Wavu Wiki Wake-up

Wake-up

From Wavu Wiki, the 🌊 wavy Tekken wiki
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 d/b
  • 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 d/b 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.

Attacking options

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.

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 FC
  • 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

FUFT

Command Notes
B Wake up backward, into standing.
D/B Stand into crouching guard.
U Stand directly up.
F Roll forward.
1 Roll into background. Hold D to stay on ground, face down.
d+1 Roll toward foreground. Hold D to stay on ground, face down.
3 i22 Low, Launch on CH, -12 on block.
4 i22 mid, KND on CH, -12 on block.
d+3 (or d+4) i13 low, -3 on hit, -16 on block.
f+3 roll into i19 low, same as 3.
f+4 roll into i17 mid, same as 4.
3+4
Depending on character, either Spring kick, or spring into cross chop.

Spring kick is i19~30 KND mid, raises feet above lows, punishable. Spring into cross chop, i48~58 mid, +10~20 on block -can float with 1 jab into combo.

Feng and Lei have special spring kicks
f,1+2 Roll forward into cross chop, i19~24 mid, +2~7 on block, KND on normal hit.

FDFT

Command Notes
B Wake up away from opponent into standing.
D/B Stand into crouching guard.
U Stand directly up.
F Roll backward, toward opponent.
1 Roll into background. Hold D to stay on ground, face up.
d+1 Roll towards foreground. Hold D to stay on ground, face up.
3 i19 low, launches on clean hit, -17 on block, -3 on hit.
4 i19 mid, KND on clean hit, -14 on block, -15 on hit.
f+3 Roll into i14 low, +5 on hit, launches on CH, -12 on block.
f+4 Roll into i11 mid, -4 on hit, +16a (+6a) on clean hit, -15 on block.

FUFA

Command Notes
B Wake up away from opponent into standing.
D/B Stand into crouching guard.
U Stand directly up.
F Roll towards opponent.
1 Roll into background. Hold D to stay on ground, face down.
d+1 Roll toward foreground. Hold D to stay on ground, face down.
3 i19~21 low, +4~6 on hit, launches on CH, -11~13 on block.
4 i18 mid, KND on hit, -14 on block.
f+3 i14 low, +5 on hit, launches on CH, -12 on block.
f+4 i11 mid, -4 on hit, +16a (+6a) on clean hit, -15 on block.

FDFA

Command Notes
B Wake up away from opponent into standing.
D/B Stand into crouching guard.
U Stand directly up.
F Roll backward, toward opponent.
1 Roll into background. Hold D to stay on ground, face up.
d+1 Roll toward foreground. Hold D to stay on ground, face up.
3 i26 low, +1 on hit, launch on CH, -20 on block.
4 i26 mid, -10 on hit, KND on CH, -19 on block.
f+3 i19 low, same as 3 from FUFF.
f+4 i17 mid, same as 4 from FUFF.