Stage break

From Wavu Wiki, the 🌊 wavy Tekken wiki
Revision as of 16:14, 11 June 2024 by Kalki (talk | contribs) (Update stage hazard damage values for 1.05)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

Stage breaks (or stage gimmicks, stage hazards) 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)

They deal 15 dmg to the opponent's recoverable gauge when triggered.

Hard Wall Break

Hard Wall Breaks work similarly to wall or balcony breaks. However, the first time a wall splat hits a player on the wall, it will merely damage the wall and not break it. Instead, it will shift to a state where the next wall splat will break the wall, with a unique animation different from a regular wall or balcony break. The two hits do not have to be performed by the same player. They deal 15 dmg to the opponent's recoverable gauge when triggered.

Wall Blast

Initiated similarly to a Wall or Balcony Break, these hazards deal 5 points of unscaled damage, push both the player and opponent back from the wall, and bound the opponent, allowing for a full combo, or an existing combo to be continued.

Wall Bound

Initiated similarly to a Wall Blast, these hazards also deal 5 points of unscaled damage, but do not cause any pushback, and bound the opponent on the opposite side, still allowing for a full combo or an existing combo to be continued.

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). Floor Breaks preserve the current axis alignment between the players, so an off-axis floor break will require an off-axis combo. They deal 15 dmg to the opponent's recoverable gauge when triggered.

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. They deal 15 dmg to the opponent's recoverable gauge when triggered.

Floor Blast

Floor Blasts are initiated similarly to Floor Breaks, but bound the opponent, giving a frame advantage of +76 (+61) and resetting the axis between the players. Similar to Wall Blasts and Wall Bounds, they deal 5 points of unscaled damage.

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.