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Rage and Rage Points
September 12, 2026 at 07:09 AM
Date-stamped the unnamed ultimate and consumable statements
Rage is the resource at the centre of the fighting, and everything known about it comes from the build shown at gamescom 2026. The developers said that build had features disabled and game parameters adjusted, and that its system details do not represent the final product, so the behaviour below is a snapshot of one work-in-progress version rather than a set of rules.
A Rage gauge fills as Choko fights. In that build it filled from attacking, from taking damage, from dodging and from movement, so it rewarded being inside the fight rather than circling it. Weapons differ in how fast they charge it: knuckles were the quickest in that build.
In the build shown the gauge appeared to hold up to five points. That is what one work-in-progress version showed rather than a stated rule, and it is recorded here on that basis only.
The gauge is spent as Rage Points, and the amount spent scales the result: the more of the gauge a Rage Attack consumes, the more damage it does. A Rage Attack is an enhanced heavy attack, and in the demo it did three things at once. It interrupted the enemy, it stripped the enemy's break gauge quickly, and landing it immediately and fully restored Choko's Stamina. The animation that plays differs by weapon and by where in the combo the attack lands.
Rage also funds enhanced versions of ordinary actions. The ones seen in the demo build were these.
Enhanced Action | What the Demo Build Showed |
|---|---|
Rage Attack | An enhanced heavy attack. Interrupts the enemy, strips the break gauge quickly, and fully refills Stamina on hit. |
Enhanced dodge | A dodge guaranteed to count as a perfect dodge. |
Enhanced wake-up | Getting up from a knockdown directly into a counter state. |
Enhanced sprint | Running at double speed. |
Enhanced heal | A stronger version of a heal. |
When the gauge is full, the equipped weapon's unique ultimate becomes available. Each weapon in the demo had its own, and several were played for comedy rather than for spectacle. As of September 2026 none has a published name, so none is named here. The roster those ultimates belong to is on Weapons.
Rage and stamina are usually described as a pair, because they pull in the same direction. Stamina drains as Choko acts, and a Rage Attack refills it outright, so the answer to running low is normally to commit to a bigger attack rather than to disengage. The demo also included a consumable that instantly refilled the Rage gauge, though as of September 2026 it has no published English name, and it is not named here.
Between them, the two gauges are what the studio points at when it calls the combat strategy-based: the question the player is managing is how to keep both alive at once. The build shown publicly was a work in progress, and the developers said its control feel does not represent the finished game, so this page describes the system rather than passing judgement on it. Combat gives the wider context.