Wake-up: Difference between revisions

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(→‎Non-attacking options: fix off-by-1 errors (hopefully); add para about e.g. maven 1+2 knd)
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There are 4 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
* 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
* Side roll, done by pressing 1 or d+1
* Front roll, done by pressing f
* Front roll, done by pressing f
From many knockdowns, such as after [[Master Raven]]'s 1+2 hits, 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 [[input buffer|buffered]] during the recovery—if they can't, then these options are probably 1 frame slower.


=== B getup ===
=== 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 [[guard]]ing state by pressing D.
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 [[guard]]ing state by pressing D.
Attacks can't be buffered during recovery.


{{Legend
{{Legend
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<div style="display: flex; flex-flow: row wrap; gap: 0 1em">
<div style="display: flex; flex-flow: row wrap; gap: 0 1em">
{{FrameTable|caption=FUFT and FDFA|
{{FrameTable|caption=FUFT and FDFA|
{{Frame|0|b|orange}}
{{Frame|1|b|orange}}
{{Frame|1||orange}}
{{Frame|2||orange}}
{{Frame|⋯||orange}}
{{Frame|⋯||orange}}
{{Frame|11||orange}}
{{Frame|11||orange}}
{{Frame|12||teal}}
{{Frame|12||teal}}
{{Frame|⋯||teal}}
{{Frame|⋯||teal}}
{{Frame|21||teal}}
{{Frame|30||teal}}
{{Frame|22}}
{{Frame|31}}
}}
}}
{{FrameTable|caption=FDFT and FUFA|
{{FrameTable|caption=FDFT and FUFA|
{{Frame|0|b|orange}}
{{Frame|1|b|orange}}
{{Frame|1||orange}}
{{Frame|2||orange}}
{{Frame|⋯||orange}}
{{Frame|⋯||orange}}
{{Frame|11||orange}}
{{Frame|11||orange}}
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{{Frame|21||teal}}
{{Frame|21||teal}}
{{Frame|⋯||teal}}
{{Frame|⋯||teal}}
{{Frame|25||teal}}
{{Frame|34||teal}}
{{Frame|26}}
{{Frame|35}}
}}
}}
</div>
</div>
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Attacks can be buffered during recovery once the recovery (standing or crouching) is locked in. At this point, the guard can still be changed, but the recovery can't be.
Attacks can be buffered during recovery once the recovery (standing or crouching) is locked in. At this point, the guard can still be changed, but the recovery can't be.


From FDFA it can cancel into [[while standing]] kicks on frames 10~30.
It can cancel into [[while standing]] kicks on frames 11~31 from FDFA and frames 17~33 from FDFT.


From FDFT and FUFA the standing state is also [[back turned]], which can be extra dangerous.
From FDFT and FUFA the standing state is also [[back turned]], which can be extra dangerous.
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<div style="display: flex; flex-flow: row wrap; gap: 0 1em">
<div style="display: flex; flex-flow: row wrap; gap: 0 1em">
{{FrameTable|caption=FUFT|
{{FrameTable|caption=FUFT|
{{Frame|0|u|orange}}
{{Frame|1|u|orange}}
{{Frame|1||orange}}
{{Frame|2||orange}}
{{Frame|⋯||orange}}
{{Frame|⋯||orange}}
{{Frame|10||orange}}
{{Frame|10||orange}}
{{Frame|11||teal}}
{{Frame|11||teal}}
{{Frame|⋯||teal}}
{{Frame|⋯||teal}}
{{Frame|23||teal}}
{{Frame|24||teal}}
{{Frame|24||blue}}
{{Frame|25}}
}}
}}
{{FrameTable|caption=FDFA|
{{FrameTable|caption=FDFA|
{{Frame|0|u|orange}}
{{Frame|1|u|orange}}
{{Frame|1||orange}}
{{Frame|2||orange}}
{{Frame|⋯||orange}}
{{Frame|⋯||orange}}
{{Frame|15||orange}}
{{Frame|15||orange}}
{{Frame|16||teal}}
{{Frame|16||teal}}
{{Frame|⋯||teal}}
{{Frame|⋯||teal}}
{{Frame|23||teal}}
{{Frame|24||teal}}
{{Frame|24||blue}}
{{Frame|25}}
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}}
{{FrameTable|caption=FUFA|
{{FrameTable|caption=FUFA|
{{Frame|0|u|orange}}
{{Frame|1|u|orange}}
{{Frame|1||orange}}
{{Frame|2||orange}}
{{Frame|⋯||orange}}
{{Frame|⋯||orange}}
{{Frame|10||orange}}
{{Frame|10||orange}}
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{{Frame|16||teal}}
{{Frame|16||teal}}
{{Frame|⋯||teal}}
{{Frame|⋯||teal}}
{{Frame|23||teal}}
{{Frame|24||teal}}
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{{Frame|25}}
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{{FrameTable|caption=FDFT|
{{FrameTable|caption=FDFT|
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{{Frame|1|u|orange}}
{{Frame|1||orange}}
{{Frame|2||orange}}
{{Frame|⋯||orange}}
{{Frame|⋯||orange}}
{{Frame|5||orange}}
{{Frame|5||orange}}
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{{Frame|19||teal}}
{{Frame|19||teal}}
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{{Frame|⋯||teal}}
{{Frame|25||teal}}
{{Frame|26||teal}}
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</div>
</div>

Revision as of 03:04, 26 April 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:

  • 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 or d+1
  • Front roll, done by pressing f

From many knockdowns, such as after Master Raven's 1+2 hits, 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
FDFT and FUFA
Frame
Input
State
1
b
2
11
12
20
21
34
35

Quickstand

Quickstand guards faster than B getup (except from FDFA), but creates less space. Lows can be blocked during the guarding state by pressing D, and it recovers crouching if this is done for the whole guarding state; otherwise it recovers standing. 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.

Attacks can be buffered during recovery once the recovery (standing or crouching) is locked in. At this point, the guard can still be changed, but the recovery can't be.

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

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

Recovered
Standing
Grounded
Guarding
Input buffer
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

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.