No edit summary |
No edit summary |
||
Line 1: | Line 1: | ||
WIP: | WIP:A power crush is a move property that grants temporary armor, enabling the character to withstand hits without being interrupted at the risk of taking some damage. It's commonly known as "Armor" or "Hyper Armor" in other fighting games. | ||
Weaknesses | |||
* | * Connecting with a low attack during a power crush will always result in a counter hit | ||
* Throwing an opponent during a power crush makes the throw inescapable. For chain throws, only the first throw becomes inescapable | |||
* | * Unlockable attacks will always beat out power crushes | ||
Rage Art special power crush properties | Rage Art special power crush properties | ||
* | * 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 power crush activation frames (usually frame 8) | * Doesn't count as a counter hit if you hit a Rage Art startup before power crush activation frames (usually frame 8) | ||
* Uninterruptible by lows, throws and unblockable attacks |
Revision as of 13:56, 16 May 2023
WIP:A power crush is a move property that grants temporary armor, enabling the character to withstand hits without being interrupted at the risk of taking some damage. It's commonly known as "Armor" or "Hyper Armor" in other fighting games.
Weaknesses
- Connecting with a low attack during a power crush will always result in a counter hit
- Throwing an opponent during a power crush makes the throw inescapable. For chain throws, only the first throw becomes inescapable
- Unlockable attacks will always beat out power crushes
Rage Art special power crush properties
- 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 power crush activation frames (usually frame 8)
- Uninterruptible by lows, throws and unblockable attacks