Power crush: Difference between revisions

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* Connecting with a low attack during a power crush will always result in a counter hit
* 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
* 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
* Unblockable attacks will always beat out power crushes


Rage Art special power crush properties
Rage Art special power crush properties

Revision as of 21:54, 27 March 2024

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
  • Unblockable 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