Power crush: Difference between revisions

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m (Spelling correction (unlockable -> unblockable))
(Added the fact that the grayhealth damage is lethal so pc moves are risky at low health as a weakness. Added information that in T8 pc armor usually starts at frame 7 with the exception of RA where it starts at 8)
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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.
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.
In Tekken 8 most power crush moves have the "armor property" from the 7th startup frame onwards. An exception is Rage Arts that that have their armor from the 8th startup frame.


Weaknesses
Weaknesses
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* 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
* Unblockable attacks will always beat out power crushes
* Unblockable attacks will always beat out power crushes
* You still take damage while armoring through an attack, so high damage moves might kill you if using a power crush at low health. (This is unlike other forms of [[Damage#Chip_damage|chip damage]] in Tekken 8 that deal non-lethal damage)


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)
* 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
* Uninterruptible by lows, throws and unblockable attacks

Revision as of 15:07, 28 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.

In Tekken 8 most power crush moves have the "armor property" from the 7th startup frame onwards. An exception is Rage Arts that that have their armor from the 8th startup frame.

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
  • You still take damage while armoring through an attack, so high damage moves might kill you if using a power crush at low health. (This is unlike other forms of chip damage in Tekken 8 that deal non-lethal damage)

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