Wall Combo Options
Damage option. The easy wall follow up. The jab can be omitted depending on the height of the wall splat. Doing the spins til dizzy gives you max damage for this follow-up but leaves you on KND. Manji Spin Low Kicks hit low to the ground so it's a favored follow up to any deliberate or accidental wall hits.
Damage + mix-up option. Manji Spin Low Kicks option but leaving you with standing oki at the wall. Hitting the 4 clean gives you more damage.
Damage option. Simple 2 hit combo with decent damage. Wall Breaks.
Mix-up option. Switches you to wall and gives back turn. Dangerous option as you lose position, use accordingly.
2,2~1+2 KIN 1+2
Mix-up option. Gives back turn wall oki. Floor Breaks.
Damage + mix-up option. Ends combo with cd+1, can transition to stance for wall KIN options.
Damage option. Decent damage combo. Wall Breaks.
Mix-up option. Gives mix-up and standing pressure. Free u+1 if not backrolled.
Damage option. Easy wall combo follow-up. Wall breaks.
Mix-up option. Gives standing mix-up against KND opponent at wall. Floor breaks.
Mix-up option. Leaves you in DGF stance.
Damage option. Delaying the 1 gives more damage. The position you end up in is inconsistent.
Damage option. Requires right distance for Poison Wind to hit. Deals good damage as ender in long combos.
Damage option. Running hit if there's distance. Hitting clean gives more damage.
Damage option. Fairly weak but bt d+1 guaranteed against bigs.
NSS ws 2,1,2
Mix-up option. Leaves you back turn.
NSS ws 2,1,3
Damage option. Good damage combo.
NSS 2,2, f+1+2
Damage option. Heavy damage from NSS.
NSS d/f+1, 1+4
Damage option. Reverts to 1SS.