A Rage Art is a type of super move introduced in Tekken 7. It is a powerful attack with power crushing properties that can only be used when a fighter has Rage state, once per round. Rage Arts were the only moves that let a character expend their Rage status until the introduction of Rage Drives in Tekken 7: Fated Retribution.
In Tekken 8, all Rage Arts now use the universal command d/f+1+2 and return as the only means of expending Rage, as Rage Drives have now been integrated into Heat Smash. Hitting an opponent with a Rage Art also depletes the enemy's recoverable health. During Tekken Ball and a section of Chapter 10 in Story Mode, however, Rage Arts are replaced by Rage Burst.
List of Rage Arts[]
Gameplay[]
Most Rage Arts are Mid Attacks, meaning they can hit both standing and crouching opponents, though there are several exceptions: Alisa, Anna, Jin, and Steve all have high Rage Arts (though they are much faster and safe on block if not ducked), Lucky Chloe's Rage Art is a low, Akuma's is an unblockable grab that can only be dodged by holding any upward direction, and Geese's Rage Art is an unblockable high. Most Rage Arts are also extremely unsafe on block (again, excluding the highs and unblockables), with the exception of Hwoarang as he must do his Rage Art while in Left Flamingo stance, though it can also be avoided with a well-timed sidestep or an attack that has a built-in sidestep. Rage Arts that have the character jump in the air like Gigas, Lei, or Devil Jin are considered low crushes, and lows will be avoided when they are in the air.
In Fated Retribution, Rage Arts do more damage the less health the user has. This change was made due to Rage being triggered at a higher threshold compared to the original Tekken 7. As Rage Arts have power crushing properties, a fighter who initiates one can still execute the attack if they are hit during the start up animation (as long as they have enough health to survive the attack), making them powerful crush moves. The only limitation to this, however, is that Rage Arts cannot absorb one another. This means that whoever lands their Rage Art first will be the one who successfully attacks.
However, given that Rage Arts are punishable and using them forfeits the player's Rage status, Rage Drives are generally safer and more useful alternatives and thus, rage arts are seen relatively rarely on a competitive level. It is possible however to combo into a Rage Art and this is a safe way to deal a ton of damage. Rage drives however have more complex inputs and the player must learn them for each character individually, while rage art has a button dedicated to it in addition to having traditional inputs, making rage arts much simpler to execute.
Rage Arts cannot be reversed by most characters and standard parries will not work against them. Notable exceptions to this rule include Jin's parry, Leroy's Twin Dragon Gate and Geese's Joudan Atemi. This ability to be parried by the former 2 moves was removed in Tekken 8.
Paul has the unique ability to cancel out of his Rage Art by holding back during the first hit. Doing this allows Paul to combo following the massive launch from the initial hit even if the opponent was already launched beforehand. In the original arcade release of Tekken 7 doing this during Training Mode would incorrectly put Paul back into Rage, allowing him to repeat this endlessly.
Starting from Tekken 8, Rage Arts are now formally named moves like Akuma, Geese Howard and Noctis Lucis Caelum's Rage Arts before them. They were also made to be more universal, making all of them (bar one exception) mids that are -15 on block.
Videos[]
Trivia[]
- Rage Arts are similar to super moves seen in various other fighting game franchises. Tekken 7 marks the first mainline Tekken game to use these mechanics to this degree.
- In Tekken 8, a glitch occurs if two Rage Arts are performed outside each others' range. This results with cinematic effects playing of both playing despite not being a successful hit.[1]
Gallery[]
- Main article: Rage Art/Gallery