A new gameplay feature in Tekken 6 called the "rage" system has been added, giving characters more damage per hit when their health is below a certain point. Once activated, a reddish energy aura appears around the character, and their health bar starts to flicker in red. The rage aura can be customized with different colors and effects to appear like fire, electricity, and ice, among others.
Another gameplay feature added is the "bound" system. Every character has several moves that, when used on an opponent that is currently midair in a juggle combo, will cause the opponent to be smashed hard into the ground, bouncing them off the floor in a stunned state and leaving them vulnerable to another combo or additional attack. As of the Bloodline Rebellion update, successfully parrying a low attack will also put a character into a bound state.
Tekken 6 features bigger stages with more interactivity than its predecessors, such as featuring a new set of Stage Gimmicks where walls or floors can be broken to reveal extended fighting areas. It also has a large number of stages, almost four times more than Tekken 5 and more than double that of Tekken 2 that had the most before. The character customization feature has been enhanced, and certain items have implications in some aspects of gameplay.
The Online Modes are made up of Ranked Matches and Player Matches, a basis that has stayed on for TTT2 and Tekken 7. Ranked Matches is an online versus mode, where the player can promote their character to a higher ranking. Player Matches mode is also a versus mode, however the matches are not ranked and the player is free to play against an online opponent of choice.
In terms of gameplay changes, the damage calculations have also changed. Attacks on standing targets will now deal an additional 20% of damage and attacks on grounded targets will still deal a full 100%. The wall stun was also tweaked for this game, with wallspalts now causing characters to collapse on their back instead of falling forward like in previous games. Additionally, the combo scaling and distance would no longer reset if a character were to hit a wall before being resplatted unlike in Tekken 5.
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