Rage (Kazuya): Difference between revisions
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{{articleIcons|ssbu=y}} | |||
{{disambig2|Kazuya's fighter ability|other uses|Rage (disambiguation)}} | |||
[[File:KazuyaRage.jpg|thumb|250px|right|Kazuya under the effects of Rage. Notice the glowing red name under his damage meter.]] | |||
''Rage'' refers to a [[fighter ability]] exclusive to {{SSBU|Kazuya}} in ''[[Super Smash Bros. Ultimate]]'' that increases attack power and grants access to [[Rage Drive]] while active. | |||
==Overview== | |||
Rage automatically activates once Kazuya reaches 100% [[damage]] or 1/4 of his maximum [[HP]] during a battle. Rage is indicated by an engulfing red aura, the [[name]]space under the damage meter glowing red, and [[controller]]s with HD [[rumble]] will vibrating in a manner that resembles a heartbeat. Other controllers will simply vibrate in a regular pattern. Being healed will not remove Rage if it is active. | |||
While Rage is active, all of Kazuya's attacks will deal 1.1× damage. Rage affects [[knockback]] much like with [[Winged Form]], in that only the difference from Kazuya's normal form is the opponent's resulting percent being taken into account; for an example, an attack that normally deals 10% damage would KO 1% earlier when Rage is active. Rage does not have a time limit, but will expire upon the activate of Rage Drive or if taken enough damage after activation. This deactivation threshold is determined by the number of missed grabs Kazuya attempts after rage activates. Once Rage deactivates, Kazuya must lose a stock before he can activate it again. | |||
==Technical data== | |||
The formula for the depletion of Rage is <code>(Number of missed grabs or down specials × 110) + (Damage taken during Rage × {{rollover|17.6|11.22 outside of 1v1 battles|?}}) ≥ 650</code>. | |||
The following is a chart that determines how much damage Kazuya can sustain after activating Rage with each consecutive missed grab: | |||
{|class="wikitable" style="text-align:center;" | |||
! Number of missed Rage Drives | |||
! Damage sustained (1v1) | |||
! Damage sustained (other) | |||
|- | |||
| 0 || 36.93% || 57.93% | |||
|- | |||
| 1 || 30.68% || 48.16% | |||
|- | |||
| 2 || 24.43% || 38.32% | |||
|- | |||
| 3 || 18.18% || 28.52% | |||
|- | |||
| 4 || 11.93% || 18.72% | |||
|- | |||
| 5 || 5.68% || 8.91% | |||
|- | |||
| 6 || 0% || 0% | |||
|} | |||
==Origin== | |||
{{image|gif of Rage in a Tekken game}} | |||
Rage was introduced into the {{uv|Tekken}} series with ''Tekken 6'' and have reappeared in every mainline ''Tekken'' game since. At its simplest, Rage activates when low on health and will overall increase the damage output of the effected character, making it a comeback mechanic. ''Tekken Tag Tournament 2'' expanded upon this by a character under the affect of Rage being granted a "Tag Crash" where they can spend their Rage to crash into the opponent and protect the partner. ''Tekken 7'' introduced Rage Arts, which are effectively Super attacks that can only be activated while under the effect of Rage. Using a Rage Art spends available Rage. the ''Fated Retribution'' update added Rage Arts, which are upgraded normal moves that can be activated by spending Rage. | |||
[[Category:Character-specific terminology]] | |||
[[Category:Kazuya]] | |||
[[Category:Kazuya (SSBU)]] |
Revision as of 01:56, December 23, 2023
Rage refers to a fighter ability exclusive to Kazuya in Super Smash Bros. Ultimate that increases attack power and grants access to Rage Drive while active.
Overview
Rage automatically activates once Kazuya reaches 100% damage or 1/4 of his maximum HP during a battle. Rage is indicated by an engulfing red aura, the namespace under the damage meter glowing red, and controllers with HD rumble will vibrating in a manner that resembles a heartbeat. Other controllers will simply vibrate in a regular pattern. Being healed will not remove Rage if it is active.
While Rage is active, all of Kazuya's attacks will deal 1.1× damage. Rage affects knockback much like with Winged Form, in that only the difference from Kazuya's normal form is the opponent's resulting percent being taken into account; for an example, an attack that normally deals 10% damage would KO 1% earlier when Rage is active. Rage does not have a time limit, but will expire upon the activate of Rage Drive or if taken enough damage after activation. This deactivation threshold is determined by the number of missed grabs Kazuya attempts after rage activates. Once Rage deactivates, Kazuya must lose a stock before he can activate it again.
Technical data
The formula for the depletion of Rage is (Number of missed grabs or down specials × 110) + (Damage taken during Rage × 17.6) ≥ 650
.
The following is a chart that determines how much damage Kazuya can sustain after activating Rage with each consecutive missed grab:
Number of missed Rage Drives | Damage sustained (1v1) | Damage sustained (other) |
---|---|---|
0 | 36.93% | 57.93% |
1 | 30.68% | 48.16% |
2 | 24.43% | 38.32% |
3 | 18.18% | 28.52% |
4 | 11.93% | 18.72% |
5 | 5.68% | 8.91% |
6 | 0% | 0% |
Origin
Rage was introduced into the Tekken series with Tekken 6 and have reappeared in every mainline Tekken game since. At its simplest, Rage activates when low on health and will overall increase the damage output of the effected character, making it a comeback mechanic. Tekken Tag Tournament 2 expanded upon this by a character under the affect of Rage being granted a "Tag Crash" where they can spend their Rage to crash into the opponent and protect the partner. Tekken 7 introduced Rage Arts, which are effectively Super attacks that can only be activated while under the effect of Rage. Using a Rage Art spends available Rage. the Fated Retribution update added Rage Arts, which are upgraded normal moves that can be activated by spending Rage.