Brad has numerous moves that allow for combos with a wall. The following moves produce wall splats: High: Counter Hit Mid: Low: Counter Hit Untested: All of Brad's full circulars, with the exception of ,* are capable of producing wall splats when the opponent's back is against the wall. In addition, those that hit either high or mid will result in a spinning knockdown. These moves are Counter Hit , , and . The angling is a bit tricky, but at the right angle and distance you can produce a high back turned wall splat. A sample combo with Aoi: -> (back turned wall splat) -> (Ducking) -> -> -> This combo does around 100 points of damage, so getting this wall splat down is obviously a useful skill. Experiment in Dojo Mode for awhile until you begin to get the hang of it. You may also get a low wall splat with these moves, so using -> , for example, is a simple way to get more damage from this. The following combinations utilizing a wall stagger will lead to wall combos: or -> (Slipping) or -> (Slipping) or -> (Slipping) -> (Ducking) (Ducking) -> All of these require a normal hit only, making them quite strong. Of special note is the first combo. Since (Sway Back) grants +15 on guard, you'll get this combo guaranteed against the wall. This will also work after a successful , only you'll have minor counter damage as a bonus. Brad's Neck Catch is also a nice wall tool. In enclosed stages, such as Lei Fei's stage, Brad can carry the opponent to the wall either in front or behind him with (Neck Catch) and (Neck Catch) respectively. The latter is a bit tricky to utilize properly, as the best wall combos depend upon the spacing from the wall. At long distance, you should be trying to hit the opponent with afterwards. At at certain distance, such as from your opponent's starting position on an enclosed stage, will give you a side wall hit. In this case, the best way to end the combo is with . On the other hand, sometimes the opponent will fall front to back following the last hit. End with when this happens. The best guaranteed wall combos following the throw are created by , but you'll need to get used to assessing the distance at which this is possible. When hits an opponent on the side, it produces a wall stagger that guarantees (Slipping) and (Slipping) . Practice in the Dojo until you are able to read the distance correctly. An easier option is to use , but the opponent can crouch this move. But if you think that the opponent won't crouch, try it! This can also open opportunities to create a wall combo with . While neither of these are guaranteed, they don't require such strict distance requirements as does. Counter hit will result in a wall splat, and on a normal hit, it will lead to a wall stagger. Try using when this happens. It doesn't seem to be guaranteed, but your opponent will probably have difficulty struggling out of the stagger in time. does seem to be guaranteed after a wall stagger on normal hit, however. Brad's throw game against the wall is strong. , Brad's wall throw, is an obvious choice. But will lead to a wall stagger that places additional pressure on the opponent. Nothing is guaranteed from the stagger, but it will force the opponent to guess between a throw and a mid for direct nitaku. I'll post more wall techniques and strategies as I discover them! *Verification needed.