Stage breaks are stage-unique interactions that allow for extended combos.
Types of breaks
There are currently 8 types of stage breaks:
- Wall Break
- Hard Wall Break
- Wall Blast
- Wall Bound
- Balcony Break
- Floor Break
- Hard Floor Break
- Floor Blast
Wall and balcony breaks
Both are initiated by:
- Moves that wallsplat against a breakable wall and balcony, but they will not break a wall if they hit opponent already on a wall.
- Wall break and wall bounce moves will break a wall when opponent is on the wall, but not standing opponent.
- Tailspin moves will do both in Tekken 7. (Tornado moves in Tekken 8 will not break a wall)
Floor breaks
Floor breaks are initiated either by using a spiking move on an airborne opponent, a move that slams the opponent, or by using a move that floor breaks outright (such as Heihachi's 2+4 throw).
Hard Floor Breaks
Hard floor breaks work much like regular floor breaks. However the first time a spiking move hits an airborne player, the floor will not break. Instead it will shift to a state where the next spiking hit will break the floor. The two hits do not have to be performed by the same player.
Stages
To see which stages have which breaks, go here.
Combos
Upon a break, damage to each move in the combo is scaled 10% down in addition to airborne combo scaling.
See also Combo for more detailed explanation in the context of combos