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If an attack gives enough frame advantage for particular guaranteed follow ups, they are not considered a juggle combo and therefore not a launcher. | If an attack gives enough frame advantage for particular guaranteed follow ups, they are not considered a juggle combo and therefore not a launcher. | ||
== Powercrush == | |||
== Homing == | |||
== Screw == Ā | == Screw == Ā |
Revision as of 20:48, 26 January 2021
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
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. 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.
Characters focused on counter hits include Law, Steve, Josie and Bryan. Although almost every character benefits from landing counter hits.
The most common counter hit tool is known as the magic 4, an i11 or i12 high CH launching kick.
Block, Hit and CH Frames
Launchers
An attack is said to launch when it gives a frame advantage against an opponent that is high enough to be able to follow up with consecutive attacks, 'juggling' them in mid-air.
If an attack gives enough frame advantage for particular guaranteed follow ups, they are not considered a juggle combo and therefore not a launcher.
Powercrush
Homing
Screw
New to Tekken 7 and replacing bound from previous entries is the screw system
Screws are primarily used for extending air juggle duration and wall travel.
Each character's screw attacks are noted in the in-game movelists with a green icon. 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.
Wall Splat
Wall Bound
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.
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.
Spike
Spikes are moves that initiate floor breaks when used on airborne opponents. They can usually be recognised as moves that spike opponents downward.
Examples include:
- Asuka's d+2
- Lee's f+4,3
- Jack-7's f,f+1
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.
Crushing is often confused with evasion.
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. 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.
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.
Essentially, a crush is 100 percent consistent, and evasion is more nuanced.
Clean Hit
A clean hit 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 as close to the target as possible). Not to be confused with CH (Counter hit).
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