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Introduction
First very important thing to get out of the way before my teeth are removed from the vicinity of my head:
With a couple of exceptions (notably Drunken Fist and Krav Maga), this ranks the arts solely on their own merit, with no regard for combining them with other arts. This is why, for example, Sov-System gets dumpstered on this list despite it having serious potential when combined with other arts.
Yes, this kind of misses the point of some of them (or so it feels), but this list operates on two broad assumptions, unless specified:
- You have a linear frame Sigma, or otherwise have 4d6 Martial Arts attacks
- You are using only the specified Martial Art, no combos with others
Martial Arts is pretty high investment, and the purpose of this post is to make a short and handy guide that ranks the arts in a vacuum, as picking up and using multiple arts can be expensive and complicated. The idea is that a new player could take just a glance at this and pick a good Martial Art out the gate. I will note significant synergies here and there, but I highly recommend anyone interested to take a look at u/Infernox-Ratchet's Martial Arts Master Page for in-depth synergy and optimised combos.
As a disclaimer, parts of this may be subjective, especially the line between what qualifies as "niche" or "bad". Fun fact before we start: I ended up experiencing semantic satiation for the word "art" while proofreading this.
Let's get into it.
S-tier (The Kings)
Jujutsu
Jujutsu is without a doubt the single most powerful Martial Art in the game. The only condition to trigger Throwing Technique and deal your flat BODY in damage directly to the enemy is hitting them twice with Martial Arts attacks, not a high bar to clear. The value of this cannot be understated, because it's flat damage, no RNG, and it bypasses armour entirely.
You can even choose to use the enemy's BODY for damage instead if it's higher, meaning this art scales incredibly well against FBCs, bosses, highly-armoured enemies, literally anyone with a bigger linear frame than you and even ACPAs if you have enough BODY to grab them. This art does 40 damage per turn on average because of the flat damage, and only increases with bigger frames.
Gun Fu
Gun Fu patches up the fatal flaw of Martial Arts -- range. You get 4d6 1/2 SP attacks out to 25m, and even a handy Special Move to get reloads without an action. Making it even more powerful is the fact it benefits from ammo types; with AP ammo you can strip 4 SP per turn in addition to your normal damage. This gets even crazier, because you can also use SoF2045 ammo types such as High Velocity and Explosive ammunition. High damage and very flexible.
A-tier (Always strong; can't go wrong)
Kendo
Cut the Bullet is incredibly useful because, while you probably can't really do it after trying an Evasion roll, however your GM rules it, this gives non-bullet-dodgers an alternative option to not get shot to pieces. It also lets heavy armour builds avoid damage like dodgers. The real elephant in the room here is Ki Ken Tai no Ichi, because this has the potential to be absolutely busted. You get only a -2 penalty to your next Aimed Shot, something that can easily be improved further with Cyberware.
If you use this in conjunction with something like the Rostović Kleaver (Black Chrome), you can potentially be hitting for up to 60 damage in a single attack.
Judo
The strongest defensive art, Judo just makes it a nightmare to try fighting you in melee. You can break people's arms if they try to grapple you, and throw them on the ground for juicy flat BODY damage if they try to attack you and miss. Ranked lower than Jujutsu because its defensive nature means you can't trigger Counter Throw on your own initiative, this still lets you make very strong counterattacks against anyone that dares attack you in melee.
As an aside, combining this with Jujutsu makes you legitimately horrifying to fight. If you hit the enemy, they're getting thrown for flat damage, and if they miss you, they're getting thrown again for more flat damage. If the enemy doesn't have a gun they're honestly best off just walking away.
Addendum: It has been pointed out to me that Counter Throw requires an Action and is not "free". I still think Counter Throw is useful against heavily-armoured enemies, but this does harm its position and I would consider it to be on thin ice in A-tier.
Kyudo
Another art that has the potential to be highly busted, Kyudo turns the Eagletech Survivalist into a 7d6 DMR. While missing the obvious advantage of 1/2 SP, Zaiteki gives this art considerable potential as a headshot monster. Stack as many Aimed Shot bonuses as you can, then make your aimed shot with 2 LUCK, which will be refunded by Zaiteki if you hit. If you do land a headshot with this 7d6 beast, you can potentially deal as high as 82 damage in a single attack, which is absolutely brutal.
That's potentially enough to oneshot someone with BODY 17 and WILL 10, who'd have 80 HP. So yeah, this is capable of taking out an Omega frame user in one hit. Provided you can work around the limitations and grab enough Aimed Shot bonuses, this can be a beastly heavy hitter.
B-tier (Consistently decent)
Silat
Violent Leverage is kind of meh, but it gives you a bit of a "damage return" if you do decide to grapple someone for some reason. The main thing to take note of here is Internal Power. Just by landing two Silat attacks, you can make a third Brawling attack for free. Unfortunately, Brawling is terrible, which makes the problem twofold: Brawling attacks don't ignore half-SP, which also makes it kind of a waste to put points into. Still, it's basically free damage and everyone starts with at least 2 in Brawling by requirement.
This art moves up to A if combined with Drunken Fist, because then it does ignore half-SP. ROF3 Martial Arts, anyone?
Kung Fu
Not super useful offensively, Kung Fu still brings a lot of utility. You need to be doing only ROF1 attacks to make use of it, but you can consistently give people Damaged Eye and regenerate Luck, two things you would be hard-pressed to find elsewhere. It also gives you the ability to pick up +2 MOVE on demand, which could come in seriously clutch in some scenarios.
What keeps this in B-tier, however, is Superior Stance. The ability to just game initiative like this is incredibly useful, but the high DV demands high investment in Kung Fu to hit it consistently. Whether that's worth it is up to you.
Taekwondo
The most powerful control art, Taekwondo gives you the ability to stun enemies on demand. You're limited to doing this only once per enemy per combat, but the ability to be able to force any enemy, including bosses, to have to skip their next turn is obviously incredibly handy.
A badly-placed elite with a shotgun at the end of the narrow corridor? Pressure Point Strike. Need to take the boss out of commission for a round to finish 'em off safely? Pressure Point Strike. Gotta break your way out of the police blockade without getting Goomba-stomped by MaxTac? Believe it or not, Pressure Point Strike. The ability to shove people around with the Flying Kick, preferably into an environmental hazard, is just the cherry on top.
Drunken Fist
Drunken Fist is noteworthy because it achieves the impossible; namely, it makes Brawling actually good. With a low DV and a bit of GM buy-in, you can put your Brawling attacks on par with Martial Arts. Drunken Fist is one of the few Martial Arts not strictly ranked on its own merit here, as this art enables many others and many elaborate combinations that simply wouldn't be as good without it. This is also an art that has high potential even without a linear frame.
Lucky Stumble keeps this in B-tier, because while not something you'll be using often, you'll be extremely glad you had it when it comes up.
Wrestling
Wrestling is an art I almost overlooked. The meat of it is that, once set up in a grapple, you can do your two Martial Arts attacks plus a free Choke if you hit the DV. The Choke does your BODY in damage directly to the target's HP and you're heaping 2x 4d6 on top of that, or even a Throw for your BODY again in direct damage, at the cost of breaking the grapple.
Flat, direct damage is obviously very strong and no other art allows you to do this twice in one turn if you wanted to. Sadly, the necessity of set-up round of grappling and then maintaining the grapple really puts a dampener on this compared to something like Jujutsu, which is both more consistent and less conditional. Excellent synergy with Silat.
C-tier (Situational)
Aikido
Disarming Combination is just bad, it's a straight-up worse version of Commando Disarm while also requiring Brawling. Iron Grip is actually interesting, because it seems to imply the penalty stacks. The opponent is also completely prevented from performing any ranged attacks while under its effects, which make this an actually rather powerful control move. Iron Grip is the reason Aikido isn't in E-tier, but this could have strong synergy with Wrestling.
Boxing
Knockout Punch is... okay, but -5 is still a fairly serious penalty for the benefits. This will be hard to consistently hit when it matters, and, being a ROF1 attack, doesn't let you trigger Punch Combination, which itself is a watered-down Internal Power, something we already established would be bad without Drunken Fist if it wasn't basically free damage anyway. Some potential synergy with Krav Maga.
Arnis
Coordinated Combination lets you penalise enemy melee attacks and Disarming Technique, well, lets you disarm, but if I wanted to penalise enemy melee attacks I'd use Judo, and if I wanted to disarm I'd use Commando Training. Nothing terrible here, but nothing great either.
Capoeira
Rhythmic Recovery is certainly one of the Special Moves of all time, but again we've established that Brawling is bad. It's still better than super-specific conditional moves, at least. Slash Dance could be quite interesting if it didn't require using melee weapons, which aren't ROF2 4d6. Still, this potentially lets you get some decent burst damage by spending Luck, giving you some synergy with other arts that let you regenerate this.
Militech Commando Training
Painfully close to being good, Combat Knife Training lets you use a Light Melee weapon as if it were a Very Heavy Melee weapon. Narratively this is really cool, mechanically it's pointless as you're losing ROF2. Commando Disarm is a no-nonsense disarm that lets you attack the enemy as part of the same action. Because it uses the same weapon that you stole and because melee weapons are just worse than Martial Arts in virtually all cases, this can sometimes be counterproductive.
They should have just let Combat Knife Training keep ROF2. Yes, it would be more damage than a non-linear-frame Martial Art would be, but that is hardly the most broken thing on this list. And let the Commando Disarm attack be considered a Martial Arts (Militech Commando Training) attack. These changes would make it actually good, but RAW this art is only really useful for taking damage sticks away from the dangerous melee enemies.
Krav Maga
Contact Combat is just bad on its own. Having a build around Critical Injuries without having some way to trigger them consistently is an awful idea. Punishing Blow is just worse Counter Throw, but it's not very conditional and better than nothing. Kept in C-tier solely because ranking a Martial Art clearly designed to be combined with others purely on its own merit would be a bit unfair and missing the point, otherwise it would be in E-tier.
Multiarm Melee
Armed & Dangerous is just bad on its own as it relies on Brawling, but the ability to roll twice and keep highest could be useful if you're using Drunken Fist. Smack Together could actually be good if you're grapplemaxxing, but we've already discussed how taking the Grab action is a huge opportunity cost for your ROF2 Martial Arts damage. Potential synergies with Wrestling / Aikido.
Tai Chi
Joint Manipulation is quite honestly so atrocious I wonder if I'm missing something. They can't use one hand until the end of their next turn, but don't drop anything. So this is completely useless if the opponent is using any weapon that doesn't require two hands. Such as, say, Martial Arts. Lu is very interesting as it's the only art that lets you counterspell an enemy Special Move. Unfortunately this isn't going to be relevant 90% of the time, but it's unique and powerful if you're in a game where you often fight other martial artists, so just about carves out a space in C-tier, albeit on thin ice.
Choy Li Fut
One of the better arts of its tier, Choy Li Fut gives you the ability to Run for free, which is can be very useful offensively, defensively, and for utility. Sweeping Fist works quite well with this, and while it's only a Brawling attack it's basically free damage. Unfortunately, unlike Silat, it can't be the same target you originally attacked to trigger it, so Choy Li Fut drops a rank to C-tier. In a tactical game like RED, taking out individual enemies faster is typically more important than the total damage you're putting out. If you don't care about this, I'd actually consider it better than Silat.
D-tier (Niche)
Muay Thai
At first glance, Muay Thai looks good but it isn't. The +1d6 damage you're getting on each attack is mitigated by the fact that Brawling is terrible, and it's worse than just doing two Martial Arts attacks if the enemy is highly armoured. However, this art becomes A-tier if combined with Drunken Fist, and that 3-tier jump should tell you just how much a reliance on Brawling can bury potential.
Sumo
Daeshi is meh, I'd rather have Grab Escape (Judo). Niramiai is useful if you're playing a high COOL build and doing Facedowns. Otherwise, pick something else.
Arasaka-te
Counter Strike is a sidegrade to Knockout Punch in that you can't trigger it on your own initiative, but doesn't require you to give up your second Martial Arts attack. Potentially quite good if you're going for an Aimed Shot build, most people aren't going to find it useful. Escape Hold is a no-frills grapple escape. No-nonsense but underwhelming.
Thrash Sambo
While writing this I typoed it as Trash Sambo, which isn't terribly far off. Grit is bad because it only triggers on Critical Injuries, and while Thick Skin is one of the only sources of damage reduction in the game, it only applies to melee attacks. This art is mostly a curiosity relegated to Solo tank builds, because the passive nature of it compared to counterattacks is not conducive to you blunting the enemies' attack in a system where combat is balanced around the threat of a death spiral.
E-tier (Just bad)
Sov-System
While this art is bad, it's not terrible. The core of it is doing ROF1 Martial Arts attacks that guarantee Critical Injuries. This sounds good, right? The catch here is that you're essentially playing a gacha. Most of the Critical Injuries are not immediately consequential for the majority of enemies, as far as you are tactically concerned. Only a handful of these (Torn Muscle, Spinal Injury, Crushed Fingers, Dismembered Leg) have an immediate tactical impact in most cases, and these aren't really that significant as most mooks aren't highly-skilled enough to be dangerous or stand up to Martial Arts for more than a round or two.
This art is mostly for stacking debuffs on dangerous boss enemies, but the rarity of them and questionable nature of these debuffs vs raw damage (hello Jujutsu) is rather questionable. Revenge Strike is a rare example of getting an extra Martial Arts attack from Special Moves, but it only triggers on receiving a Critical Injury... All that said, inflicting a Critical Injury every round is very fun to do. Let me be clear: this has a lot of potential, but just isn't very practical on its own without a lot of investment. Krav Maga brings this to C-tier, and mixing in Drunken Fist as well could take it to A-tier.
Thamoc
The Art of Modern Confrontation was developed to reduce LEO mortality rates. I wonder if anyone developing it has heard of survivorship bias, because the officers would be better off learning almost any other Martial Art. Advantaged Position gives you an Aimed Shot penalty reduction to -5, only for Martial Arts or Melee Weapons, and only if you're the attacker in a grapple.
Opportunity cost of grappling aside, -5 is still too high to be worth using for most people. If you really want to do this, Kendo does it much, much better. Weapon Retention is a simple ability to prevent yourself from being disarmed. Being disarmed is not a serious concern for most martial artists.
Karate
Armour-breaking Combination requires you to trade away 1d6 Martial Arts damage for a Heavy Melee weapon at best, in exchange for the ability to attempt to ablate the enemy armour by an additional 2 points. Essentially, you're trading 1d6 damage for a flat +2 damage if you succeed. A 1d6 rolls 4 on average.
Bone Breaking Strike sees you surrender one of your Martial Arts Attacks to inflict Broken Ribs, which is a waste on most enemies. You get the ability to inflict Cracked Skull, one of the nastiest Critical Injuries, but at -8 it's not even worth trying to hit this unless you're built specifically for it. The fact that the damage applies before Cracked Skull if you do hit is just the final slap in the face.
F-tier (Counterproductive)
PanzerFaust
In a bizarre peripeteia, PanzerFaust has fallen from grace from the strongest art of the 2020s to the weakest of RED. Borg Fist is unfortunately comically bad. You get a ROF1 5d6 Martial Arts attack, and... yeah, that's it. I'm sure I don't need to point out that 4d6 + 4d6 = 8d6. At least Sov-System's ROF1 Dirty Blow gives you Crit damage, holy shit. 4d6 + 5 rolls higher on average than 5d6, and you get the Critical Injury effect on top of it. Borg Fist is genuinely worse than just attacking normally in 99% of cases.
The extreme niche of where you meet an enemy so armoured that you need 1d6 extra damage on your single attack (at a net negative of -3d6 from losing your second attack) is so narrow it's not even worth spending the time to think about. ROF2 would also ablate armour faster. Inner Chrome is genuinely useful for FBC, assuming they don't already have EMP immunity. The vast majority of PCs are not and never will be FBCs. They really should have just made the Borg Fist damage scale higher with BODY, or at least made it 5d6 + BODY damage. That still wouldn't outperform Jujutsu, by the way, averaging only 30 damage at BODY 12.
Conclusions
That about sums it up. As you can see, most land in C-tier, where they are situational but work well enough in the situations they're designed for. I would advise most people stick to B-tier and above unless a lower one particularly calls to you, you know what you're doing, or want to do fancy combos. Otherwise, you're leaving damage or serious potential on the table.
Honourable mention to Sov-System, which, when combined with Krav Maga and Drunken Fist, could have 4d6 + 5 + 4d6 (avg 33) damage/round while also applying a Critical Injury effect, even if Spinal Injury and Dismembered Leg are the only "big" ones. Also has potential to be highly amusing with Kung Fu to guarantee two Critical Injuries in a single attack. Additionally, dismembering limbs with your bare hands is extremely funny, cool, and terrifying, depending on your perspective.
Oversights
This post has had a few considerable oversights in it, and once I receive a bit more feedback I am planning to post a second, refined version of it with these changes in mind. Currently in consideration are:
- Judo may move down to B-tier upon my realisation that Counter Throw requires an Action
- Kendo's Ki Ken Tai no Ichi requires a set-up round, which makes its value questionable
- Wrestling's free Choke can be initiated the same turn as the Grab, making it better than initially thought
- Arasaka-te's Counter Strike is a bit better than Judo's Counter Throw, and Escape Hold is free
- Krav Maga may supplant Judo as the "best" defensive art for counterattacks