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Rage (Kazuya): Difference between revisions

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[[File:KazuyaRage.jpg|thumb|250px|right|Kazuya under the effects of Rage. Notice the glowing red name under his damage meter.]]
[[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.
''Rage'' ({{ja|レィジ状態|Reiji Jōtai}}, ''Rage State'') 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==
==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.
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.
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 it will expire when Kazuya has either taken too much damage, has successfully executed a [[Rage Drive]], or when too many of his Rage Drive attempts fail to grab anyone. The deactivation threshold is determined by the number of missed Rage Drives (whether it's by doing [[grab]]s or a grounded [[Heaven's Door]]) that Kazuya attempts after rage activates. Once Rage deactivates, Kazuya must lose a stock before he can activate it again.


==Technical data==
==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 formula for the depletion of Rage is <code>(g × 110) + (d × {{rollover|11.22|17.6 with the 1v1 multiplier|?}}) ≥ 650</code>, where ''g'' is the number of Rage Drive inputs Kazuya whiffs, and ''d'' is the amount of damage Kazuya has taken while in Rage.


The following is a chart that determines how much damage Kazuya can sustain after activating Rage with each consecutive missed grab:
The following is a chart that determines how much damage Kazuya can sustain after activating Rage with each consecutive missed grab:
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==Origin==
==Origin==
{{image|gif of Rage in a Tekken game}}
[[File:Tekken7Rageactivation.gif|thumb|left|King activating Rage in Tekken 7.]]
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 that a losing player can use to potentially turn the tides of a battle. The effect activates when a character reaches 10% of their health (changed to 5% in the ''Bloodline Rebellion'' update). While in Rage, the fighter gains a red aura and their health bar glows red, which is reflected in ''Ultimate''. ''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'' again changed the health threshold to 20% and 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.
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 that a losing player can use to potentially turn the tides of a battle. The effect activates when a character reaches 10% of their health (changed to 5% in the ''Bloodline Rebellion'' update). While in Rage, the fighter gains a red aura and their health bar glows red, which is reflected in ''Ultimate''. ''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'' again changed the health threshold to 20% and 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 Drives, which are upgraded normal moves that can be activated by spending Rage.
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==Names in other languages==
==Names in other languages==

Latest revision as of 13:40, June 6, 2024

This article is about Kazuya's fighter ability. For other uses, see Rage (disambiguation).
Kazuya under the effects of Rage. Notice the glowing red name under his damage meter.

Rage (レィジ状態, Rage State) 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[edit]

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 it will expire when Kazuya has either taken too much damage, has successfully executed a Rage Drive, or when too many of his Rage Drive attempts fail to grab anyone. The deactivation threshold is determined by the number of missed Rage Drives (whether it's by doing grabs or a grounded Heaven's Door) that Kazuya attempts after rage activates. Once Rage deactivates, Kazuya must lose a stock before he can activate it again.

Technical data[edit]

The formula for the depletion of Rage is (g × 110) + (d × 11.22) ≥ 650, where g is the number of Rage Drive inputs Kazuya whiffs, and d is the amount of damage Kazuya has taken while in Rage.

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[edit]

King activating Rage in Tekken 7.

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 that a losing player can use to potentially turn the tides of a battle. The effect activates when a character reaches 10% of their health (changed to 5% in the Bloodline Rebellion update). While in Rage, the fighter gains a red aura and their health bar glows red, which is reflected in Ultimate. 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 again changed the health threshold to 20% and 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 Drives, which are upgraded normal moves that can be activated by spending Rage.

Names in other languages[edit]

Language Name
Japan Japanese レィジ状態
UK English Rage
France French Rage
Germany German Rage
Spain Spanish Modo Rage
Italy Italian Rage
China Chinese (Simplified) Rage 状态
Taiwan Chinese (Traditional) Rage 狀態
South Korea Korean Rage 상태
Netherlands Dutch Rage
Russia Russian Ярость