One of the most important new aspects of Tekken
4 is the addition of walls. Walls can be your best friend
or your worst enemy. We'll take a look at all the different
types of wall impacts and how to escape the resulting wall
stuns to avoid further damage.
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Standing
Power Hits |
First of all the one you best avoid, the power hit wall
stun. The result of a powerful hit while you are standing
and positioned near a wall. This results is a long standing
type stun (either with your back to the wall or facing the
wall) that is not escapable and gives your opponent plenty
of time to get a free hit or even start a juggle if you were
positioned at a sharp angle to the wall. In the scenario below
Paul could easily add another qcf+2 or a d+1+2. Once you have
fallen to the ground you can use the basic tech roll at ground
impact or elect to use get ups from full grounded position.
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On the other hand power hit wall impacts are initiated
from a further distance result in the regular wall stun and
can be tech rolled after wall impact or at ground impact by
tapping any of the attack buttons. Hitting 1 or 2 at the appropriate
time will result in a wall tech spin to your characters right,
3 or 4 results in a wall tech spin to your characters left. |
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Juggle
Hits |
A second type of attack causing wall impacts are juggle
hits. This can either be a mid air juggle hit or a follow
up attack to the inescapable wall hit mentioned earlier. The
wall stun resulting from either one of these wall impacts
can easily escaped by tapping any button as you normally would
to tech roll when hitting the ground. Once again hitting 1
or 2 will result in a wall tech spin to your characters right,
3 or 4 results in a wall tech spin to your characters left.
This tech can easily work to your advantage if your opponent
commits to another attack, often you will be rewarded with
a free side juggle starter or even a perfect backthrow setup. |
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As mentioned previously you can also use the basic ground
tech roll once you hit the ground after the wall stun animation
or use get ups from a fully grounded position. The same applies
to wall impacts from juggle hits. |
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As usual, everything is a guessing or strategy game in
Tekken. Since you are vulnerable during the wall tech spin
and you do not particular want to end up on the ground near
a well you also have to option to start blocking once you've
hit the wall during a juggle. This is done by just holding
B or D/B on the controller depending on if you want to block
high or low. |
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On to a few less common types of wall impacts. Every once
in a while you will find yourself hitting the wall with your
back exposed to the opponent. Obviously blocking is out of
the question here, but all is not lost. Tapping or hold back
on the joystick at the moment of wall impact will result in
an instant wall tech spin. Unfortunately you cannot really
control the direction of the spin and it is mainly based on
the angle at which you hit the wall. In some rare cases this
could end up creating a corner type trap if the opponent is
following up with a fast string before the wall tech spin
is complete. You can also hold down back to instantly turn
around and crouch. Just a barrage of jabs will not do the
trick however since they are too slow and you will be able
to complete your wall tech spin and get out of trouble. |
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Even more rare are wall side impacts. When you find yourself
being juggled from the side or the juggle starter causes an
off axis float you will most likely end up hitting the wall
with your side. You cannot wall tech spin and the next attack
will usually break you away from the wall for some more juggle
damage. Or in the scenario below Nina could easily connect
a f+1+2 since she is already recovering before the opponent
even hits the wall. |
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Finally, keep in mind that your feet have to touch the
ground before you can wall tech spin or think about blocking
against the wall. So it is possible to deal out inescapable
wall damage at the end of juggles using fast guaranteed string
attacks such as Lee's 4,4,4. If the first hit of such strings
impacts while your character is still sliding down the wall
there is no escaping or blocking possible. This applies to
any type of escapable wall impact we discussed to this point. |
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Wall
Throws |
A few select throws in Tekken 4 can result in wall impacts
if you are within range. Some cause power hit type wall impacts
with your back to the wall (ex. King f,hcf+1) or facing the
wall (ex. Julia 2+4~B). Others cause quick drop to the ground
wall impacts (ex. Paul f,f+1+2) or upside down wall impacts
(ex. Nina u/f+1+2), non of these impacts allow a wall tech
spin, wall blocking or ground tech roll afterwards. |
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Position
Change |
Maybe the second most important new feature in Tekken is
the position change. It can get you out of wall trouble quickly
or setup some fast and easy damage by pushing your opponent
into the wall. A position change into the wall will create
a small window at which time you cannot block (from our experience
this is 10 frames most likely). Depending on the character
this can be very rewarding, for example a guaranteed string
such as Kazuya's 1,2,2 can deal some good wall damage or better
yet a Yoshimistu f,f+4 will result in a power hit wall stun.
Non guaranteed strings such as Jin's 1,2,4 on the other hand
can be blocked before the 4. |
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All is not lost for characters that don't have fast high
damage guaranteed strings. Try to set up a position change
at the maximum distance from the wall, so the wall impact
occurs at the very end of the position change animation. This
will allow your character to already start recovery before
the opponent actual hits the wall for the minor stun. This
effectively increase the frame window to about 14-15 frames
allowing slower hits to be guaranteed. Nina for example can
get a 3,4 which gives a power hit wall stun or Paul can sneak
in a guaranteed d+1+2. |
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Wall
Jump |
The other alternative to get out of potential wall trouble
is to use the universal wall jump. While the animation varies
from character to character, the command is the same for everybody
(b,b,u/b with your back near a wall). This technique is fairly
slow and also leaves you open to attacks since the animation
is quite long, a well timed jab could even lead to a combo,
so be careful using this. |
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