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Wake-Up tier list

BunLantern

Long live b13 minigun
Actually, Turbine isn't horrible sometimes. When people do meaty command grab setups. or things that force you to be hit on the ground, a turbine could trade or flat out beat the move.

dat jdm tech yo
You can time wakeup turbine when a Superman/Zatanna is zoning you as well to get in and knock them down.
 

Dizzy

False Information Police Officer
Premium Supporter
NetherRealm Studios
Wake up tier list

S tier:
Fully invincible, safe on block, combo on hit

A tier:
Fully invincible, either safe on block or combo on hit

B tier:
Fully invincible, unsafe on block and no combo on hit

Shit tier:
Not fully invincible

Obviously other things factor in, like if you can jump it, if there is different timing to stuffing the various different wake ups they have, etc, but there pretty much is how it is
 

HeroesNZ

Baconlord's Billionaire Sugar Daddy
Nightwing's wakeups are far from trash tier...- Well, not that far :rolleyes: . I'd go with B-tier
 

Fred Marvel

It's actually Freddy Marvel
I like how the OP makes a wake up tier list and then 6 posts later has to ask if a move has invincibility.

Lists first
Actual knowledge of the topic later I guess.
i like how all of you ignored the "because tier lists are fun" joke and me saying not to take this thread so seriously lol chill
 

juicepouch

blink-182 enthusiast
You think it's an outright terrible one.

Fully invincible, leads to 30% or more. Some characters wish their wakeups at least did one of these things. I'm not even saying it's good. I'm saying it's not trash. Trash is Joker, Batman, Cyborg, etc.
isn't cyborg's giant fist fully invincible?
 
S-Tier: Safe teleport: (Eg: Zatanna)
A -Tier: Fully invincible and Safe or Multi-hitting (Eg: MMH)
B- Tier: Fully Invincible but Un-safe and either multi-hitting or leads to combo damage (Eg., GL)
C- Tier: Fully Invincible, but Un-safe and single hitting (Eg., Cyborg)
D- Tier: Stuff-able, but Safe or multihitting (Eg., Zod, Aquaman)
F- Stuff-able and Unsafe and single hitting

Now go look up Glass Swords thread on "Wakeups and You" and plug and chug.
you can stuff lanterns might...
 

GGA Saucy Jack

The artist formerly known as ImNewbieSauce
I'm not going to comment on the list because I think it's awful. I will use this thread to talk about wakeups and maybe affect some people's thinking.

A wakeup attack is NOT a get out of jail free card. The purpose of a wakeup attack is to make your opponent think about what they are going to do, and potentially change their game plan.

I.E. Lanterns might. To deal with that wakeup, I have to change my knockdowns, change my setups, and sometimes I flat out have to block.

On the other hand, when I knock NW down in staff, or Catwoman without trait, I just "LOL hit buttons" because they can't do dick all about it.

If a wakeup attack forces your opponent to change their gameplan, and sometimes they have to block, I don't care how unsafe it is, it's done it's job. Sure some wakeups are better than others because of risk reward and safety, but if it stops your opponent from mashing buttons over you....it's an acceptable wakeup.
 

Relaxedstate

PTH|RM Relaxedstate
yeah one thing i do want to clear up that ive seen a few people say is wakeup lanterns might IS NOT FULLY INVINCIBLE
and in that post relaxedstate it would fall into category F lol
But it is just frame from what I understand. Something that is near impossible with all the variable frames of recovery based on drop height, unique combo advantage, and tech-rollability. Almost impossible to stuff something like that consistently with all the variables affecting when it can be stuffed.
 

ETC AdmiralAugustus

Grabble Frazzled
But it is just frame from what I understand. Something that is near impossible with all the variable frames of recovery based on drop height, unique combo advantage, and tech-rollability. Almost impossible to stuff something like that consistently with all the variables affecting when it can be stuffed.
Stuffed 100% of the time with EX WC setup :REO

I'm sorry guys, carry on with whatever this is.
 
But it is just frame from what I understand. Something that is near impossible with all the variable frames of recovery based on drop height, unique combo advantage, and tech-rollability. Almost impossible to stuff something like that consistently with all the variables affecting when it can be stuffed.
You can stuff lanterns might but it takes a while to get the timing down, but once you do it's not that hard.
 

Fred Marvel

It's actually Freddy Marvel
But it is just frame from what I understand. Something that is near impossible with all the variable frames of recovery based on drop height, unique combo advantage, and tech-rollability. Almost impossible to stuff something like that consistently with all the variables affecting when it can be stuffed.
neutral jump attacks beat it ......
 

Relaxedstate

PTH|RM Relaxedstate
You can stuff lanterns might but it takes a while to get the timing down, but once you do it's not that hard.
That is what I am saying..the timing changes depending on the set-up. How are you going to know when that single frame is? I am sure it is easier if you are stuffing wakeups with a multihitting move...but for many characters they have a single hitting move they use to stuff wakeups.

I mean if so then that is great.

Edit: @Fred Marvel that completely depends again on the characters neutral jump height and their character type hit box

I think you guys are over simplifying a lot of variables that go into play here. The world of anti-wakeup tech is very Character dependent and MU dependent.

Same thing goes with wakeup reversals in the corner
 
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Fred Marvel

It's actually Freddy Marvel
That is what I am saying..the timing changes depending on the set-up. How are you going to know when that single frame is? I am sure it is easier if you are stuffing wakeups with a multihitting move...but for many characters they have a single hitting move they use to stuff wakeups.

I mean if so then that is great.

Edit: @Fred Marvel that completely depends again on the characters neutral jump height and their character type hit box

I think you guys are over simplifying a lot of variables that go into play here. The world of anti-wakeup tech is very Character dependent and MU dependent.

Same thing goes with wakeup reversals in the corner
all im gonna say is im doing it in practice mode right now with multiple characters and its very easy all you have to do is neutral jump attack and its losing every time
 

GGA Saucy Jack

The artist formerly known as ImNewbieSauce
all im gonna say is im doing it in practice mode right now with multiple characters and its very easy all you have to do is neutral jump attack and its losing every time

Yea but you must consider what that means.

Did the opponent have to give up damage for a new knockdown?

Can GL forward dash, backdash, d2, MB B3, etc instead?

There are counters to all wakeup attacks. By your logic no wakeup attack is good.
 

RM Truth

Unintentional Tier Whore Follow me @TruthRM
All I'll point out is that all of Batgirl's wakeups are stuffable and the only one that is safe can be ducked for full combo.

EDIT: Made a mistake. I believe Flying Bat has full invincibility.
 

Fred Marvel

It's actually Freddy Marvel
Yea but you must consider what that means.

Did the opponent have to give up damage for a new knockdown?

Can GL forward dash, backdash, d2, MB B3, etc instead?

There are counters to all wakeup attacks. By your logic no wakeup attack is good.
ive been trying to avoid arguing with you lol but if you insist
probably? that depends on the character and its no different than going for a reset and getting a little less damage

he can dash or block to but this is about wakeup attacks right? mb f3 gets reversed so it wont hit, mb b3 can be blocked

what do you mean by my logic? every wakeup isnt easily stuffed by a neutral jump
 

BlackViper415

TYM's Head Herpetologist
Ares deserves S tier or at least top of A tier. His teleport has invincible startup and can be meterburned to be completely safe. Also, if you try to punish one kind of teleport and guess wrong, he can punish you with a projectile or a full combo if he's close enough. You're basically just forced to respect him on wakeup if he has meter.