Wake-up

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(Redirected from Side roll)
Claudio does a wake-up mid from the face up, feet towards stance.

Wake-up is the situation where a player is grounded and trying to get back to standing. It can also refer more broadly to the situation before the player becomes grounded where they might be able to do a tech recovery.

When a player is grounded they can neither guard nor use any standing moves, so their primary goal is just getting up safely. The options available change depending on whether the player's feet are towards or away from the opponent, and whether their face is up or down, i.e. there are 4 different grounded stances:

face up face down
feet towards FUFT FDFT
feet away FUFA FDFA

These stances can also be referred to “in part”, e.g. FU refers to both FUFT and FUFA, with the position of the feet either irrelevant or implied from context.

Non-attacking options

There are 4 non-attacking options:

  • B getup (called “Wake Up (Backwards)” in game), done by pressing b
  • Quickstand (called “Stand Up” in game), done by pressing u or db
  • Side roll, done by pressing 1 (to roll into background) or d+1 (to roll into foreground)
  • Front roll, done by pressing f

From many knockdowns, such as after being hit by Master Raven's 1+2, all of these options are 1 frame slower. This is because the defender is not actually grounded until they've recovered, so no grounded move can be input until that point and there's no way to do anything on the first frame other than sit there. The main way to tell that a recovery situation is subject to this is whether attacks or side roll can be buffered during the recovery—if they can't, then these options are probably 1 frame slower.

B getup

B getup creates a lot of space, making it hard for opponents to connect attacks in the open. It always recovers standing, but lows can be blocked during the guarding state by pressing D.

Recovered
Standing
Grounded
Guarding
FUFT and FDFA
Frame
Input
State
1
b
2
11
12
30
31
FUFA and FDFT
Frame
Input
State
1
b
2
11
12
20
21
34
35

Quickstand

Quickstand recovers and guards faster than B getup (except from FDFA), but creates less space. Lows can be blocked during the guarding state by pressing D. There's no difference between the initial input being u or db other than making it easier to do standing and crouching guard respectively.

It can cancel into while standing kicks on frames 11~31 from FDFA and frames 17~33 from FDFT.

It can recover in full crouch from FUFA and FUFT by holding D on frames 11~20. It gets locked in after that, allowing crouching and while standing moves to be buffered on frames 21~24.

From FDFT and FUFA the standing state is also back turned, which can be extra dangerous.

Recovered
Standing
Grounded
Guarding
FUFT
Frame
Input
State
1
u
2
10
11
24
25
FDFA
Frame
Input
State
1
u
2
15
16
24
25
FUFA
Frame
Input
State
1
u
2
10
11
15
16
24
25
FDFT
Frame
Input
State
1
u
2
5
6
18
19
26
27

Side roll

Side roll can be thought of as a grounded sidestep. In many cases where B getup or quickstand are too slow to block an attack, side roll can cause it to whiff.

It takes 35 frames, after which quickstand is done automatically. B getup, front roll, wake-up kicks, or Spring Kick can be done instead with the appropriate input. Toe Kick and character-specific grounded attacks can't be done afterwards.

It can be extended by holding D. If this is done, it takes 45 frames, quickstand isn't done automatically, and it recovers with the face's position switched (face-up to face-down, and vice versa). This recovery is the same as the regular grounded stance except that another side roll can't be done. (Kuma has a loophole here with his grounded 1+2 attacks, which recover to the “real” grounded stance that can do a side roll again.)

The player's hurtbox during a side roll is a bit taller than just staying down, so it's possible for moves that won't hit a grounded opponent to hit a side rolling one.

Front roll

Front roll is mostly useless, but its consequent rarity can catch people off guard.

Wake-up kicks can be done from all front rolls. They have the same hit and block properties as FUFT wake-up kicks.

From a FUFT front roll, 1+2 will do a cross chop attack, which is +2 on block.

Attacking options

See also: Generic movelist

Wake-up kicks

Basic wake-up kicks are done by pressing either 3 or 4, with 3 being a low and 4 being a mid.

They can be tweened with quickstand from everything but FUFA by pressing u and then 3 or 4 with a short enough gap that you don't get a delayed wake-up kick or while standing kick instead. Done this way they're just as fast, but with the following benefits:

  • The initial animation will be for quickstand, rather than the wake-up kick, making it harder to react to.
  • If hit during the quickstand frames, it won't be a counter hit.
  • It's easier to get the attack out with the fastest timing in situations where attacks can't be buffered during recovery.
Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

FUFT.3

l?
8
-9c
+7
i22
cs11~
r28 FC
Downed on frames 1~10

FUFT.4

m
8
-9
+9
i22
r28
  • Downed on frames 1~12

FUFA.3

L
8
-7c~-9c
+7~+9
i19~21
cs4~
r26 FC
Downed on frames 1~3

FUFA.4

m
8
-9
+9
i18
r28
  • Downed on frames 1~3

FDFT.3

L
8
-9c
+7
i19
cs1~
r28 FC

FDFT.4

m
8
-9
+9
i19
r28

FDFA.3

L
8
-9c
+7
i26
cs1~
r28 FC

FDFA.4

m
8
-9
+9
i26
r28

This following data is from Tekken 7 and out of data.

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

FUFT.3

L
10
-12
+5
i22
cs1~
r30 FC
Grounded on frames 1~10

FUFT.4

m
20
-12
+5
+20a (+10a)
i22
cs1~12
r30
  • Wall break on counter hit
  • Grounded on frames 1~12

FUFA.3

L
10
-13
+4
i19~21
cs1~
r29 FC
Grounded on frames 1~3

FUFA.4

m
10
-14
+17a (+7a)
i18
cs1~3
r33
  • Wall break
  • Grounded on frames 1~3

FDFT.3

L
7
-17
-3
i19
cs1~
r33 FC
  • Clean hit +28a
  • Combo on counter hit not possible for many characters
  • Grounded on frames 1~5

FDFT.4

m
10
-14
-5
+17a (+7a)
i19
cs1~5
r33
  • Clean hit +17a (+7a)
  • Wall break on counter or clean hit
  • Grounded on frames 1~5

FDFA.3

L
10
-20
+1c
i26
cs1~
r36 FC
Grounded on frames 1~5

FDFA.4

m
10
-19
-10
+12a (+2a)
i26
cs1~5
r38
  • Clean hit +12a (+2a)
  • Wall break on counter or clean hit
  • Grounded on frames 1~5

Spring Kick

Spring Kick is done from FUFT by pressing 3+4. It's effective against hasty pressure because the hurtbox draws back during its startup. However, it's floating from the first frame, so it loses hard to attacks that reach far enough. It has a lot of active frames, so the frame advantage on hit and block varies dramatically.

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Spring Kick

FUFT.3+4

m
20
-21~-10
+2~+13
i19~30
fs1~11, js12~30, fs31~48
r29?

The following is written for Tekken 7:

A few characters can convert into a combo on hit if it connects on the later active frames.

Armor King, Eddy, and King have a variation that's faster and deals more damage but recovers back turned.

Claudio, Gigas, Kunimitsu, Marduk, Miguel, Paul, Steve, and Yoshimitsu have a variation where, instead of attacking right away, they jump up into cross chop. It's a launcher on block, so it's important to let yourself get hit by it if you whiff in front of it.

Feng has a variation that doesn't lunge forwards but recovers fast, is safe on block, and launches on hit.

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Spring Kick

FUFT.3+4

m
20
-21~10
+12~23a (+2~13a)
i19~30
fs1~11 js12~
r27
Spinning Spring Kick

FUFT.3+4

m
25
-27~15
+4~16a (-6~+6a)
i16~28
fs1~11 js12~
r12 BT
Armor King, Eddy, and King
Kip-up to Cross Chop

FUFT.3+4

m
20
+1a (-9a)
i48~58
fs1~
r39
Claudio, Gigas, Kunimitsu, Marduk, Miguel, Paul, Steve, and Yoshimitsu
Kip-up

FUFT.3+4

m
20
-3
i30~33
fs1~27 js28~
r19
Feng

Toe Kick

Toe Kick is done from FUFT by pressing d+3 or d+4. It's the fastest grounded attack, but it's risky and doesn't do much on hit beyond getting up safely.

When it hits, the attacker rolls back to a standing position. At the end of this roll, a low or mid wake-up kick can be done with 3 or 4, which are both i14 and otherwise the same as FUFT.3 and FUFT.4 respectively. There is only a 3 frame window to get these kicks, but which of these 3 frames you do the input on doesn't matter as the kicks are tweened. After this, pressing either 3 or 4 cancels to a while standing kick instead.

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Toe Kick
FUFT.d+4

FUFT.d+3

L
5
-18
-3c[1]
i13
fs1~10
r37

In Tekken 7, despite appearing to be the same move for every character, there are 3 slight variations, differing in their damage dealt and recovery.

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Toe Kick (Light)

FUFT.d+3

L
4
-16
-3c[1]
i13
fs1~10
r35
Alisa, Anna, Asuka, Eliza, Katarina, Kazumi, Lars, Lili, Nina, Xiaoyu, and Zafina
Toe Kick (Medium)

FUFT.d+3

L
5
-18
-3c[1]
i13
fs1~10
r37
Bob, Bryan, Claudio, Devil Jin, Dragunov, Eddy, Feng, Gigas, Heihachi, Hwoarang, Jin, Josie, Julia, Kazuya, Kunimitsu, Law, Lee, Lei, Leo, Lucky Chloe, Master Raven, Miguel, Negan, Paul, Shaheen, Steve, and Yoshimitsu
Toe Kick (Heavy)

FUFT.d+3

L
6
-20
-3c[1]
i13
fs1~10
r39
Akuma, Armor King, Fahkumram, Ganryu, Geese, Jack-7, King, Kuma, Leroy, Lidia, Marduk, Noctis
  1. 1.0 1.1 1.2 1.3 When it's said to be -3 on hit, this is with respect to the frame when the wake-up kicks can be done and when the attacker can guard. The cancel to while standing kicks can at the earliest be done at -11. Anything else can only be done starting at -18. Normally this doesn't matter because the back roll effectively resets to neutral anyway, but at the wall it's quite significant, as it means even if it hits it doesn't really get you up safely.

External links