Wall Strategy

Discussion in 'Brad' started by Libertine, Feb 24, 2013.

  1. Libertine

    Libertine Well-Known Member Content Coordinator Silver Supporter Content Manager Brad

    Brad has numerous moves that allow for combos with a wall. The following moves produce wall splats:


    Counter Hit [K][+][G]




    Counter Hit [2][K][+][G]



    All of Brad's full circulars, with the exception of [3][P][K],* 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 [K][+][G], [3][P][K], and [6][6][K]. 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:

    [3][P][K] -> (back turned wall splat) [4][P][6] -> (Ducking) [K][+][G] -> [6][K][+][G] -> [4][6][P][+][K] -> [3][P][+][K][P]

    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 [2][P] -> [9][K], for example, is a simple way to get more damage from this.

    The following combinations utilizing a wall stagger will lead to wall combos:

    [4][P][2] or [8] -> (Slipping) [P][+][K]

    [4][K][2] or [8] -> (Slipping) [P][+][K]

    [4][K][2] or [8] -> (Slipping) [K]

    [4][K][6] -> (Ducking) [K]

    (Ducking) [K] -> [4][6][K][+][G]

    All of these require a normal hit only, making them quite strong. Of special note is the first combo. Since (Sway Back) [P][+][K] grants +15 on guard, you'll get this combo guaranteed against the wall. This will also work after a successful [P][+][K][+][G], 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) [6][P][+][G] and (Neck Catch) [4][P][+][G] 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 [3][P][+][K][P] afterwards. At at certain distance, such as from your opponent's starting position on an enclosed stage, [3][P][+][K][P] will give you a side wall hit. In this case, the best way to end the combo is with [2][K][+][G]. On the other hand, sometimes the opponent will fall front to back following the last hit. End with [4][6][K][+][G] when this happens. The best guaranteed wall combos following the throw are created by [K], but you'll need to get used to assessing the distance at which this is possible. When [K] hits an opponent on the side, it produces a wall stagger that guarantees (Slipping) [P][+][K] and (Slipping) [K]. Practice in the Dojo until you are able to read the distance correctly. An easier option is to use [4][P], 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 [4][K]. While neither of these are guaranteed, they don't require such strict distance requirements as [K] does.

    Counter hit [2][K][+][G] will result in a wall splat, and on a normal hit, it will lead to a wall stagger. Try using [6][P][+][K] when this happens. It doesn't seem to be guaranteed, but your opponent will probably have difficulty struggling out of the stagger in time. [6][P][+][K] does seem to be guaranteed after a [1][K][+][G] wall stagger on normal hit, however.

    Brad's throw game against the wall is strong. [4][6][P][+][G], Brad's wall throw, is an obvious choice. But [P][+][G] 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.
  2. R_Panda

    R_Panda Well-Known Member

    R Panda
    Slipping [K][+][G] causes wall stagger on hit, as seen here. Shiwa demonstrates how you can use [4][K] afterwards on hit or guard, since Slipping [K][+][G] is +5 on guard, and on hit the [4][K] will cause a low wall splat (at least on Lion, in a half-wall stage)
  3. Libertine

    Libertine Well-Known Member Content Coordinator Silver Supporter Content Manager Brad

    It took me forever to figure this out for some dumb reason. His lows will wall stagger at angles depending upon which direction they push the opponent on hit.

    Use [1][K][+][G] to push them towards his front.

    Use [2][K][+][G] to push them towards his back.

    After either, I'm pretty sure that [6][K][+][G] is guaranteed.

    [1][K], [2][K], [P][P][K], Sway Back [P][P][2][K], and Slipping [P][P][2][K] all seem to work the same way.
    ExzetyXat1 and R_Panda like this.
  4. R_Panda

    R_Panda Well-Known Member

    R Panda
    This is good info. This is what Rocket told me at Sega Cup when I asked about 45 degree angles against the wall. You can see from his matches at Sega Cup that he has great control and awareness of the wall. I think it's funny, but he went for [6][6][K] a lot at Sega Cup even though it's -15 on block, since near the wall the reward for a hit or counterhit is huge, and I bet he was doing it because others weren't punishing it consistently too, haha. It does recover relatively quickly.
  5. Libertine

    Libertine Well-Known Member Content Coordinator Silver Supporter Content Manager Brad

    After more testing, it seems that these moves recover pretty slowly. Not sure how much luck you'll have once you create a wall stagger. If you use Slipping, make sure you slip in the direction away from the wall to get the low kick to stagger.
    ExzetyXat1 likes this.
  6. Libertine

    Libertine Well-Known Member Content Coordinator Silver Supporter Content Manager Brad

    Don't forget about Brad's spinning knockdown attacks ([K][P][K], [3][P][K], [6][6][K], and CH [K][+][G]). If you and your opponent are at around a 45 degree angle in relation to a wall, Brad can make a wall combo on a back turned opponent. An example of this is:

    [3][P][K] -> [4][P][6] -> (Ducking) [K][+][G] -> [6][K][+][G] -> [4][6][P][+][K] -> [3][P][+][K][P] = 108 Points of Damage

    The above combo works on Jean and probably all other characters under his weight. I'll post more combos later. Test the combo for yourself so you understand the range required, because at closer range the opponent will hit the wall facing you, requiring different combos.

    [4][6][P][+][K] is a good move to use on the small stages at the start of a round, because wall combos are occasionally possible when it hits. This is especially true if your opponent back dashes, so try to confirm the hit. At the start of a round and if your opponent doesn't move, a sample combo is:

    [4][6][P][+][K] -> [6_][P] -> [9][K] -> [4][6][K][+][G] = 75 Points of Damage

    This combo will work on Jeffry, but I haven't tested it against other characters.
    Last edited: Apr 16, 2015

Share This Page

  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice