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Attacks are moves that deal direct damage to the opponent. It is important to understand the nuanced properties of your character's attacks in order to play them effectively.
Attacks are moves that deal direct damage to the opponent. It is important to understand the nuanced properties of your character's attacks in order to play them effectively.


== Counter Hit ==
== Block, Hit and CH Frames ==
A counter hit, or CH, occurs when your attack interrupts or trades blows with your opponent's attack.  
 
Almost all moves inflict slightly more damage on CH.
Most attacks have very different situations on block and on hit.
Some moves have special CH properties like launching, knocking down or gaining extra + frames. In many cases, a string follow-up that's not guaranteed on normal hit will become guaranteed on counter hit.
 
Generally, an attacker who gets blocked is left at minus (-) frames, recovering slower than their opponent and losing the initiative.
But an attacker who hits is at heavy plus (+) frames and can attack the stunned opponent again with less fear of getting interrupted.
Low attacks typically have far more - frames on block and less + frames on hit.  


Characters focused on counter hits include Law, Steve, Josie and Bryan. Although almost every character benefits from landing counter hits.
Certain attacks give more + frames on counter hit or give guaranteed extensions, which may be [[Hit confirm|confirmable]].


The most common counter hit tool is known as the magic 4, an i11 or i12 high CH launching kick.
== Status Properties ==


== Block, Hit and CH Frames ==
=== Counter Hit ===
A '''counter hit''' ('''CH''' for short) occurs when an attack interrupts or trades blows with an opponent's attack. Moves inflict slightly more damage on '''CH''' (to be precise, they are scaled by 120%), while others gain unique properties. Some '''CH''' properties include:
 
* Giving a [[launch]]
* Extra [[frame advantage]] or a ''knockdown''
* A [[string]] becoming a [[Natural|natural combo]] where an opponent would normally be able to block the follow-up hits (highly useful for [[hit confirm]]ing.)
 
Although virtually every character benefits from landing counter hits, it is seen as more central to certain characters' gameplans  than others, such as {{fl|Steve}} and {{fl|Bryan}}. Nearly every character has a basic confirmable counter hit string off of their [[jab]], which can easily help shut down mashing and [[cheese]] and is a good way to start conditioning opponents to respect you.
 
=== Clean Hit ===
A clean hit (CL) is a range-based property that certain moves have. CL gives improved effects when an attack is landed in a way that meets its CL condition (usually landing the attack particularly close to the target).
 
Some examples:
* Paul's qcf+2 - Deals extra damage to close opponents
* Nina's f,F+4 - Deals extra damage when clean hit on downed opponent
* Feng's SS 4 - Sweeps on clean hit
* Akuma's d+3 - Can combo on clean hit


== Combo Properties ==
== Combo Properties ==
{{hatnote|More information: [[Combo]]}}


=== Launchers ===  
=== Launcher ===  
Launchers are attacks that initiate air-juggles by giving the player enough frame advantage to use moves before their opponent lands on the ground.
Launchers are attacks that initiate air-juggles by giving the player enough frame advantage to use moves before their opponent lands on the ground.


If an attack gives enough frame advantage only for particular guaranteed follow ups, it isn't considered a juggle combo and therefore not a launcher.
If an attack gives enough frame advantage only for particular guaranteed follow ups, it isn't considered a juggle combo and therefore not a launcher.


=== Screw ===  
=== Tailspin ===  
New to Tekken 7 and replacing bound from previous entries is the screw system.
Tailspin, also known as '''screw''' is a combo extension mechanic introduced in Tekken 7, replacing the ''bound'' mechanic from Tekken 6 and Tekken Tag Tournament 2. Each character's tailspin attacks are indicated with the green icon.


Screws are primarily used for extending air juggle duration and wall travel.  
Moves with the tailspin property will screw airborne opponents in an arc, causing them to land on their shoulders in a feet-up position. This allows for the player character to more easily follow up with a variety of attacks and extend their air combo.


Each character's screw attacks are noted in the in-game movelists with a green icon.
=== Tornado ===
This indicates that if that move lands on an airborne opponent, they will be put in screw state: spinning in the air before landing on their shoulders, feet in the air; allowing for reliable follow up attacks to continue the air juggle.
Tornado is the Tekken 8 combo extender. It differs from Tailspin in that it not longer Balcony Breaks, allowing for combo extensions at the wall. Additionally it doesn't give as much wall carry, instead allowing for easier pickups after.


=== Spike ===  
=== Wall breaker ===  
Spikes are moves that initiate [[Stage break|floor breaks]] when used on airborne opponents. They can usually be recognised as moves that spike opponents downward.
A move that breaks walls without spending screw.
 
=== [[Spike]] ===
Spikes moves used on an airborne target, force opponents into a knockdown that can only be teched by holding back. They can usually be recognised as moves that spike opponents downward.
 
They also initiate [[Stage break#Floor breaks|floor breaks]] when used on airborne opponents.


Examples include:
Examples include:
Line 35: Line 60:
* Jack-7's f,f+1
* Jack-7's f,f+1


== Powercrush ==
=== Slam ===
New in Tekken 7, Powercrush attacks give superarmor to characters starting at i8, allowing them to power through mid and high attacks, without receiving a counter hit.
Similiarly to spikes, slams initiate floor breaks when used on mid-air opponents. They do not leave opponents face down.
 
=== Strong Aerial Tailspin ===
 
{{MoreDetail}}
 
== Offensive Properties ==
 
Attack properties that bolster their offensive capabilities.
 
=== Homing ===
{{Hatnote|More information: [[Tracking]]}}
Homing attacks have large lateral hitboxes and automatically realign to the opponent, allowing them to catch sidesteps in virtually every scenario. This is not the same as ''tracking'', which is often only relegated to catching a specific sidestep direction.
 
They are denoted in the in-game movelist by a blue circular arrow icon.
 
=== Reversal Break ===
 
{{MoreDetail}}
 
Introduced in Tekken 8, attacks with this property cannot be parried with regular reversals or sabakis, or power crushed through. By default, Rage Arts, Heat Smashes and power crushes that have absorbed an attack have this property applied.
 
== Defensive Properties ==
 
Attack properties that bolster their defensive capabilities.
 
=== Crush ===
The '''crush system''' determines which moves have invincibility to specific type(s) of attacks. It was introduced in ''Tekken 5'' in order to ensure consistency in situations where certain attacks interact with each other. When an attack has a '''crush''' property active, it will avoid all attacks of the corresponding type regardless of its hitbox or collision detection.
 
==== High crush ====
''sometimes written cs (crouching state) or tc (technically crouching)''


{{Plainlist|
Moves that '''crush''' high attacks, typically by appearing to crouch under them. This is perhaps the most common form of crush, as it applies to nearly all crouching moves, including standard ones such as the [[crouch jab]] and [[Standard_move#Crouch_shin_kick|crouch shin kick]].
:Powercrushes cannot power through lows or throws.  
:Lows can land counter hits.
:If grabbed during a powercrush, it is impossible to perform a [[Throw#Throw_escapes|throw escape]].
}}
=== Rage Arts ===
Rage Arts have enhanced powercrushing capabilities.
:Can't be counter hit, uninterruptable by lows or throws.


== Homing ==  
==== Low crush ====
''sometimes written js (jumping state) or tj (technically jumping)''


== Wall Splat ==
Moves that '''crush''' low attacks, typically by appearing to jump over them. Low crushes tend to be less reliable than their high counterpart, as the most common form of low crush, the [[hopkick]], is unsafe on block. Nonetheless, many characters still have many safe low crushing moves.


== Wall Bound ==
==== Crushing vs. evasion ====
Added in season 2, wall bounds are moves that knock opponents far away, if they collide with the wall during this time, they will rebound back toward their attacker, for an air juggle.
Whilst a '''crush''' is active, the active frames of the opponent's moves of the crush's type are effectively negated. Though this typically refers to something that is binary and hard programmed into the game itself, there are also moves that may simply have higher or lower hurtboxes in certain parts. These may still be argued to be crushing moves, as they can be used in the same way and give the same result, even if the rules of such are less consistent in every situation.  


Wall bounds are a way of optimizing combo damage when launching opponents who are too close to the wall to maximise damage off a regular launcher, and too far to wall splat.
For an example on how this distinction matters: some standing moves may duck under jabs and other small high attacks, such as Paul's df+2, but don't actually count as being in a crouching state. This means that, unlike proper crouching state moves, it won't evade high moves with a lower hitbox, such as throws. Another important exception is Xiaoyu's [[Xiaoyu_strategy#Art_Of_Phoenix_(AOP)|Art of Phoenix]] stance, which relies on ducking Xiaoyu's hurtbox so low to the ground that only certain mids can reach her. This may be colloquially called a "mid crush", but this isn't a true crush behavior as certain low reaching mids will still be able to make contact with her.


== Crush ==
=== [[power_crush|Power Crush]] ===
Crushing is a concept that indicates invincibility to a specific type or types of attacks. Crushing moves can ignore by a level of attack: highs, mids, special mids, lows and/or by a type: attack moves, throws, projectiles.
Introduced in ''Tekken 7'', Powercrush attacks give super armor, allowing them to '''power through mid and high attacks''' without being interrupted.


Crushing is often confused with evasion.
* If a powercrush absorbs an attack, the move deals more damage and is safer on block. In Tekken 8, when a powercrush absorbs an attack it deals [[Damage#Chip_damage|chip damage]] on block.
* Mid powercrushes are generally unsafe on block at -12 or -13 (unless they absorb an attack). High powercrushes are always safe on block.
* Powercrushes cannot go through lows and throws.
* In ''Tekken 8'', Powercrush armor typically starts up within 7 frames.
* Throwing an opponent during a power crush (even in its recovery) makes the throw inescapable. For chain throws, only the first throw becomes inescapable.
* Unblockable attacks will always beat out powercrushes.
* Damage taken while armoring through an attack is completely recoverable health, but the damage is still lethal (This is unlike other forms of [[Damage#Chip_damage|chip damage]] in Tekken 8 that deal non-lethal damage).


Crushing moves are moves which ignore collision between the character's hurtboxes(of the player getting hit) and hitboxes(of the attacking player) of types of moves: even if hurtboxes collide with hitboxes, this fact is ignored by the game because of crushing properties of the move.
[[Rage Art]] special power crush properties
Evasion happens because of lack of collision between character's hurtboxes and move's hitboxes: the game will register a hit if hurtboxes and hitboxes will collide and evasion happens when they don't.
* Armor starts up within 8 frames (1 frame slower than a normal powercrush)
* 25% damage reduction of incoming attacks (Yoshimitsu's second Rage Art provides a 75% damage reduction)
* Doesn't count as a counter hit if you hit a Rage Art startup before powercrush activation frames (usually frame 8)
* Uninterruptible by lows, throws and unblockable attacks


Prime example would be hopkicks for crushing lows and Paul's backsway for evasion. Hopkicks are known to crush lows because they are invincible to lows due to the airborne state it gives to the player(starting at n-th frame), while Paul's backsway causes him to evade moves, which creates whiffs leading to a whiff punish.
<!--how much does the attack get delayed per hit absorbed?-->


Essentially, a crush is 100 percent consistent, and evasion is more nuanced.
=== Rage Art Power Crush ===
Rage Arts and generic running tackle have enhanced powercrushing capabilities.
:Can't be counter hit, uninterruptible by lows or throws.


== Clean Hit ==
=== Sabaki ===
A clean hit (CL) is a move property specific to certain moves, which gives improved effects when an attack is landed in a way that meets its clean hit condition (usually landing the attack particularly close to the target).  
An attack that has a specific parry window within its startup is typically known as a '''Sabaki'''. Since the attack comes out even if it doesn't parry anything, '''Sabakis''' can double as predictive pokes or abare tools that are inherently harder to punish than a regular parry due to said follow-up. Since the parry frames of a '''Sabaki''' sometimes start up faster than other defensive tools like [[powercrush]]es, they may also be used in the gaps of [[string]]s and [[frame trap]]s to get out of otherwise inescapable scenarios.


Some examples:
[[Asuka]] is a character known for her variety of strong and rewarding '''Sabaki''' moves. Other characters also have one or two moves with '''Sabaki''' properties.
* Paul's qcf+2 - Deals extra damage to close opponents
 
* Nina's f,F+4 - Deals extra damage when clean hit on downed opponent
=== Complete Evasion ===
* Feng's SS 4 - Sweeps on clean hit
 
* Akuma's d+3 - Can combo on clean hit
{{MoreDetail}}
 
Introduced in Tekken 8, techniques with this property can evade moves with the [[Attack#Reversal_Break|Reversal Break]] property.
 
=== Strong Parry ===
 
Techniques that can counter attacks like elbows, knees, headbutts, body charges, airborne attacks and weapon attacks. They cannot counter throws, unblockable attacks or maximum hold moves. They also cannot counter attacks with a [[Attack#Reversal_Break|Reversal Break]] property, such as Rage Arts, Heat Smashes and power crushes that have absorbed an attack.
 
== Wall Properties ==
 
=== Wall Splat ===
If a move causes a [[tornado]] or is simply coded to interact with the wall on its knockdown, it causes an opponent to splat onto the wall. This enables a wall combo followup that differs in damage and advantage per character, even allowing use of a tornado for extension if it hasn't been used already.
 
Certain moves, though they may appear to knock back in a way that would wallsplat, are programmed not to do so, likely for balance reasons.
 
=== Wall Bounce ===
Added in Season 2 of ''Tekken 7'', wall bounces are moves that cause an opponent's collision with the wall to rebound back towards the player, allowing for a juggle. They also cause a [[Stage break#Wall and balcony break|wall break]].
Wall Bounces are currently not present in ''Tekken 8''.
 
=== Wall Crush ===
A wall crush is a move that grants the player extra frame advantage on block when the move hits the opponent on block at the wall. This can grant moves like Azucena's uf+1 that when blocked out in the open is -9 on block frame advantage at the wall .In this case Azucena’s uf+1, when the opponent has it's back against the wall, the move becomes +15g on block. A wall crush never allowes for guaranteed follow-up moves but just grands extra frame advantage at the wall.
 
On top of that a wall crush gives an addition 3 damage (grey health).
 
== Miscellaneous Properties ==
 
=== Nosebleed stun ===
If opponent holds down they will fall on the ground briefly entering white airborne state [needs video]
 
=== Double-over stun ===
If opponent holds forward or tap any direction in a small window, they will escape the stun and will be able to block.<ref>[https://www.youtube.com/watch?v=jZ0reWQpMSc| Tekken Tips - Double Over Stun ''by ThatBlastedSalami'']</ref>
 
=== Backsway ===
Not an actual property, but some moves move the character with their hurtboxes away from the opponent for a bit before the attack comes out.


== Other non-exclusive properties of attacks ==
== Other non-exclusive properties of attacks ==
* [[Tracking]]
* [[Tracking]]
* [[Damage]]
* [[Damage]]
== Notes ==
<references/>
{{Navbox system}}

Latest revision as of 05:07, 20 October 2024

Attacks are moves that deal direct damage to the opponent. It is important to understand the nuanced properties of your character's attacks in order to play them effectively.

Block, Hit and CH Frames

Most attacks have very different situations on block and on hit.

Generally, an attacker who gets blocked is left at minus (-) frames, recovering slower than their opponent and losing the initiative. But an attacker who hits is at heavy plus (+) frames and can attack the stunned opponent again with less fear of getting interrupted. Low attacks typically have far more - frames on block and less + frames on hit.

Certain attacks give more + frames on counter hit or give guaranteed extensions, which may be confirmable.

Status Properties

Counter Hit

A counter hit (CH for short) occurs when an attack interrupts or trades blows with an opponent's attack. Moves inflict slightly more damage on CH (to be precise, they are scaled by 120%), while others gain unique properties. Some CH properties include:

Although virtually every character benefits from landing counter hits, it is seen as more central to certain characters' gameplans than others, such as Steve and Bryan. Nearly every character has a basic confirmable counter hit string off of their jab, which can easily help shut down mashing and cheese and is a good way to start conditioning opponents to respect you.

Clean Hit

A clean hit (CL) is a range-based property that certain moves have. CL gives improved effects when an attack is landed in a way that meets its CL condition (usually landing the attack particularly close to the target).

Some examples:

  • Paul's qcf+2 - Deals extra damage to close opponents
  • Nina's f,F+4 - Deals extra damage when clean hit on downed opponent
  • Feng's SS 4 - Sweeps on clean hit
  • Akuma's d+3 - Can combo on clean hit

Combo Properties

More information: Combo

Launcher

Launchers are attacks that initiate air-juggles by giving the player enough frame advantage to use moves before their opponent lands on the ground.

If an attack gives enough frame advantage only for particular guaranteed follow ups, it isn't considered a juggle combo and therefore not a launcher.

Tailspin

Tailspin, also known as screw is a combo extension mechanic introduced in Tekken 7, replacing the bound mechanic from Tekken 6 and Tekken Tag Tournament 2. Each character's tailspin attacks are indicated with the green icon.

Moves with the tailspin property will screw airborne opponents in an arc, causing them to land on their shoulders in a feet-up position. This allows for the player character to more easily follow up with a variety of attacks and extend their air combo.

Tornado

Tornado is the Tekken 8 combo extender. It differs from Tailspin in that it not longer Balcony Breaks, allowing for combo extensions at the wall. Additionally it doesn't give as much wall carry, instead allowing for easier pickups after.

Wall breaker

A move that breaks walls without spending screw.

Spike

Spikes moves used on an airborne target, force opponents into a knockdown that can only be teched by holding back. They can usually be recognised as moves that spike opponents downward.

They also initiate floor breaks when used on airborne opponents.

Examples include:

  • Asuka's d+2
  • Lee's f+4,3
  • Jack-7's f,f+1

Slam

Similiarly to spikes, slams initiate floor breaks when used on mid-air opponents. They do not leave opponents face down.

Strong Aerial Tailspin

This section could do with more detail.

Offensive Properties

Attack properties that bolster their offensive capabilities.

Homing

More information: Tracking

Homing attacks have large lateral hitboxes and automatically realign to the opponent, allowing them to catch sidesteps in virtually every scenario. This is not the same as tracking, which is often only relegated to catching a specific sidestep direction.

They are denoted in the in-game movelist by a blue circular arrow icon.

Reversal Break

This section could do with more detail.

Introduced in Tekken 8, attacks with this property cannot be parried with regular reversals or sabakis, or power crushed through. By default, Rage Arts, Heat Smashes and power crushes that have absorbed an attack have this property applied.

Defensive Properties

Attack properties that bolster their defensive capabilities.

Crush

The crush system determines which moves have invincibility to specific type(s) of attacks. It was introduced in Tekken 5 in order to ensure consistency in situations where certain attacks interact with each other. When an attack has a crush property active, it will avoid all attacks of the corresponding type regardless of its hitbox or collision detection.

High crush

sometimes written cs (crouching state) or tc (technically crouching)

Moves that crush high attacks, typically by appearing to crouch under them. This is perhaps the most common form of crush, as it applies to nearly all crouching moves, including standard ones such as the crouch jab and crouch shin kick.

Low crush

sometimes written js (jumping state) or tj (technically jumping)

Moves that crush low attacks, typically by appearing to jump over them. Low crushes tend to be less reliable than their high counterpart, as the most common form of low crush, the hopkick, is unsafe on block. Nonetheless, many characters still have many safe low crushing moves.

Crushing vs. evasion

Whilst a crush is active, the active frames of the opponent's moves of the crush's type are effectively negated. Though this typically refers to something that is binary and hard programmed into the game itself, there are also moves that may simply have higher or lower hurtboxes in certain parts. These may still be argued to be crushing moves, as they can be used in the same way and give the same result, even if the rules of such are less consistent in every situation.

For an example on how this distinction matters: some standing moves may duck under jabs and other small high attacks, such as Paul's df+2, but don't actually count as being in a crouching state. This means that, unlike proper crouching state moves, it won't evade high moves with a lower hitbox, such as throws. Another important exception is Xiaoyu's Art of Phoenix stance, which relies on ducking Xiaoyu's hurtbox so low to the ground that only certain mids can reach her. This may be colloquially called a "mid crush", but this isn't a true crush behavior as certain low reaching mids will still be able to make contact with her.

Power Crush

Introduced in Tekken 7, Powercrush attacks give super armor, allowing them to power through mid and high attacks without being interrupted.

  • If a powercrush absorbs an attack, the move deals more damage and is safer on block. In Tekken 8, when a powercrush absorbs an attack it deals chip damage on block.
  • Mid powercrushes are generally unsafe on block at -12 or -13 (unless they absorb an attack). High powercrushes are always safe on block.
  • Powercrushes cannot go through lows and throws.
  • In Tekken 8, Powercrush armor typically starts up within 7 frames.
  • Throwing an opponent during a power crush (even in its recovery) makes the throw inescapable. For chain throws, only the first throw becomes inescapable.
  • Unblockable attacks will always beat out powercrushes.
  • Damage taken while armoring through an attack is completely recoverable health, but the damage is still lethal (This is unlike other forms of chip damage in Tekken 8 that deal non-lethal damage).

Rage Art special power crush properties

  • Armor starts up within 8 frames (1 frame slower than a normal powercrush)
  • 25% damage reduction of incoming attacks (Yoshimitsu's second Rage Art provides a 75% damage reduction)
  • Doesn't count as a counter hit if you hit a Rage Art startup before powercrush activation frames (usually frame 8)
  • Uninterruptible by lows, throws and unblockable attacks


Rage Art Power Crush

Rage Arts and generic running tackle have enhanced powercrushing capabilities.

Can't be counter hit, uninterruptible by lows or throws.

Sabaki

An attack that has a specific parry window within its startup is typically known as a Sabaki. Since the attack comes out even if it doesn't parry anything, Sabakis can double as predictive pokes or abare tools that are inherently harder to punish than a regular parry due to said follow-up. Since the parry frames of a Sabaki sometimes start up faster than other defensive tools like powercrushes, they may also be used in the gaps of strings and frame traps to get out of otherwise inescapable scenarios.

Asuka is a character known for her variety of strong and rewarding Sabaki moves. Other characters also have one or two moves with Sabaki properties.

Complete Evasion

This section could do with more detail.

Introduced in Tekken 8, techniques with this property can evade moves with the Reversal Break property.

Strong Parry

Techniques that can counter attacks like elbows, knees, headbutts, body charges, airborne attacks and weapon attacks. They cannot counter throws, unblockable attacks or maximum hold moves. They also cannot counter attacks with a Reversal Break property, such as Rage Arts, Heat Smashes and power crushes that have absorbed an attack.

Wall Properties

Wall Splat

If a move causes a tornado or is simply coded to interact with the wall on its knockdown, it causes an opponent to splat onto the wall. This enables a wall combo followup that differs in damage and advantage per character, even allowing use of a tornado for extension if it hasn't been used already.

Certain moves, though they may appear to knock back in a way that would wallsplat, are programmed not to do so, likely for balance reasons.

Wall Bounce

Added in Season 2 of Tekken 7, wall bounces are moves that cause an opponent's collision with the wall to rebound back towards the player, allowing for a juggle. They also cause a wall break. Wall Bounces are currently not present in Tekken 8.

Wall Crush

A wall crush is a move that grants the player extra frame advantage on block when the move hits the opponent on block at the wall. This can grant moves like Azucena's uf+1 that when blocked out in the open is -9 on block frame advantage at the wall .In this case Azucena’s uf+1, when the opponent has it's back against the wall, the move becomes +15g on block. A wall crush never allowes for guaranteed follow-up moves but just grands extra frame advantage at the wall.

On top of that a wall crush gives an addition 3 damage (grey health).

Miscellaneous Properties

Nosebleed stun

If opponent holds down they will fall on the ground briefly entering white airborne state [needs video]

Double-over stun

If opponent holds forward or tap any direction in a small window, they will escape the stun and will be able to block.[1]

Backsway

Not an actual property, but some moves move the character with their hurtboxes away from the opponent for a bit before the attack comes out.

Other non-exclusive properties of attacks

Notes