Power crush: Difference between revisions

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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.
Power crush is related to what is commonly known as "Armor" or "Hyper Armor" in other fighting games. It means power crushing or armoring through enemy moves with your own power crush move.  


Properties
Weaknesses
* Damage reduction of incoming attacks
* Connecting with a low attack during a power crush will always result in a counter hit
* If a low move hits the startup of a power crush move even when power crush has started, it always counts as a counter hit
* Throwing an opponent during a power crush makes the throw inescapable. For chain throws, only the first throw becomes inescapable
* If a throw move connects with the power crush frames, the throw can not be broken
* Unlockable attacks will always beat out power crushes


Rage Art special power crush properties
Rage Art special power crush properties
* Damage reduction of incoming attacks  
* 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