Attacks that cause certain stuns will trigger a soft wall hit when they connect close to a wall (refer to the character frame data for specific information). After a soft wall hit the opponent will be stunned, but remain in a standing position and will be able to use a Defensive Hold after 23 Frames. While the window is not long enough to Free Cancel and land a guaranteed hit, a follow-up attack in a string may be uholdable.
Hard wall hits are typically caused by launching and knockdown attacks near a wall. The opponent is in an airborne state after a hard wall hit and is open to further guaranteed damage.
When the wall hit occurs from a steeper angle, both soft and hard wall hit will be replaced with this hit type. The opponent will bounce off the wall and fall to the ground, but wall ricochets usually do not allow follow up attacks.
If hit from sufficient distance to the ropes, then opponent will bounce off and recover in a standing position unable to hold for 13 frames. Rope bounces usually do not guarantee follow-ups. A guaranteed follow-up is usually available if the opponent is hit into the rope bounce while back-turned.
Wall Slumps are triggered by specific throws and (offensive) holds. While they do no allow guaranteed follow-ups, the grounded opponent cannot use wake up attacks allowing the attacker to keep their pressure. The grounded player can decide to quick rise in a neutral position, to the fore/background or slowly rise in place.