Crush: Difference between revisions

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(Created page with "Crushing are moves that are "invincible". They are moves that can ignore highs, mids or lows to hit challenging opponents. This is often confused with evasion moves, and while...")
 
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Crushing are moves that are "invincible". They are moves that can ignore highs, mids or lows to hit challenging opponents. This is often confused with evasion moves, and while the two seem similar. Crushing moves are moves that ignores while evasion creates whiffs due to a backsway, backstep, etc. Prime example would be hopkicks for crushing and Paul's backsway for evasion. Hopkicks are known to crush lows because they are "invicible" to lows due to the airborne state it gives to the player, while Paul's backsway causes him to evade highs which creates whiffs leading to a whiff punish.
Crushing is a concept that indicated invincibility to a specific type or types of attacks. Crushing moves can ignore by the level of attack: highs, mids, special mids, lows or by type: attack moves, throws, projectiles.
 
Crushing often confused with evasion. Crushing moves are moves which ignore collision between the character's hurtboxes and hitboxes of types of moves: even if hitboxes collide with hitboxes, they're ignored by the game because of crushing. Evasion happens because of lack of collision between character's hurtboxes and move's hitboxes: the game will register a hit if these 2 will collide. 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, while Paul's backsway causes him to evade highs which creates whiffs leading to a whiff punish.

Revision as of 09:41, 23 January 2021

Crushing is a concept that indicated invincibility to a specific type or types of attacks. Crushing moves can ignore by the level of attack: highs, mids, special mids, lows or by type: attack moves, throws, projectiles.

Crushing often confused with evasion. Crushing moves are moves which ignore collision between the character's hurtboxes and hitboxes of types of moves: even if hitboxes collide with hitboxes, they're ignored by the game because of crushing. Evasion happens because of lack of collision between character's hurtboxes and move's hitboxes: the game will register a hit if these 2 will collide. 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, while Paul's backsway causes him to evade highs which creates whiffs leading to a whiff punish.