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Despite the common myth, only the damage of Rage Arts depends on the health left, the damage bonus to everything else stays the same. | Despite the common myth, only the damage of Rage Arts depends on the health left, the damage bonus to everything else stays the same. | ||
=Rage Art= | ==Rage Art== | ||
'''Rage Art''' (often abbreviated RA) is a cinematic move, only accessible during Rage, when used, Rage is removed. It has special [[Attack Properties#Rage Art powercrush|Rage Art powercrush]], meaning it powers through all moves including lows and throws. It triggers a short cinematic when activated making it very reactable. On successful hit, it triggers a longer cinematic, usually not asking for additional input from the player, and deals a base of 55 damage, after which it usually doesn't allow for any follow ups. | '''Rage Art''' (often abbreviated RA) is a cinematic move, only accessible during Rage, when used, Rage is removed. It has special [[Attack Properties#Rage Art powercrush|Rage Art powercrush]], meaning it powers through all moves including lows and throws. It triggers a short cinematic when activated making it very reactable. On successful hit, it triggers a longer cinematic, usually not asking for additional input from the player, and deals a base of 55 damage, after which it usually doesn't allow for any follow ups. | ||
== Tekken 8 == | ===Tekken 8=== | ||
Rage Arts are universally mid attacks which are -15 on block and start at i20. Every character can perform them with the input df+1+2. They remove the opponent's recoverable health, if any. They also restore the player's recoverable health by 1 pt on the first hit, and 13 pts on the final hit of the animation. | Rage Arts are universally mid attacks which are -15 on block and start at i20. Every character can perform them with the input df+1+2. They remove the opponent's recoverable health, if any. They also restore the player's recoverable health by 1 pt on the first hit, and 13 pts on the final hit of the animation. | ||
== Tekken 7 == | ===Tekken 7=== | ||
Rage Arts are usually mids, but some characters have high or low rage arts. Mid and low rage arts are usually highly punishable on block, while high rage arts are safe if blocked, although they can be ducked. Mid rage arts start at i20, whereas high rage arts start at i13. Every character has a unique input to perform their rage art. | Rage Arts are usually mids, but some characters have high or low rage arts. Mid and low rage arts are usually highly punishable on block, while high rage arts are safe if blocked, although they can be ducked. Mid rage arts start at i20, whereas high rage arts start at i13. Every character has a unique input to perform their rage art. | ||
=== Table of Tekken 7 Rage Arts=== | ====Table of Tekken 7 Rage Arts==== | ||
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=Rage Drive= | ==Rage Drive== | ||
'''Rage Drive''' (often abbreviated as RD) are the blue shine moves only available in Rage, when used, Rage is removed. Generally speaking, Rage Drives are a better version of an existing move, with much better frame advantage on block compared to the counterparts (often exceeding +10g), they generally are big launchers, give big damage, and are very fast. | '''Rage Drive''' (often abbreviated as RD) are the blue shine moves only available in Rage, when used, Rage is removed. Generally speaking, Rage Drives are a better version of an existing move, with much better frame advantage on block compared to the counterparts (often exceeding +10g), they generally are big launchers, give big damage, and are very fast. | ||
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Some Rage Drives in combos put opponent into the hard knockdown, allowing for a guaranteed 80% scale hit, although it is mostly a part of on hit animation, but timing specific attacks to hit at the end of the animated knockdown can allow for relaunching for additional damage in very specific situations | Some Rage Drives in combos put opponent into the hard knockdown, allowing for a guaranteed 80% scale hit, although it is mostly a part of on hit animation, but timing specific attacks to hit at the end of the animated knockdown can allow for relaunching for additional damage in very specific situations | ||
== Table of Rage Drives == | ===Table of Rage Drives=== | ||
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=Rage Punisher= | ==Rage Punisher== | ||
'''Rage Punisher''' is a move or string that, without launching the opponent, will deal enough damage to win the match if the opponent has reached Rage. Generally, it is a 14f punisher that deals >=41 damage. It's useful to know character's Rage punishers to be more consistent in closing out rounds when your opponent is in Rage. For example, if the opponent does a -16 move, you don't want to risk doing your i15 df+2, because you might not be on point with your combo follow-up. Additionally, the surroundings may make it so you can't get 41 damage out of the launcher due to potential side-wall situations. You don't want to ''almost'' kill your opponent because if they launch you back, they will have a huge damage increase on their Rage Art which when used will certainly kill you. For this same reason, you would not go for a [[Punishment#Jab Punish|jab punish]] if you could win right there. A 14f 41 damage move will allow for a safe, secured win. Not all characters have one of those, some may have more than one to choose from | '''Rage Punisher''' is a move or string that, without launching the opponent, will deal enough damage to win the match if the opponent has reached Rage. Generally, it is a 14f punisher that deals >=41 damage. It's useful to know character's Rage punishers to be more consistent in closing out rounds when your opponent is in Rage. For example, if the opponent does a -16 move, you don't want to risk doing your i15 df+2, because you might not be on point with your combo follow-up. Additionally, the surroundings may make it so you can't get 41 damage out of the launcher due to potential side-wall situations. You don't want to ''almost'' kill your opponent because if they launch you back, they will have a huge damage increase on their Rage Art which when used will certainly kill you. For this same reason, you would not go for a [[Punishment#Jab Punish|jab punish]] if you could win right there. A 14f 41 damage move will allow for a safe, secured win. Not all characters have one of those, some may have more than one to choose from | ||
=External Links= | ==External Links== | ||
* https://tekken.fandom.com/wiki/Rage | * https://tekken.fandom.com/wiki/Rage | ||
Latest revision as of 18:55, 10 November 2024
The Rage System is a comeback system introduced in Tekken 6. In Tekken 7 Season 4 Rage activates when player's health reaches 41 points or lower, it makes the health bar and the character glow red, allows player to perform Rage Arts and Rage Drives, it also increases damage on every move by 10%, rounded down.
In Tekken 8, rage activates when the player's health reaches 43 points or lower. Similar to Tekken 7, it makes the health bar and character glow red, and increases damage on every move by 10%, rounded down[1]. However, it only allows the player to perform Rage Arts with the universal input of df+1+2.
Despite the common myth, only the damage of Rage Arts depends on the health left, the damage bonus to everything else stays the same.
Rage Art
Rage Art (often abbreviated RA) is a cinematic move, only accessible during Rage, when used, Rage is removed. It has special Rage Art powercrush, meaning it powers through all moves including lows and throws. It triggers a short cinematic when activated making it very reactable. On successful hit, it triggers a longer cinematic, usually not asking for additional input from the player, and deals a base of 55 damage, after which it usually doesn't allow for any follow ups.
Tekken 8
Rage Arts are universally mid attacks which are -15 on block and start at i20. Every character can perform them with the input df+1+2. They remove the opponent's recoverable health, if any. They also restore the player's recoverable health by 1 pt on the first hit, and 13 pts on the final hit of the animation.
Tekken 7
Rage Arts are usually mids, but some characters have high or low rage arts. Mid and low rage arts are usually highly punishable on block, while high rage arts are safe if blocked, although they can be ducked. Mid rage arts start at i20, whereas high rage arts start at i13. Every character has a unique input to perform their rage art.
Table of Tekken 7 Rage Arts
Character | Input | Level | Start up | On Block | Base 55 damage | Can do from stance | Notes | |
---|---|---|---|---|---|---|---|---|
Akuma | 1,1,f+3,2 | Mid | 10 (14) | Mid! | Yes | No | ||
Alisa | b+1+2 | High | 13 | +5 | Yes | DES | Can't use RA button from stance | |
Anna | b+1+2 | High | 13 | -9 | Yes | No | ||
Armor King | b+3+4 | Mid | 20 | -22 | Yes | No | ||
Asuka | df+1+2 | Mid | 20 | -22 | Yes | No | ||
Bob | df+1+2 | Mid | 20 | -22 | Yes | No | ||
Bryan | df+1+2 | Mid | 20 | -22 | Yes | Taunt | Can use RA button to cancel too | |
Claudio | df+1+2 | Mid | 20 | -22 | Yes | No | ||
Devil Jin | b+1+2 | Mid | 20 | -22 | Yes | No | ||
Dragunov | d+1+2 | Mid | 20 | -22 | Yes | No | ||
Eddy | b+3+4 | Mid | 20 | -22 | Yes | No | ||
Eliza | b+3+4 | Mid | 20 | -22 | Yes | No | ||
Fahkumram | df+3+4 | Mid | 20 | -22 | Yes | No | ||
Feng | d+1+2 | Mid | 20 | -22 | Yes | No | ||
Ganryu | db+1+2 | Mid | 20 | -22 | Yes | No | ||
Geese | db+1+2 | High | 20 | High! | Yes | No | ||
Geese | HCB, f+3+4 | Mid | 20 | -22 | No | No | 1,2,4,1,4,1,3,2,1+2 to increase damage | |
Gigas | 1+2 | Mid | 20 | -42 | Yes | No | ||
Heihachi | d+1+2 | Mid | 20 | -22 | Yes | No | ||
Hwoarang | RFS or LFS d+3+4 | Mid | 20 | -7 | Yes | Flamingo only | Can use RA button from stance, and out | |
Jack | b+1+2 | Mid | 20 | -32 | Yes | No | Massive pushback combined with backswing on block makes it impossible for most characters to launch punish. | |
Jin | b+1+2 | High | 13 | -9 | Yes | No | ||
Josie | df+1+2 | Mid | 20 | -22 | Yes | No | ||
Julia | df+1+2 | Mid | 20 | -22 | Yes | No | ||
Katarina | 3+4 | Mid | 20 | -22 | Yes | No | ||
Kazumi | d+1+2 | Mid | 20 | -22 | Yes | No | ||
Kazuya | d+1+2 | Mid | 20 | -22 | Yes | No | ||
King | df+1+2 | Mid | 20 | -22 | Yes | No | Has an alternative version with costume | |
Kuma | b+1+2 | Mid | 20 | -22 | Yes | No | ||
Kunimitsu | 1+2 | Mid | 20 | -22 | Yes | No | ||
Lars | 1+2 | Mid | 20 | -22 | Yes | No | ||
Law | 1+2 | Mid | 20 | -26 | Yes | No | ||
Lee | d+1+2 | Mid | 20 | -22 | Yes | HTM | Can use RA button from stance | |
Lei | df+3+4 | Mid | 20 | -22 | Yes | No | ||
Leo | df+1+2 | Mid | 20 | -22 | Yes | No | ||
Leroy | df+3+4 | Mid | 20 | -22 | Yes | HMT | Can't use RA button from stance | |
Lidia | d+1+2 | Mid | 20 | -22 | Yes | No | ||
Lili | 3+4 | Mid | 20 | -22 | Yes | No | ||
Lucky Chloe | 3+4 | Low | 20 | -27 | Yes | No | ||
Master Raven | db+3+4 | Mid | 20 | -22 | Yes | No | ||
Marduk | b+1+2 | Mid | 20 | -22 | Yes | Ready Position | Can use RA button from stance | |
Miguel | b+1+2 | Mid | 20 | -22 | Yes | SVG | Can't use RA button from stance | |
Nina | d+1+2 | Mid | 20 | -22 | Yes | No | ||
Negan | d+1+2 | Mid | 20 | -22 | Yes | INT | Can't use RA button from stance | |
Noctis | d+1+2 | Mid | 20 | -32 | Yes | No | ||
Paul | 1+2 | Mid | 20 | -22 | No | No | Can cancel and follow up by holding b | |
Shaheen | 1+2 | Mid | 20 | -22 | Yes | No | ||
Steve | 1+2 | High | 13 | -3 | Yes | No | ||
Xiaoyu | b+1+2 | Mid | 20 | -26 | Yes | AOP | Can't use RA button from stance | |
Yoshimitsu | b+1+2 | Mid | 20 | -22 | Yes | No | ||
Yoshimitsu | ub+1+4 | Parry All | 6 | None | No | No | Has 75% damage reduction | |
Zafina | df+3+4 | Mid | 20 | -22 | Yes | SCR | Can't use RA button from stance |
Rage Drive
Rage Drive (often abbreviated as RD) are the blue shine moves only available in Rage, when used, Rage is removed. Generally speaking, Rage Drives are a better version of an existing move, with much better frame advantage on block compared to the counterparts (often exceeding +10g), they generally are big launchers, give big damage, and are very fast.
Often Rage Drives put opponent seemingly into the screw state, yet it's always not a true Screw, it's just an on hit animation, it doesn't spend the one screw available to the player, and does the animation even if there was already a screw in the combo. Such screw is often called blue screw.
Some Rage Drives in combos put opponent into the hard knockdown, allowing for a guaranteed 80% scale hit, although it is mostly a part of on hit animation, but timing specific attacks to hit at the end of the animated knockdown can allow for relaunching for additional damage in very specific situations
Table of Rage Drives
Character | Input | Level | Startup | Launch | Splat | On Block | Notes |
---|---|---|---|---|---|---|---|
Akuma | None | ||||||
Alisa | f+2+3, ([f+]3+4) | mid | 16 | Yes | Yes | +1 | Blue Screw, can transition to Boots |
Anna | qcf+2+3 | mid,mid | 15 (17) | Yes | No | +5c | |
Asuka | f,f+1+2 | mid,mid | 21 (24) | Yes | No | +10g | |
Armor King | f,n,d,df+1+2* | high UB | 20 (23) | No | No | +24g | Next throw is unbreakable |
Bob | f+2+3(f) | mid,mid | 26 js15,14 | No | No | +2c (+12gc) | Can transition to Roll |
Bryan | b+1+2 | mid | 18 | Yes | No | +6c | |
Claudio | b+4,2f | mid,mid | 17 | Yes | Yes | +7 | Gives Starburst |
Devil Jin | f,n,d,df+4,3+4 | low,mid,mid | 16 (20) | Yes | No | -14 | Second hit low crushes |
Dragunov | f,f,f+1+2,(db+1+2) | mid, (mid UB) | 15 (20) | Yes | No | +5c | Can end in unbreakable tackle |
Eddy | f,f+3+4 | mid | 15 (18) | Yes | Yes | +12g | Regular screw, ends in RLX |
Eliza | None | ||||||
Fahkumram | uf+3+4 | mid | 15 js15 | No | No | +1 | |
Fahkumram | 3,4_4,3~3+4 | low | 24 | Screw | Yes | -12 | |
Feng | b+1+2* | mid | 13 | No | Yes | +3 | +9 at wall |
Ganryu | df+1+4 | low,mid | 23 | No | No | -6 | Allows for a guaranteed follow up |
Geese | None | ||||||
Gigas | f+3+4* | low UB | 29 | No | No | +25g | Enters Goliath, infinite range UB |
Heihachi | b+2,1+2 | mid,mid | 22 | Yes | No | +9c | cancellable from 1 |
Hwoarang | d+3+4,(4) | low,mid,mid | 12 | +0 (Yes) | No | -4 (+4) | Last hit blockable on hit |
Hwoarang | uf+3,4,3+4 | mid,mid… | 29 js | Yes | Yes | +4 | Blue screw, available from LFS |
Jack | b,db,d,df+1,2 | low,mid | 24 (27) | No | Yes | -9 | |
Jin | f,n,d,df+1+2,3,1 | high,mid | 11 (14) | Yes,No,No | Yes | -7, +8, +9 | |
Josie | f,n,d,df+3+4 | mid | 14 (17) js12 | No | No | +5 | |
Julia | f+2+3 | mid,mid | 15 | No | Yes | +2 | |
Katarina | HAR 1+2 | mid | 15 | No | No | +5c | |
Kazumi | f,f+1+2 | mid | 13 (16) | Yes | No | -12 | |
Kazuya | ub+1+2 | mid | 20 | No | No | -6 | State transition |
Kazuya | f,n,d,df+1+4 | mid | 18 (20) cs1 | No | Yes | +5 | hold uf for transition |
King | db+1+2 | mid | 20 | Yes | No | +9c | |
Kunimitsu | f+2+3 | mid | 16 | No | Yes | +6 | |
Lars | SEN 1+2 | mid | 12 | No | Yes | +9 | Ends in DEN |
Lars | DEN 3+4 | low,mid | 21 | Yes | No | -13 | |
Law | db+4,3+4 | low,high | 26 cs6,js19 | No | kinda | -9 | duckable |
Lee | df+3+4 (f,n) | mid | 16 | No | Yes | -1 (-2) | Blue screw |
Lei | SNA 1+4 | mid | 15 | No | Yes | +9 | High evasion, backsway |
Lei | DGN 1+4 | mid | 15 | No | Yes | +11g | |
Lei | PAN 1+4 | low, high | 12 | Yes | Yes | -14 | Blue screw |
Lei | TGR 1+4 | mid | 14 | Yes | No | +15gc | |
Lei | CRA 1+4 | mid | 17 js10 | Yes | No | +0 | Stays in Crane |
Leo | f,f+2* | mid | 13 (16) | No | Yes | +6 | Can't ki charge on success |
Leroy | f+1+2 | mid | 15 | No | Yes | +2 | +9 at wall |
Leroy | df+2+3 | mid,mid… | 22 | Yes | No | -7 | Not a rage drive, once per match |
Lidia | f,F+2+3 | mid | 13 (16) | Yes | Yes | +15g | Regular screw |
Lidia | TAW.4,2 | low,mid | 20 | No, Yes | No | -12c | |
Lili | df+2+3 | mid,high | 22 js9 | Yes | Yes | +9 | Blue screw, duckable |
Lucky Chloe | df+3+4,(1+2) | mid,mid | 17 | Well, no | No | +4c | Accessible from full crouch |
Raven | f+3+4 | mid,(none) | 17 js7 | 2 during hit | No | +3 | 2 or d+2 during hit for extensions |
Marduk | f+2+3 | mid | 21 | No | No | (-10), +6~+16 | Attack throw, ends in grounded |
Miguel | db+1+2 | mid,mid | 17 | Yes | No | +3 | Blue screw |
Negan | b+2+3 (b, n, or f) | mid,mid | 22 | Yes | No | -8, +8, or +6 | b ends in BT, f is a wall bounce |
Nina | f+1+4 (df) | mid | 20 js5 | Yes | No | +9 (+20g) | +15g at wall |
Noctis | f+2+3 | mid | 15 | No | Yes | +2 | Ends in Roll |
Bears | f,f+1+2 | mid | 18 (21) | Yes | No | +1 | |
Paul | qcf+1+2 | mid | 12 (15) | No | Yes | +3 | +9 at wall |
Shaheen | db+1,4(df) | mid,high | 14 | Yes | Yes | +6 (+18g) | Second hit duckable |
Steve | df+3+4,1+2 | mid,mid… | 35 cs1 | No | Yes | +1 | Can delay the hit |
Steve | df+2+3 | mid,mid | 14 | Yes | Yes | +7 | |
Xiaoyu | BT d+3,3+4 | low | 16 js9 | Yes | Yes | -4 | Blue screw, finishes in AOP |
Yoshimitsu | f,n,d,df+1+2 | mid | 14 (17) cs6~14 | Yes | Yes | +2 | Blue Screw |
Zafina | f+2+3 | mid,mid | 14 | Yes | No | +19g |
Rage Punisher
Rage Punisher is a move or string that, without launching the opponent, will deal enough damage to win the match if the opponent has reached Rage. Generally, it is a 14f punisher that deals >=41 damage. It's useful to know character's Rage punishers to be more consistent in closing out rounds when your opponent is in Rage. For example, if the opponent does a -16 move, you don't want to risk doing your i15 df+2, because you might not be on point with your combo follow-up. Additionally, the surroundings may make it so you can't get 41 damage out of the launcher due to potential side-wall situations. You don't want to almost kill your opponent because if they launch you back, they will have a huge damage increase on their Rage Art which when used will certainly kill you. For this same reason, you would not go for a jab punish if you could win right there. A 14f 41 damage move will allow for a safe, secured win. Not all characters have one of those, some may have more than one to choose from
External Links
Mechanics |
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