Talk:Rage

Rage's Origins?
In MARIO & LUIGI RPG 3: BOWSER'S INSIDE STORY (notable for being the most critically acclaimed RPG MARIO game and the first game to feature Bowser Koopa as the main protagonist), there was a special status unique to the Great Demon King called "Fury" that was similar to SMASH BROS. for Wii U's Rage in both function and appearance: Bowser becomes stronger while flashing red and emitting steam from his body. Both states also activate under the same circumstances: when the character takes a considerable amount of damage. Could Rage actually be Fury from the Great Demon King's first starring game or is it all just a mere coincidence? Either way, the resemblance is quite uncanny. 72.50.82.3 —Preceding unsigned comment added by 72.50.82.3 (talk • contribs) 10:08, 11 January 2015 (EST)
 * It's an idea that a whole bunch of games have, it has no clear origin. Toomai Glittershine [[Image:Toomai.png|20px|link=User:Toomai/Bin|???]] The Eggster 10:51, 11 January 2015 (EST)
 * I'm quite aware of that, but you must remember that Nintendo likes to fill their games with references (for nostalgic purpose), and with SMASH BROS. being a crossover of their franchises, we shouldn't automatically rule out the possibility that MARIO & LUIGI 3 could be the source for Rage.107.72.164.75

Which is true?
"...maxes out at 200% damage. At maximum rage, attacks will deal 2.0x the amount of knockback that would normally be dealt." "The multiplier increases by one tenth every 10%, until it caps out at 2.0."

These two lines are not synonymous with each other. The first line implies that the knockback multiplier is 1+0.1(200)/10, equal to 3.0. May someone please address this? Chilex (talk) 03:26, 17 June 2015 (EDT)

Bump. Chilex (talk) 13:41, 21 June 2015 (EDT)
 * What I read is that the first is saying it maxes out at 200% damage with a 2.0x amount of knockback, and the multiplier increases by one tenth (0.1) every 10% damage until it reaches 2.0x, which theoretically would be at 200%. Seems synonymous to me. But I suck at math. ---Preceding unsigned comment added by you. Or maybe Nutta. 13:55, 21 June 2015 (EDT)
 * The default multiplier (by definition) is 1.0x. It goes up a step (0.1x) every 10%. At 200%, twenty steps have been made, so the multiplier has gone up by 2.0x. 2+1=3, so at 200%, the second line implies that the multiplier is 3.0x, not 2.0x. Chilex (talk) 14:00, 21 June 2015 (EDT)
 * ...hmmm yeah. Idk which one is true then. ---Preceding unsigned comment added by you. Or maybe Nutta. 14:02, 21 June 2015 (EDT)
 * I just tested it with two Marios on Omega Battlefield, using a slightly charged, forward-facing Down Smash on a 100% Mario target at the center of the stage. Results:
 * No rage, 1.0x Launch Rate: Halfway between camera edge and platform.
 * 200% rage, 1.0x Launch Rate: Just offscreen.
 * No rage, 2.0x Launch Rate: KO! (a fast one at that)
 * No rage, 1.2x Launch Rate: Just offscreen. Roughly same as 200% rage and 1.0x launch rate.
 * I want to conclude that both statements in the article are false because of this, but I would like to see more extensive research (please link me to some if there is already). What it appears to be is "at maxiumum rage of 200%, attacks deal 1.2x the knockback dealt normally." b2jammer (talk) 20:40, 9 July 2015 (EDT)
 * I undid the edit so that it shows the values that I added to the article. The values added by the previous user contradict each other in a mathematical standpoint. Even if you assume that the rage multiplier begins at 0%, which is impossible, then the highest that the rage multiplier could ever be would be 1.9 because it was stated that it starts increasing at 10% damage. Those values were likely made up, and a value of 2.0 for a knockback multiplier would be incredibly high and make many attacks KO extremely early. It was already known that the rage multiplier stops increasing at 150% or a value very close to that, anyways. LimitCrown (talk) 04:41, 31 July 2015 (EDT)
 * Wouldn't it makes sense for it to start at 50% and have a multiplier increase of 0.02 every 10%? This would mean that:
 * 0-49% has a 1.0x launch rate
 * 50-59% has a 1.02x launch rate
 * 60-69% has a 1.04x launch rate
 * 70-79% has a 1.06x launch rate
 * 80-89% has a 1.08x launch rate
 * 90-99% has a 1.1x launch rate
 * 100-109% has a 1.12x launch rate
 * 110-119% has a 1.14x launch rate
 * 120-129% has a 1.16x launch rate
 * 130-139% has a 1.18x launch rate
 * 140-149% has a 1.2x launch rate
 * (Note: I haven't actually tested this, this is just a theory, and anyone is free to test this)
 * ANaCled (talk) 05:49, 7 December 2015 (EST)
 * That kind of pattern (a hard increase per a large amount of small "buckets") is almost unheard of in the series overall in terms of "mechanics that look at current damage". Far more likely is a straight linear formula with upper and lower limits. Toomai Glittershine [[Image:Toomai.png|20px|link=User:Toomai/Bin|???]] The Superlative 10:06, 7 December 2015 (EST)
 * I did an experiment to test my theory. For any of those curious:
 * The character hitting was Falcon, and I changed his percentage using the handicap function (And Fox's staled laser, for those awkward percents).
 * The character being hit was Kirby, and, using handicap, I set his percentage to 30%.
 * The stage was a wide, flat stage to prevent Kirby from dying from the hit.
 * I moved Kirby towards the left side of the stage, rolled into the edge, then rolled away from the edge once (This was to ensure that I was in the same position each time).
 * I moved Falcon towards the same side, and rolled into the edge (This was in case there were any sweet/sour spots in the move).
 * I flicked the smash stick forward, and left the controller controlling Kirby alone (No D.I).
 * I left the Kirby controller alone until he stood up on his own, then killed Falcon, and saved a replay.
 * I did each test in a new match each time, to prevent move reduction.
 * I did 0, 10, 20, 30, 40, 50, 60, 70, 80, 90, 100, 110, 120, 130, 140, 150, 160 and 200% at 1.0x launch rate, and 0% at both 1.1x and 1.2x launch rate.
 * I have the camera angle set to "Fixed", to see the change easier.
 * (I may have forgotten to type the other factors I kept the same, so if you think of anything I may have forgotten to add, ask me).
 * From what I could see:
 * Rage continued past 150%, as it looked like 200% sent him a fair distance compared to 150%.
 * 150% seemed to have a 1.1x multiplier.
 * The knockback difference was constant (didn't look like the rate of increase was changing).
 * I tried uploading the saves to YouTube, but it said that the data could not be sent (can you not upload replays on custom maps?). If I can find a way to download them, I'll try to analyse them.
 * ANaCled (talk) 16:58, 7 December 2015 (EST)

Untitled
So I have tested this I took DeDeDe, Meta Knight, and Fox to FD (Not on training) First I max Staled Foxes laser by shooting Meta Knight about 20 times to be extra positive. Then I had meta Knight SD So I could Calculate How much the laser does after maximum staleness. 100 lasers deals 158% but by using a trendline I could calculate that the laser does exactly 1.5882% damage maximum Staled. Next I had Meta Knight SD again as to have no rage. then I shot DeDeDe till he got to the point where an uncharged Fsmash from meta knight would kill him on the right side of FD without hitting the bottom barrier (You can tell by a horizontal death blast) After That I had meta SD as to reset his own staleness and shot DeDeDe one less time with Fox. and shot meta knight till he was at the lowest number of shots to kill DeDeDe. Resetting by having MK SD every time it didn't kill and setting DeDeDe to that percentage again and repeating this process making note of how many laser shots it took to increase rage enough to kill DeDeDe 1.5882% earlier. Then I set the attacks equal to the knockback of the first attack (with no rage) that killed dede to find what R was equal too. pics for proof: --Xerxes (talk) 22:53, 8 February 2016 (EST)

Hitstun
So uh, here are two things this page currently says:


 * rage can also assist in combos that rely on greater hitstun


 * rage-induced knockback does not actually increase the amount of hitstun a character suffers

Can we get our story straight here?  Zyrac ( talk • contribs ) 16:21, 2 June 2017 (EDT)

Tekken Rage
There is a family of mechanics in the Tekken series that is officially titled "Rage". The red aura seen around Kazuya in the reveal trailer all but confirms that it will be implemented in some way. If it is simply referred to as Rage, that would cause problems for its dedicated article and this one. We need to come up with a plan in case that happens.The Other Jared (talk) 23:06, June 22, 2021 (EDT)
 * According to this page, people called this the "rage effect", then shortened it to simply rage, so worse comes to worse this page could just be renamed to "Rage effect". Alternatively, in the two games Tekken has rage, Tekken 7 rage is used to charge up a rage art (which would get its own page ubder "Rage Art", not unlike Cloud's limit break, and Tekken 6 rage is basically just SSB rage (and thus simply mentioned as either a visual effect or amplification on this page). 72.219.72.215 01:22, June 23, 2021 (EDT)
 * Bumping since it was confirmed that the red aura is referred simply as Rage. I think a decent solution would be covering everything about Tekken Rage on the Rage Drive page, similarly to how we handle Cloud's Limit Charge. I am not 100% convinced however since accumulating Rage with Kazuya, unlike Limit with Cloud, isn't tied to any special move. If we keep Tekken Rage in a separate page, separating it from the universal Smash rage isn't going to look pretty no matter what. --Rdrfc (talk) 17:05, June 29, 2021 (EDT)