
This means no matter how many hits their partner takes, the offscreen character will never become enraged. If a character included is in the Hates column, it indicates there is no Netsu activated when the character is off screen. For example, Nina will wait until a neutral tag partner has taken 7 hits before becoming enraged, whilst Yoshimitsu will by default become enraged after his partner has taken only 4 hits. The default number of hits changes for each character and is listed under Hits Before Enraged.

When their partner has taken a certain number of hits, the Offscreen Character will become enraged. The following chart shows the character relationships of each fighter that has an impact on when a character will get enraged from seeing their partner getting hurt in battle. It does not matter what kind of hit it is, mid air juggle hits, unblockables, special moves or a plain and simple jab all count as a hit. If the player starts a throw but the Netsu runs out before the actual throw damage registers it will do the normal amount of damage.īelow is a list of the number of hits it requires for the Netsu Power Up to start. Unlike popular believes the Netsu extra damage cannot be accumulated with the Ki Power damage, the Ki Power damage modifier will take precedence over the Netsu Power in this case.

The number of hits required for the Netsu activation depends on which characters are teamed up.ĭuring the Netsu Power the fighter will inflict 1.3 times the assigned standard damage.


It is also known as the Anger Power, because it activates when your on screen character gets hit a set number of times and the off screen characters gets angry. Netsu Power is the temporary state the player's selected player is in when the lifebar outline is flashing red. The list below indicates how many hits the life bar must take before it starts to flash, indicating that rage (Netsu) mode has been triggered for the inactive character.
