Kazuya using Soul Thrust, a move with power crushing properties, while taking damage from Heihachi.
Power Crush is a move property introduced in Tekken 7 which succeeded Tekken Revolution's Special Arts. Moves with Power Crushing properties let fighters absorb damage from mid or high attacks while allowing their own attack to continue, akin to the concept of Super Armor.
Power Crush moves are similar to Focus Attacks in the Street Fighter IV series as they both allow fighters to keep their composure while taking damage (and like Super Armor, they may or may not be able to withstand multiple attacks at once should they have enough HP during the period).
On launch, an attack's Power Crush properties began much earlier, and this was more noticeable for slower Power Crushes such as Backlash and Shoulder Tackle. In Fated Retribution, most Power Crush properties now only begin a few frames after the startup. Notably, receiving an attack as a Power Crush will delay the user's attack. This can mean that an opponent can use a fast string like Jab Low Kick where the first hit is absorbed by the Power Crush, and the Power Crush is interrupted by the low attack.
Power Crush moves can be cancelled if hit by a low attack during their execution and are usually punishable with long start-up and recovery frames. If a player grabs their opponent during the frames in which a Power Crush move can absorb attacks, that throw automatically becomes inescapable. All Rage Arts, and the generic running tackle have the Power Crush property but can also absorb low attacks and will ignore throws. Power Crushes cannot absorb a Rage Art.
In Tekken 8, all damage absorbed by the Power Crush will convert into recoverable health. Most Power Crushes are also enhanced to be safe on block if they absorb an attack and deal chip damage, but it is possible to still evade Power Crushes (e.g: Using a high crushing move against King II's Toll Kick can avoid the attack and allow the attacker to punish King). Throws are also better against Power Crushes, in that they can now land on any frame of a Power Crush move (as opposed to just their absorbing frames) and still be inescapable, meaning that throws can be used to punish them on block as well. In addition to Rage Arts, Heat Smashes as well as certain charged moves like Kuma's charged Fresh Wind Bear Fist, Heihachi's Zenith Muso Tekken, and the fatal versions of Fahkumram's Tornado Kick and Erupting Knee can bypass Power Crushes; however, Power Crushes can prevent a Heat Engager from entering Heat or being used for a Heat Dash. A later patch would add a glass-shattering effect if a Heat Smash, Rage Art, or another Power Crush is used to defeat a Power Crush.
During Tekken Ball, absorbing an attacking ball with a Power Crush will not reset the receiver's damage counter.
Videos[]
TEKKEN 7 Game Guide - Power Crush
The official tutorial for Tekken 7's Power Crush system.