponent's back(when they use a wall attack/tech) or you can use a special maneuver like Kasumi's
K to avoid all wall rising attacks.