Wall Stun, Splat, Floor Break and Combo Guide

============== WORK IN PROGRESS =============

This guide intends to expand on Grey's Wall Combo guide by listing all wall stun, splats, floor breaks and combo opportunities that are unique to the wall/floor.

Grey's Guide can be found here:
http://www.manjikai.com/strategy/strategy-blog/Wall-Combo-Options

First, I will explain the difference between a wall stun and a wall splat.

(GIFs here showing stun and splat animations).

Wall STUNs are superior to SPLATs because they give you time to re-SPLAT the opponent on the wall for extra damage. They also allow you to sidestep/walk and peel them off the wall for a potential full combo (including a screw attack).

It's safe to assume that if a move wall STUNs, it will wall SPLAT instead if the opponent too far from the wall. Exceptions are marked with a !.
It's also safe to assume that if a move wall STUNs, it will break Balconies and breakable walls as well. This is true for ALL wall STUN attacks.

Legend for this guide:
W! = Wall Stun
WS! = Wall Splat
> = Delay button input
( ) = Only the hit outside parantheses matter
! = Exception

Wall STUN Moves (Opponent is stunned and falls forward):

Wall SPLAT(WS!) Moves (Opponent is launched against the wall and crumples to the floor):

High wall SPLAT Moves (Opponent launched extra high for potentially more damage):
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Some attacks neither STUN nor SPLAT at the wall, yet are still launchers in their own right, yielding mini combo opportunities.
Non-Splat/Stun Launchers at wall:
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Floor Break Moves
These moves only break the floor against an airborne/juggled state opponent (IE they cannot be standing or playing dead OTG):

These moves will break the floor similar to the above situations, AND also work against fully standing opponents:
The ONLY move that will break the floor on a fully grounded opponent:

Floor Break Throws:

This post was edited by Cosmic Forge (2018-04-03 03:51, 2 months ago)