Wake-up: Difference between revisions

From Wavu Wiki, the 🌊 wavy Tekken wiki
No edit summary
No edit summary
Line 5: Line 5:
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:
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:


* FUFT — face up, feet towards
{| class="wikitable col-1-end col-2-center col-3-center floatleft"
* FUFA — face up, feet away
|
* FDFT — face down, feet towards
! face up
* FDFA — face down, feet away
! 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.
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.
<div style="clear: both"></div>
== Non-attacking options ==
There are 4 non-attacking options to wake-up:
* Quickstand (called “Stand Up” in game), done by pressing u or d/b
* B getup (called “Wake Up (Backwards)” in game), done by pressing b
* Side roll, done by pressing 1 or d+1
* Front roll, done by pressing f
=== b ===
B getup is slower than quickstand, but creates more distance between the opponent. Lows can be blocked during the guarding state by pressing D.
{{Legend
|float=right
|orange=Grounded
|teal=Guarding
|blue=Recovered
|red=Standing
}}
<div style="display: flex; flex-flow: row wrap; gap: 1em">
{{FrameTable|caption=FUFT and FDFA|
{{Frame|0|b|orange}}
{{Frame|1||orange}}
{{Frame|⋯||orange}}
{{Frame|11||orange}}
{{Frame|12||teal}}
{{Frame|⋯||teal}}
{{Frame|21||teal}}
{{Frame|22}}
}}
{{FrameTable|caption=FDFT and FUFA|
{{Frame|0|b|orange}}
{{Frame|1||orange}}
{{Frame|⋯||orange}}
{{Frame|11||orange}}
{{Frame|12||red}}
{{Frame|⋯||red}}
{{Frame|20||red}}
{{Frame|21||teal}}
{{Frame|⋯||teal}}
{{Frame|25||teal}}
{{Frame|26}}
}}
</div>


== FUFT ==
== FUFT ==

Revision as of 13:52, 22 February 2021

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 to wake-up:

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

b

B getup is slower than quickstand, but creates more distance between the opponent. Lows can be blocked during the guarding state by pressing D.

Recovered
Standing
Grounded
Guarding
FUFT and FDFA
Frame
Input
State
0
b
1
11
12
21
22
FDFT and FUFA
Frame
Input
State
0
b
1
11
12
20
21
25
26

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.