History GameBreaker / Platform

14th Jul '16 9:30:42 PM Vir
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* Franchise/{{Metroid}}, while generally averting or subverting this trope where it can, has several tricks that can lead to this. Infinite bomb-jumping and wall jumping are common tricks among the fans that can lead to sequence breaks; with enough skill and knowledge of where to apply abilities, one can entirely break the game. One example; in Zero Mission getting the Super Missiles before making it to Kraid destroyed him as even a minor threat; three super missiles kill him before he even manages to attack once.

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* Franchise/{{Metroid}}, ''Franchise/{{Metroid}}'', while generally averting or subverting this trope where it can, has several tricks that can lead to this. Infinite bomb-jumping and wall jumping are common tricks among the fans that can lead to sequence breaks; with enough skill and knowledge of where to apply abilities, one can entirely break the game. One example; in ''[[VideoGame/MetroidZeroMission Zero Mission Mission]]'' getting the Super Missiles before making it to Kraid destroyed him as even a minor threat; three super missiles kill him before he even manages to attack once.
14th Jul '16 9:29:58 PM Vir
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** Back in ''Going Commando'', the upgraded Sheepinator: the ''Black'' Sheepinator. It [[BalefulPolymorph transforms enemies into Sheep]] at an alarmingly fast rate, enough to make it not-completely-useless against medium-to-large-sized enemies. On top of that, the Sheep themselves are now evil, [[RedEyesTakeWarning red-eyed]] [[BaaBomb EXPLODING]] Sheep that [[DrawAggro draw the enemy's attention to them]], and it has infinite ammo. Not quite as game-breaking as the other examples, but its unlimited ammo and enemy-distracting properties turn the [[BrutalBonusLevel Impossible Challenge]] into a cake-walk, and unlike just about every other weapon, it works just as well in [[NewGamePlus Challenge Mode]] as it does in the regular game, making it a good DiscOneNuke to fall back on when you're still grinding for money to buy all the Mega Weapons. It's useless against bosses, though.

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** Back in ''Going Commando'', the upgraded Sheepinator: the ''Black'' Sheepinator. It [[BalefulPolymorph transforms enemies into Sheep]] sheep]] at an alarmingly fast rate, enough to make it not-completely-useless against medium-to-large-sized enemies. On top of that, the Sheep sheep themselves are now evil, [[RedEyesTakeWarning red-eyed]] [[BaaBomb EXPLODING]] Sheep exploding]] sheep that [[DrawAggro draw the enemy's attention to them]], and it has infinite ammo. Not quite as game-breaking as the other examples, but its unlimited ammo and enemy-distracting properties turn the [[BrutalBonusLevel Impossible Challenge]] into a cake-walk, and unlike just about every other weapon, it works just as well in [[NewGamePlus Challenge Mode]] as it does in the regular game, making it a good DiscOneNuke to fall back on when you're still grinding for money to buy all the Mega Weapons. It's useless against bosses, though.
14th Jul '16 9:24:23 PM Vir
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** The (Heavy) Bouncer in ''[[VideoGame/RatchetAndClankGoingCommando Going Commando]]'' and ''[[VideoGame/RatchetAndClankUpYourArsenal Up Your Arsenal]]''. It launches a massive ball that hits for massive damage, then splits into about 50 smaller bombs that all hit ''for equally massive damage''. This allows you to clear entire areas with ease and turns the final boss of ''Going Commando'' into a joke. Furthermore, in ''Going Commando'' the ammo clip is absolutely massive, and with all the ammo crates lying around replacing 5-8 ammo per ammo pickup, you're unlikely to ever run out of ammo for the thing (since, remember, a single shot is usually more than enough to clear out an entire room). They tried to nerf it in ''Up Your Arsenal'' by lowering the ammo amount, but it still hits just as hard; it's only prevented from being a true Game Breaker in that game by the presence of other weapons that are greater than itself (see Rift Inducer above).
** The Shield Charger/ Tesla Barrier is an interesting example of this trope. It doesn't attack enemies mainly, instead it protects you fully from all forms of damage bar falling. Not only that but any enemy that comes into contact with the 360 degree shield takes a fair amount of damage especially with the upgraded Tesla Barrier. Sure it runs out eventually but nothing is stopping you from reequipping the shield immediately after it dissipates. Like the Bouncer example above, it was less effective in ''[[VideoGame/RatchetAndClankUpYourArsenal Up Your Arsenal]]'' with reduced ammo (5 instead of 15) but it was still a {{Game Breaker}}.

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** The (Heavy) Bouncer in ''[[VideoGame/RatchetAndClankGoingCommando Going Commando]]'' and ''[[VideoGame/RatchetAndClankUpYourArsenal Up Your Arsenal]]''. It launches a massive ball that hits for massive damage, then splits into about 50 smaller bombs that all hit ''for equally massive damage''. This allows you to clear entire areas with ease and turns the final boss of ''Going Commando'' into a joke. Furthermore, in ''Going Commando'' the ammo clip is absolutely massive, and with all the ammo crates lying around replacing 5-8 ammo per ammo pickup, you're unlikely to ever run out of ammo for the thing (since, remember, a single shot is usually more than enough to clear out an entire room). They tried to nerf it in ''Up Your Arsenal'' by lowering the ammo amount, but it still hits just as hard; it's only prevented from being a true Game Breaker in that game by the presence of other weapons that are greater than itself (see Rift Inducer above).
** The Shield Charger/ Tesla Charger/Tesla Barrier is an interesting example of this trope. It doesn't attack enemies mainly, instead it protects you fully from all forms of damage bar falling. Not only that but any enemy that comes into contact with the 360 degree shield takes a fair amount of damage especially with the upgraded Tesla Barrier. Sure it runs out eventually but nothing is stopping you from reequipping the shield immediately after it dissipates. Like the Bouncer example above, it was less effective in ''[[VideoGame/RatchetAndClankUpYourArsenal Up Your Arsenal]]'' with reduced ammo (5 instead of 15) but it was still a {{Game Breaker}}.
9th Jul '16 8:41:11 PM DoctorTItanX
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** In ''A New Beginning'', Earth element, specifically it's sub elemental shot, is insane. You don't get it until just before the VeryDefinitelyFinalDungeon, but if you've been saving your EXP for it and put it all into the sub-shot of the element, it makes it a complete and utter joke. The sub element is a tornado shot that, on it's highest level, can stun even the larges enemies into the air while doing constant damage to them. This alone doesn't sound too great, but add on the fact that it can do this to multiple enemies at once, and the fact that doing this causes them to drop spirit gems which recharge your mana while their still alive, when normally they don't do this until you've killed them, and you have an attack that not only stuns all enemies in the general area and keeps them from attacking, does constant, high damage to them, but ''also'' recharges itself for basically no cost at all. Once you get it, pretty much the only strategy for the rest of the game is "use tornado, wait for the attack to wear off, use tornado again" until all enemies are dead. The basic breath also does high damage, but it isn't as great because also does high damage to your mana.

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** In ''A New Beginning'', Earth element, specifically it's its sub elemental shot, is insane.very great. You don't get it until just before the VeryDefinitelyFinalDungeon, but if you've been saving your EXP for it and put it all into the sub-shot of the element, it makes it a complete and utter joke. The sub element is a tornado shot that, on it's highest level, can stun even the larges enemies into the air while doing constant damage to them. This alone doesn't sound too great, but add on the fact that it can do this to multiple enemies at once, and the fact that doing this causes them to drop spirit gems which recharge your mana while their still alive, when normally they don't do this until you've killed them, and you have an attack that not only stuns all enemies in the general area and keeps them from attacking, does constant, high damage to them, but ''also'' recharges itself for basically no cost at all. Once you get it, pretty much the only strategy for the rest of the game is "use tornado, wait for the attack to wear off, use tornado again" until all enemies are dead. The basic breath also does high damage, but it isn't as great because also does high damage to your mana.



** The RYNO 4 from ''[[VideoGame/RatchetAndClankFutureToolsOfDestruction Tools of Destruction]]'', to the point where it's omega version's description warns players that using it could make the game no longer fun.

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** The RYNO 4 from ''[[VideoGame/RatchetAndClankFutureToolsOfDestruction Tools of Destruction]]'', to the point where it's its omega version's description warns players that using it could make the game no longer fun.



** The Rift Inducer of ''VideoGame/RatchetAndClankUpYourArsenal'' (and later, the Rift Inducer 5000 ''[[VideoGame/RatchetAndClankFutureACrackInTime A Crack In Time]]'') is this for any small to medium-sized enemy, which are instantly sucked into the black hole/eaten by Fred the EldritchAbomination. It's totally worthless for Giant Mooks and bosses though, at least the UYA incarnation.

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** The Rift Inducer of ''VideoGame/RatchetAndClankUpYourArsenal'' (and later, the Rift Inducer 5000 ''[[VideoGame/RatchetAndClankFutureACrackInTime A Crack In Time]]'') is this for any small to medium-sized enemy, which are instantly sucked into the black hole/eaten by Fred the EldritchAbomination. It's totally worthless totally ineffective for Giant Mooks and bosses though, at least the UYA incarnation.



** The Shield Charger/ Tesla Barrier is an interesting example of this trope. It doesn't attack enemies mainly, instead it protects you fully from all forms of damage bar falling. Not only that but any enemy that comes into contact with the 360 degree shield takes a fair amount of damage especially with the upgraded Tesla Barrier. Sure it runs out eventually but nothing is stopping you from reequipping the shield immediately after it dissipates. Like the Bouncer example above, it was nerfed in ''[[VideoGame/RatchetAndClankUpYourArsenal Up Your Arsenal]]'' with reduced ammo (5 instead of 15) but it was still a {{Game Breaker}}.

to:

** The Shield Charger/ Tesla Barrier is an interesting example of this trope. It doesn't attack enemies mainly, instead it protects you fully from all forms of damage bar falling. Not only that but any enemy that comes into contact with the 360 degree shield takes a fair amount of damage especially with the upgraded Tesla Barrier. Sure it runs out eventually but nothing is stopping you from reequipping the shield immediately after it dissipates. Like the Bouncer example above, it was nerfed less effective in ''[[VideoGame/RatchetAndClankUpYourArsenal Up Your Arsenal]]'' with reduced ammo (5 instead of 15) but it was still a {{Game Breaker}}.



* Dixie Kong in ''VideoGame/DonkeyKongCountryTropicalFreeze''. Not only does she have by ''far'' the best jump-assist out of the three partners in the game, her LimitBreak transforms every enemy on screen into a special yellow heart. Yellow hearts break the normal limit of four hearts in your life meter, meaning that barring exceptionally poor play on the player's part, you essentially ''cannot die''. As for the threat of BottomlessPits, well, that's what Dixie's jump-assist was originally designed to deal with - and even if you do miss a jump, the game has green balloon items that pull you out of a bottomless pit.

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* Dixie Kong in ''VideoGame/DonkeyKongCountryTropicalFreeze''. Not only does she have by ''far'' the best jump-assist out of the three partners in the game, her LimitBreak transforms every enemy on screen within range into a special yellow heart. Yellow hearts break the normal limit of four hearts in your life meter, meaning that barring exceptionally poor play on the player's part, you essentially ''cannot die''. As for the threat of BottomlessPits, well, that's what Dixie's jump-assist was originally designed to deal with - and even if you do miss a jump, the game has green balloon items that pull you out of a bottomless pit.
9th Jul '16 12:44:59 PM DoctorTItanX
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** In ''A New Beginning'', Earth element, specifically it's sub elemental shot, is insane. You don't get it until just before the VeryDefinitelyFinalDungeon, but if you've been saving your EXP for it and put it all into the sub-shot of the element, it makes it a complete and utter joke. The sub element is a tornado shot that, on it's highest level, can stun even the larges enemies into the air while doing constant damage to them. This alone doesn't sound too broken, but add on the fact that it can do this to multiple enemies at once, and the fact that doing this causes them to drop spirit gems which recharge your mana while their still alive, when normally they don't do this until you've killed them, and you have an attack that not only stuns all enemies in the general area and keeps them from attacking, does constant, high damage to them, but ''also'' recharges itself for basically no cost at all. Once you get it, pretty much the only strategy for the rest of the game is "use tornado, wait for the attack to wear off, use tornado again" until all enemies are dead. The basic breath also does high damage, but it isn't as broken because also does high damage to your mana.
** Electricity is also broken in ''A New Beginning'' too if you know how to use it, on top of the fact that you get it pretty early on. On paper, it's an element that let's you stun and toss enemies, while not doing much damage. Doesn't sound too spectacular, until you realize that enemies in this game take FallDamage, and often get {{One Hit Kill}}ed even when falling off short drops, and when you throw them into bottomless pits, you still get their spirit gems regardless. If you level the basic breath version of it up all the way, you can toss even the biggest of enemies off cliffs and ledges, killing them instantly, making it amazing crowd control when the game starts getting spam happy with enemies.

to:

** In ''A New Beginning'', Earth element, specifically it's sub elemental shot, is insane. You don't get it until just before the VeryDefinitelyFinalDungeon, but if you've been saving your EXP for it and put it all into the sub-shot of the element, it makes it a complete and utter joke. The sub element is a tornado shot that, on it's highest level, can stun even the larges enemies into the air while doing constant damage to them. This alone doesn't sound too broken, great, but add on the fact that it can do this to multiple enemies at once, and the fact that doing this causes them to drop spirit gems which recharge your mana while their still alive, when normally they don't do this until you've killed them, and you have an attack that not only stuns all enemies in the general area and keeps them from attacking, does constant, high damage to them, but ''also'' recharges itself for basically no cost at all. Once you get it, pretty much the only strategy for the rest of the game is "use tornado, wait for the attack to wear off, use tornado again" until all enemies are dead. The basic breath also does high damage, but it isn't as broken great because also does high damage to your mana.
** Electricity is also broken very great in ''A New Beginning'' too if you know how to use it, on top of the fact that you get it pretty early on. On paper, it's an element that let's you stun and toss enemies, while not doing much damage. Doesn't sound too spectacular, until you realize that enemies in this game take FallDamage, and often get {{One Hit Kill}}ed even when falling off short drops, and when you throw them into bottomless pits, you still get their spirit gems regardless. If you level the basic breath version of it up all the way, you can toss even the biggest of enemies off cliffs and ledges, killing them instantly, making it amazing crowd control when the game starts getting spam happy with enemies.



** The (Heavy) Bouncer in ''[[VideoGame/RatchetAndClankGoingCommando Going Commando]]'' and ''[[VideoGame/RatchetAndClankUpYourArsenal Up Your Arsenal]]''. It launches a massive ball that hits for massive damage, then splits into about 50 smaller bombs that all hit ''for equally massive damage''. This allows you to clear entire areas with ease and turns the final boss of ''Going Commando'' into a joke. Furthermore, in ''Going Commando'' the ammo clip is absolutely massive, and with all the ammo crates lying around replacing 5-8 ammo per ammo pickup, you're unlikely to ever run out of ammo for the thing (since, remember, a single shot is usually more than enough to clear out an entire room). They tried to nerf it in ''Up Your Arsenal'' by lowering the ammo amount, but it still hits just as hard; it's only prevented from being a true Game Breaker in that game by the presence of other weapons that are more broken than itself (see Rift Inducer above).

to:

** The (Heavy) Bouncer in ''[[VideoGame/RatchetAndClankGoingCommando Going Commando]]'' and ''[[VideoGame/RatchetAndClankUpYourArsenal Up Your Arsenal]]''. It launches a massive ball that hits for massive damage, then splits into about 50 smaller bombs that all hit ''for equally massive damage''. This allows you to clear entire areas with ease and turns the final boss of ''Going Commando'' into a joke. Furthermore, in ''Going Commando'' the ammo clip is absolutely massive, and with all the ammo crates lying around replacing 5-8 ammo per ammo pickup, you're unlikely to ever run out of ammo for the thing (since, remember, a single shot is usually more than enough to clear out an entire room). They tried to nerf it in ''Up Your Arsenal'' by lowering the ammo amount, but it still hits just as hard; it's only prevented from being a true Game Breaker in that game by the presence of other weapons that are more broken greater than itself (see Rift Inducer above).



** When playing as Wyatt, there's the Seraphic Blades weapon. Relatively easy to acquire (if you [[GuideDangIt know where to look]]), the ridiculous speed of the twin-swords allows for nearly infinite combos. It's meant to be balanced out by each of those hits having low power compared to Wyatt's default sword, but the fact that it boosts aerial damage and drastically slows Wyatt's falling speed to allow him to stay airborne indefinitely means that the player can simply take most of the combo to the air. The weapon becomes even more broken at max level, where it starts increasing damage based on the player's combo count - by the time the combo finally can't be sustained, most enemies will be dead many times over. It's rather telling that most players' reaction to acquiring the game's InfinityPlusOneSword was to try it out and then switch right back to the Seraphic Blades.
* The Windmill Slash special weapon ability (not to be confused with the Windmill Shuriken) is extremely broken in the original ''VideoGame/NinjaGaiden'' for the NES. The reason for this is how the game codes the damage for the Windmill Slash--the other projectile-based special weapons all inflict a set amount of damage to a target. The Windmill Slash, on the other hand, inflicts one point of damage... for ''every frame of the attack that touches an enemy.'' This turns the Windmill Slash into the ninja flipout cousin of the [[Franchise/{{Metroid}} Screw Attack]], making the attack a OneHitKill on any boss it can reach.

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** When playing as Wyatt, there's the Seraphic Blades weapon. Relatively easy to acquire (if you [[GuideDangIt know where to look]]), the ridiculous speed of the twin-swords allows for nearly infinite combos. It's meant to be balanced out by each of those hits having low power compared to Wyatt's default sword, but the fact that it boosts aerial damage and drastically slows Wyatt's falling speed to allow him to stay airborne indefinitely means that the player can simply take most of the combo to the air. The weapon becomes even more broken powerful at max the maximum level, where it starts increasing damage based on the player's combo count - by the time the combo finally can't be sustained, most enemies will be dead many times over. It's rather telling that most players' reaction to acquiring the game's InfinityPlusOneSword was to try it out and then switch right back to the Seraphic Blades.
* The Windmill Slash special weapon ability (not to be confused with the Windmill Shuriken) is extremely broken effective in the original ''VideoGame/NinjaGaiden'' for the NES. The reason for this is how the game codes the damage for the Windmill Slash--the other projectile-based special weapons all inflict a set amount of damage to a target. The Windmill Slash, on the other hand, inflicts one point of damage... for ''every frame of the attack that touches an enemy.'' This turns the Windmill Slash into the ninja flipout cousin of the [[Franchise/{{Metroid}} Screw Attack]], making the attack a OneHitKill on any boss it can reach.
9th Jul '16 11:28:00 AM nombretomado
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* ''Franchise/{{Bionicle}} Heroes'' seems to have included this in order to avoid frustrating young fans: if you collect enough LEGO elements to fill up a meter at the top of the screen, you automatically enter Hero Mode, in which you are invincible, have double firepower, have a track playing over and over again, and can activate certain gold things (making it necessary to beat the game). The catch? These elements are EVERYWHERE and the required number is exceedingly low except in certain parts of certain boss fights; if you have any selectivity at all (even unintentional) about when you pick up pieces, you'll be invincible for about 4/5 of the game, so the challenge disappears.

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* ''Franchise/{{Bionicle}} ''VideoGame/{{Bionicle}} Heroes'' seems to have included this in order to avoid frustrating young fans: if you collect enough LEGO elements to fill up a meter at the top of the screen, you automatically enter Hero Mode, in which you are invincible, have double firepower, have a track playing over and over again, and can activate certain gold things (making it necessary to beat the game). The catch? These elements are EVERYWHERE and the required number is exceedingly low except in certain parts of certain boss fights; if you have any selectivity at all (even unintentional) about when you pick up pieces, you'll be invincible for about 4/5 of the game, so the challenge disappears.
5th Jul '16 12:06:38 PM Stealth
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Added DiffLines:

* The Windmill Slash special weapon ability (not to be confused with the Windmill Shuriken) is extremely broken in the original ''VideoGame/NinjaGaiden'' for the NES. The reason for this is how the game codes the damage for the Windmill Slash--the other projectile-based special weapons all inflict a set amount of damage to a target. The Windmill Slash, on the other hand, inflicts one point of damage... for ''every frame of the attack that touches an enemy.'' This turns the Windmill Slash into the ninja flipout cousin of the [[Franchise/{{Metroid}} Screw Attack]], making the attack a OneHitKill on any boss it can reach.
1st Jul '16 11:17:02 PM GigaHand
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* Dixie Kong was also this in ''[[VideoGame/DonkeyKongCountry2DiddysKongQuest Donkey Kong Country 2]]'' [[VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble and]] ''[[VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble 3]]''. Without having to carry Donkey Kong's weight, her helicopter spin could cross huge distances across the stage, and give you ''whole seconds'' worth of course correction if you made a bad jump. That along with being almost as fast as Diddy (whereas DK was slower than him in the first game, and Kiddy in the third game is about as slow as DK) means there are only a handful of situations where Dixie ''shouldn't'' be in front if she's available. She's pretty much the ''Donkey Kong'' equivalent of [[VideoGame/SonicTheHedgehog Tails or Knuckles]], but controllable at the press of a button.

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* ** Dixie Kong was also this in ''[[VideoGame/DonkeyKongCountry2DiddysKongQuest Donkey Kong Country 2]]'' [[VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble and]] ''[[VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble 3]]''. Without having to carry Donkey Kong's weight, her helicopter spin could cross huge distances across the stage, and give you ''whole seconds'' worth of course correction if you made a bad jump. That along with being almost as fast as Diddy (whereas DK was slower than him in the first game, and Kiddy in the third game is about as slow as DK) means there are only a handful of situations where Dixie ''shouldn't'' be in front if she's available. She's pretty much the ''Donkey Kong'' equivalent of [[VideoGame/SonicTheHedgehog Tails or Knuckles]], but controllable at the press of a button.
2nd Jun '16 11:49:11 AM BSonirachi
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* ''GameBreaker/{{Kirby}}''



* ''VideoGame/KirbySuperStar'': ''The Hammer''. Though it comes with a slight delay, the Hammer's Up+A attack is one of the most damaging moves in the game. And there's also the Stone if you prefer a defensive playstyle.
** The Hammer? That's nothing. Get a second player in the Helper position, and get him the Copy power. Realize he is almost literally ''unkillable'' short of huge play mistakes - T.A.C. (the name of the Copy helper) can [[IntangibleMan vanish at will]], every time he copies a power (and he can ditch and re-copy at will) his health refills completely - and, if the enemy is un-copy-able, has [[OneBulletAtATime a decently damaging attack that turns lightning-fast as long as he's near the enemy]] . Picking up Stone and letting T.A.C. deal with everything without any risk of dying got many players through the Arena in record times.
** The original Franchise/{{Kirby}} GameBreaker is the Hi-Jump ability in ''VideoGame/KirbysAdventure''. While in the main stages it was just a funny ability only useful in certain levels, against bosses it became a destruction machine: the combination of invincibility frames and the fact that it has you leap far outside most boss' range of attacks meant that if you were good at timing you could beat pretty much any boss silly without ever taking a hit - the ability could be used both offensively and to dodge things, and the only bosses that weren't made a complete breeze by this were [[TunnelKing Heavy Mole]], with whom it's tricky to both attack with Hi-Jump and leap out of attack range, and [[TheDragon Meta Knight]], who says "screw you" to your GameBreaker and forces you to [[SwordFight fight on his level]].
** Back to ''Kirby Super Star'', there's the Bomb ability. It's fast, easy to aim, easy to find, and one of the most powerful basic abilities in the game. Most bosses are a joke when using the bomb, and it's even funnier when Poppy Bros. Jr. is your partner for double the bombing action.
** Plasma is another ability that can turn you into an engine of destruction. A full charge fires a shot that not only deals impressive amounts of damage, but also reaches all the way across the screen and pierces through enemies and obstacles. Maintaining a full charge creates a shield that protects you from minor projectiles, you can generate a full charge in about a second with a little practice, and you can ''charge while defending.''
** More limited than the others, but Stone can be used to easily blow through The True Arena introduced for ''Super Star Ultra''. Thanks to doing good damage, being easy to hit with, and granting invincibility that can be switched on at any moment, the only bosses even remotely a problem with it are Kaboola (an UnexpectedGameplayChange boss not too hard anyway) and Galacta Knight.
** The Mirror's offensive power via its dash attack, when combined with a high shield defense that reflects all projectiles, is pretty overpowered in the hands of a patient player.
** Also, using the Wheelie Rider ability (which is only done with a Wheelie helper) with either two players or one player with the right controls (a modified controller or remapped controller) is nigh unstoppable. Getting around the fact that you're using two controllers (two players that are well coordinated fills this out amazingly), and you've got great mobility and a very powerful projectile attack that can be aimed in eight directions and a very high rate of fire.
* ''VideoGame/KirbysDreamLand2''. Coo + Parasol. The resulting tornado attack provides invincibility frames ''and'' an easily maneuvered hitbox. It's so bad that ''angry Propeller Bombs'' (which normally OneHitKill the animal friend) can be destroyed by it. Needless to say, Coo ''and'' the combo itself deserved to be nerfed in [=KDL3=]; Coo is harder to control there, and the combo can actually be pierced by certain attacks, at least including the nose poke counterattack by ''Whispy Woods''.
* ''VideoGame/KirbySqueakSquad''[='s=] Tornado power is overpowered to the point of insanity. You are effectively invincible while using it, you fly with easy controls while using it, it lasts ''forever'', does absurd contact damage, and the kicker? The '''frame''' it ends, you can start another tornado. Quite possibly the most definitively broken power in the history of Franchise/{{Kirby}}.
* Hal Laboratories designed the [[InfinityPlusOneSword U.F.O. ability]] in ''VideoGame/KirbysAdventure'' to smash the game's balance to pieces; it grants hovering and a versatile attack with four levels of charge, the last level of which tears bosses to shreds with only a couple hits. That's why they wisely decided to make the U.F.O. ability wear off after one stage, and on top of that made the Little U.F.O.s that grant the ability the only enemies in the game that [[RespawningEnemies never respawn]]. Unfortunately though, they neglected to catch a glitch that allows Kirby to be a U.F.O. ''[[GoodBadBugs for the entire game]]''.
* In ''VideoGame/KirbysReturnToDreamLand'', the Tornado returns and is more powerful than ever with increased power and invincibility frames than before, it makes most levels and bosses [[JustForPun a breeze]]. This is even extremely powerful on EX-mode, to the point of almost being a requirement to beat all of the challenges on that mode.
** Fighter Kirby easily breaks the final boss due to the invincibility frames in the uppercut. All you have to do is use the uppercut, get on top and repeatedly use the dropkick.
** Spark ability is essentially Plasma 2.0, taking everything that made Plasma awesome and making it even ''more'' powerful. There are only three levels of charge to get through (as opposed to Plasma's five), you can shoot powerful far-reaching lightning bolts directly up or down regardless of charge level (and can spam them in midair without losing altitude), and you can charge by rapidly shaking the Wiimote. Also, instead of only having a dinky Plasma needle when you're at no charge, you get the classic Spark ability that surrounds you with a damaging aura of crackling electricity.
** [[GreenThumb Leaf]]. [[NoSell Gives you full invincibility when guarding]], [[DifficultButAwesome a terrific range if used properly]]... and it's [[DiscOneNuke one of the first powers you can obtain, and is thus available in the first Copy Room.]]
** Stone is broken even by Stone Ability standards. Not only does it make you almost totally invincible to most attacks, but it has two attacks (Dash+B and Down+B in midair) that allow you to hit enemies multiple times for massive damage. If that weren't enough, this Stone also has a purely-offensive Uppercut attack that's like a non-fiery version of Hammer's Hammer Flip. It breaks the otherwise-difficult ''VideoGame/KirbyTripleDeluxe'' in half, too.
* Speaking of ''VideoGame/KirbyTripleDeluxe'', the Archer ability is amazing for both bosses and normal gameplay, due to one single attack: Magic-Star Arrow. You can charge your arrow in about 2.5 seconds to get an arrow that reaches the same damage as the very powerful Stone ability. Thanks to its very fast charging speed and really good damage, you can take out bosses with ease. Only exceptions being [[GoddamnedBoss Pyribbit]] and [[spoiler:[[FinalBoss Sectonia Vine]]]].
31st May '16 10:29:29 PM MrUnderhill
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* Dixie Kong was also this in ''[[VideoGame/DonkeyKongCountry2DiddysKongQuest Donkey Kong Country 2]]'' [[VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble and]] ''[[VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble 3]]''. Without having to carry Donkey Kong's weight, her helicopter spin could cross huge distances across the stage, and give you ''whole seconds'' worth of course correction if you made a bad jump. That along with being almost as fast as Diddy (whereas DK was slower than him in the first game, and Kiddy in the third game is about as slow as DK) means there are only a handful of situations where Dixie ''shouldn't'' be in front if she's available. She's pretty much the Donkey Kong equivalent of [[VideoGame/SonicTheHedgehog Tails or Knuckles]], but controllable at the press of a button.

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* Dixie Kong was also this in ''[[VideoGame/DonkeyKongCountry2DiddysKongQuest Donkey Kong Country 2]]'' [[VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble and]] ''[[VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble 3]]''. Without having to carry Donkey Kong's weight, her helicopter spin could cross huge distances across the stage, and give you ''whole seconds'' worth of course correction if you made a bad jump. That along with being almost as fast as Diddy (whereas DK was slower than him in the first game, and Kiddy in the third game is about as slow as DK) means there are only a handful of situations where Dixie ''shouldn't'' be in front if she's available. She's pretty much the Donkey Kong ''Donkey Kong'' equivalent of [[VideoGame/SonicTheHedgehog Tails or Knuckles]], but controllable at the press of a button.
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