History Main / FinishingMove

27th Apr '17 11:03:00 AM MyFinalEdits
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** ''Anime/TengenToppaGurrenLagann'''s famous Giga Drill Break([[SpellMyNameWithAnS er]]). In the dub, Kamina and Simon do refer it as Finishing Move (''Hissatsu'', meaning Certain Kill in Japanese) the first time they perform the move.
*** [[spoiler:Pointedly subverted after the TimeSkip and ostensible GenreShift, when the move not only fails to defeat a foe, but ''is performed offscreen'', in blatant violation of the rules of the genre. Of course, the foe is defeated shortly thereafter, but the point is made.]]
*** It also doesn't quite work against [[spoiler:Lordgenome]], although this might be because Simon neglected to howl "FINISHING MOVE!" before the attack.

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** ''Anime/TengenToppaGurrenLagann'''s famous Giga Drill Break([[SpellMyNameWithAnS er]]). In the dub, Kamina and Simon do refer it as Finishing Move (''Hissatsu'', meaning Certain Kill in Japanese) the first time they perform the move.
*** [[spoiler:Pointedly subverted
move. [[spoiler:Subverted after the TimeSkip and ostensible GenreShift, when the move not only fails to defeat a foe, but ''is performed offscreen'', in blatant violation of the rules of the genre. Of course, the foe is defeated shortly thereafter, but the point is made.]]
***
]] It also doesn't quite work against [[spoiler:Lordgenome]], although this might be because Simon neglected to howl "FINISHING MOVE!" before the attack.



** ''Anime/GaoGaiGar'' has the "[[YinYangBomb Hell & Heaven]]" attack, which ends up inverting the "super-risky new move" subtrope -- it starts out as a OnceAnEpisode finisher until the characters realize it's slowly killing the mech's pilot, at which point it gets an upgrade to DangerousForbiddenTechnique. GGG summons a magnetic storm to lock his enemy in place when he performs the move.

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** ''Anime/GaoGaiGar'' ''Anime/GaoGaiGar'':
*** The series
has the "[[YinYangBomb Hell & Heaven]]" attack, which ends up inverting the "super-risky new move" subtrope -- it starts out as a OnceAnEpisode finisher until the characters realize it's slowly killing the mech's pilot, at which point it gets an upgrade to DangerousForbiddenTechnique. GGG summons a magnetic storm to lock his enemy in place when he performs the move.



** Nearly every pilot in ''Anime/MobileFighterGGundam'' has one of these. Naturally, it takes about eight to ten episodes for hero Domon Kasshu to learn the "Super Mode" stance, the activation of which usually marks the ending 3 minutes of the episode.
*** And it always results in an OhCrap moment for Domon's opponents.
*** Not to mention one of the best examples of a [[ThePowerOfLove Power of Love]]-infused finishing move in anime history: [[spoiler: [[HeartBeatdown SEKHIA LOVE LOVE TENKYOKEN!!]]]]

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** Nearly every pilot in ''Anime/MobileFighterGGundam'' has one of these. Naturally, it takes about eight to ten episodes for hero Domon Kasshu to learn the "Super Mode" stance, the activation of which usually marks the ending 3 minutes of the episode.
***
episode. And it always results in an OhCrap moment for Domon's opponents.
*** Not to mention one of the best examples of
opponents. There's also a [[ThePowerOfLove Power of Love]]-infused finishing move in anime history: move: [[spoiler: [[HeartBeatdown SEKHIA LOVE LOVE TENKYOKEN!!]]]]



* Most characters in ''Manga/RurouniKenshin'' have their own Finishing Move: Kenshin's Amakakeru Ryuu no Hirameki, Aoshi's Kaiten Kenbu Rokuren, Saitou's Gatotsu Zeroshiki, etc. Subverted with Sanosuke, who only knows one special move, the Futae no Kiwami, (the Sanjuu no Kiwami, its finishing variation, was made up on the spot and is never used again), and Sojiro, whose finishing move is merely a combination of simple ''battoujutsu'' and his incredible speed. The BigBad of the Kyoto Arc, Shishio, has a Finishing Move as well, but we never see it executed.

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* ''Manga/RurouniKenshin'':
**
Most characters in ''Manga/RurouniKenshin'' have their own Finishing Move: Kenshin's Amakakeru Ryuu no Hirameki, Aoshi's Kaiten Kenbu Rokuren, Saitou's Gatotsu Zeroshiki, etc. Subverted with Sanosuke, who only knows one special move, the Futae no Kiwami, (the Sanjuu no Kiwami, its finishing variation, was made up on the spot and is never used again), and Sojiro, whose finishing move is merely a combination of simple ''battoujutsu'' and his incredible speed. The BigBad of the Kyoto Arc, Shishio, has a Finishing Move as well, but we never see it executed.



*** Kakashi later refined the Chidori to create his slightly superior Lightning Cutter, and so far has killed 1 person with it.
** Minato Namikaze's Rasengan - the superior product to the Chidori - used traditionally by the main character himself as his signature finishing move in practically all of the films.
*** Naruto later upgrades this to the Rasenshuriken by infusing it with wind to improve its cutting power. Then [[SerialEscalation]] kicks in, creating ever-stronger Rasenshuriken variants like [[AllYourPowersCombined Sage Art: Super Tailed Beast Rasenshuriken]] and Six Paths: Ultra-Big Ball Rasenshuriken.

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*** ** Kakashi later refined the Chidori to create his slightly superior Lightning Cutter, and so far has killed 1 person with it.
** Minato Namikaze's Rasengan - the superior product to the Chidori - used traditionally by the main character himself as his signature finishing move in practically all of the films.
***
films. Naruto later upgrades this to the Rasenshuriken by infusing it with wind to improve its cutting power. Then [[SerialEscalation]] kicks in, creating ever-stronger Rasenshuriken variants like [[AllYourPowersCombined Sage Art: Super Tailed Beast Rasenshuriken]] and Six Paths: Ultra-Big Ball Rasenshuriken.



* The Giga Slave from ''{{LightNovel/Slayers}}'' was at first treated this way; since it worked the first time, Lina was fully ready to depend on it again. It was subverted in the second season due to the fact that the consequences for failing (of which she apparently wasn't fully aware) turned out to be so high that she became terrified to try it again.
** Further subverted in that the main villain for that arc actually WANTS Lina to use the Giga Slave on him, so he can test his mettle by seeing if he can survive it.

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* The Giga Slave from ''{{LightNovel/Slayers}}'' was at first treated this way; since it worked the first time, Lina was fully ready to depend on it again. It was subverted in the second season due to the fact that the consequences for failing (of which she apparently wasn't fully aware) turned out to be so high that she became terrified to try it again.
**
again. Further subverted in that the main villain for that arc actually WANTS Lina to use the Giga Slave on him, so he can test his mettle by seeing if he can survive it.



** ''VideoGame/SengokuBasara X'' has the "Basara KO," which works a lot like ''Fist of the North Star'''s Fatal [=KOs=], and comes complete with CrowningMusicOfAwesome.
* ''Anime/SailorMoon''. In fact, it can be argued that all she ''has'' is a finishing move, which she uses after the others have weakened the Monster of the Week. (Unless you count her Moon Tiara.)
** A fighting game produced for the Super S season, in fact, combines this with TheWorfBarrage by featuring all of the sailor scouts [[SoLastSeason finishing moves from previous seasons]] as special moves of increasing potency with the most recent one being their true finishing move.

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** * ''VideoGame/SengokuBasara X'' has the "Basara KO," which works a lot like ''Fist of the North Star'''s Fatal [=KOs=], and comes complete with CrowningMusicOfAwesome.
* ''Anime/SailorMoon''. In fact, it can be argued that all she ''has'' is a finishing move, which she The eponymous character uses this after the others have weakened the Monster of the Week. (Unless you count her Moon Tiara.)
**
A fighting game produced for the Super S season, in fact, combines this with TheWorfBarrage by featuring all of the sailor scouts [[SoLastSeason finishing moves from previous seasons]] as special moves of increasing potency with the most recent one being their true finishing move.



* [[Manga/PokemonSpecial "I call upon the Viridian Forest...give us the power! The power of...MEGAVOLT!!"]]
** Yellow is also given the task of delivering the final blow to the fake Kyogre when nine Elemental Beams wasn't enough to dispell it. Two Pikachu and their Pichu kid launching themselves in the air on a Surfboard for a triple Volt Tackle...'''[[CrowningMomentOfAwesome EPIC]]'''.
** In the anime, Ash's Charizard ''always'' performs a ''literally'' over-the-top Seismic Toss to finish off his opponents, first flying high into the sky, and, as soon as he builds momentum (by ''circling the Earth''), tosses the opponent brutally back to the ground.
*** Subverted 3 times in which it's either been countered (Drake's Dragonite and Harison's Blaziken) or didn't work ( Brandon's Dusclops)
* ''Manga/OnePiece'' varies up what moves finish a fight, but Luffy's Gomu-Gomu no Bazooka was notable for commonly either ending a fight or breaking through an opponent's defenses long enough for Luffy to score a true finishing blow. Interestingly, Luffy's Gomu-Gomu no Gatling was given an upgrade and promoted to finisher after it was voted the most popular attack in the series. Chopper probably plays this trope most straight, however - his fighting style consists of maneuvering his opponent around until he can transform into Arm Point and use one of his Roseo moves.
** After learning the hard way how debilitating Gear Third is to his speed and maneuverability, Luffy has taken to using Gear Third mostly for this.

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* [[Manga/PokemonSpecial "I call upon the Viridian Forest...give us the power! The power of...MEGAVOLT!!"]]
**
''Manga/PokemonSpecial'': Yellow is also given the task of delivering the final blow to the fake Kyogre when nine Elemental Beams wasn't enough to dispell it. Two Pikachu and their Pichu kid launching themselves in the air on a Surfboard for a triple Volt Tackle...'''[[CrowningMomentOfAwesome EPIC]]'''.
** * In the ''Anime/{{Pokemon}}'' anime, Ash's Charizard ''always'' performs a ''literally'' over-the-top Seismic Toss to finish off his opponents, first flying high into the sky, and, as soon as he builds momentum (by ''circling the Earth''), tosses the opponent brutally back to the ground.
*** Subverted 3 times in which it's either been countered (Drake's Dragonite and Harison's Blaziken) or didn't work ( Brandon's Dusclops)
* ''Manga/OnePiece'' varies up what moves finish a fight, but Luffy's Gomu-Gomu no Bazooka was notable for commonly either ending a fight or breaking through an opponent's defenses long enough for Luffy to score a true finishing blow. Interestingly, Luffy's Gomu-Gomu no Gatling was given an upgrade and promoted to finisher after it was voted the most popular attack in the series. Chopper probably plays this trope most straight, however - his fighting style consists of maneuvering his opponent around until he can transform into Arm Point and use one of his Roseo moves.
**
moves. After learning the hard way how debilitating Gear Third is to his speed and maneuverability, Luffy has taken to using Gear Third mostly for this.



** And yet, its still less powerful than the Boltic Axe when properly aimed, though far easier to hit someone with.
*** If we define properly aimed as summoned mid air while falling on an opponent pinned by an ally, then yes.



** ''Multiple times''.
* In the Franchise/{{Godzilla}} movies, the atomic breath usually serves this function.
** Godzilla's Spiral Ray, an attack introduced in [[Film/GodzillaVsMechagodzillaII Godzilla vs MechaGodzilla II]] served as this in that film, [[Film/GodzillaVsSpaceGodzilla Godzilla vs SpaceGodzilla]], and in [[Film/GodzillaFinalWars Godzilla: Final Wars]]. Subverted in [[Film/GodzillaVsDestoroyah Godzilla vs Destoroyah]], where, despite Godzilla's breath being locked into it's Spiral Ray state due to Godzilla's [[Main/SuperpowerMeltdown Burning form]], it fails to kill Godzilla's titular opponent many times, never succeeding once.
* In ''Film/IronMan2'', Stark's "one-time-use" personal laser array that [[spoiler:takes out the remaining drone suits]].
** Subverted with the "Ex-Wife", the one-shot super-missile in Rhodey's War Machine suit. [[spoiler:It sputters and barely dents Whiplash's armor, to the groans of Tony and Rhodey.]]

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** ''Multiple times''.
* In the Franchise/{{Godzilla}} movies, the atomic breath usually serves this function.
**
function. There's also Godzilla's Spiral Ray, an attack introduced in [[Film/GodzillaVsMechagodzillaII Godzilla vs MechaGodzilla II]] which served as this in that film, [[Film/GodzillaVsSpaceGodzilla Godzilla vs SpaceGodzilla]], and in [[Film/GodzillaFinalWars Godzilla: Final Wars]]. Subverted in [[Film/GodzillaVsDestoroyah Godzilla vs Destoroyah]], where, despite Godzilla's breath being locked into it's Spiral Ray state due to Godzilla's [[Main/SuperpowerMeltdown Burning form]], it fails to kill Godzilla's titular opponent many times, never succeeding once.
* In ''Film/IronMan2'', Stark's "one-time-use" personal laser array that [[spoiler:takes out the remaining drone suits]].
**
suits]]. Subverted with the "Ex-Wife", the one-shot super-missile in Rhodey's War Machine suit. [[spoiler:It sputters and barely dents Whiplash's armor, to the groans of Tony and Rhodey.]]



* In ''Film/{{Serenity}},'' the Operative has a particularly sweet one where he effectively paralyzes his victim, then places his sword at such an angle that the victim slowly overbalances and is impaled.
** Though it only works once, when delivering a YouHaveFailedMe to a scientist, [[spoiler: Mal is immune because he had that nerve cluster moved due to an old war injury.]]

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* In ''Film/{{Serenity}},'' the Operative has a particularly sweet one where he effectively paralyzes his victim, then places his sword at such an angle that the victim slowly overbalances and is impaled.
**
impaled. Though it only works once, when delivering a YouHaveFailedMe to a scientist, [[spoiler: Mal is immune because he had that nerve cluster moved due to an old war injury.]]



* Pretty much every single [[Franchise/UltraSeries Ultraman]] has one of these, executed by crossing the arms into some formation or another. This almost always destroys the monster in one or two shots, and is always used after three or four minutes of wrestling. In fact, the only times it's ever used at the start of a fight is [[TheWorfBarrage when the monster is capable of withstanding it!]] [[JustifiedTrope The explanation is]] normally that Ultramen only have so much power to spare on Earth and using their finishing move more rapidly drains their power supply. Thus why they only use it when they've got a pretty good idea that it'll work.

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* Pretty much every single Almost any [[Franchise/UltraSeries Ultraman]] has one of these, executed by crossing the arms into some formation or another. This almost always destroys the monster in one or two shots, and is always used after three or four minutes of wrestling. In fact, the only times it's ever used at the start of a fight is [[TheWorfBarrage when the monster is capable of withstanding it!]] [[JustifiedTrope The explanation is]] normally that Ultramen only have so much power to spare on Earth and using their finishing move more rapidly drains their power supply. Thus why they only use it when they've got a pretty good idea that it'll work.



*** It's almost a requirement that, if you're a Middle Eastern wrestler (or just brown enough to get the gimmick), you have to use the Camel Clutch in your repertoire. Ironically, the move was actually a Gory Guerrero creation, and not an invention of the Original Sheik. It's also strongly associated with Guerrero's TagTeam partner, Wrestling/ElSanto.

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*** ** It's almost a requirement that, if you're a Middle Eastern wrestler (or just brown enough to get the gimmick), you have to use the Camel Clutch in your repertoire. Ironically, the move was actually a Gory Guerrero creation, and not an invention of the Original Sheik. It's also strongly associated with Guerrero's TagTeam partner, Wrestling/ElSanto.



** Wrestling/TheBigShow's [[ExactlyWhatItSaysOnTheTin knockout punch]].
*** In WCW, he was known for the choke slam. When he moved to the WWE, he changed it due to back problems (and the fact that it's on a lower part of both Wrestling/TheUndertaker's and Wrestling/{{Kane}}'s FiveMovesOfDoom.)

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** Wrestling/TheBigShow's [[ExactlyWhatItSaysOnTheTin knockout punch]].
***
punch]]. In WCW, he was known for the choke slam. When he moved to the WWE, he changed it due to back problems (and the fact that it's on a lower part of both Wrestling/TheUndertaker's and Wrestling/{{Kane}}'s FiveMovesOfDoom.)



** [[BellyFlopCrushing The splash]] invented by [[Wrestling/JimmySnuka Jimmy "Superfly" Snuka]]. Interesting, the Frog Splash is the only other variation of the move as likely to be a finisher as the original version. Big Splash? Corner Splash? Yeah right.
*** And Wrestling/RobVanDam called his version the "Five-Star Frog Splash", which involved pointing at himself while he jumped, and then hurting himself as a result of being such a show off.

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** [[BellyFlopCrushing The splash]] invented by [[Wrestling/JimmySnuka Jimmy "Superfly" Snuka]]. Interesting, the Frog Splash is the only other variation of the move as likely to be a finisher as the original version. Big Splash? Corner Splash? Yeah right.
***
right. And Wrestling/RobVanDam called his version the "Five-Star Frog Splash", which involved pointing at himself while he jumped, and then hurting himself as a result of being such a show off.



** Wrestling/RickRude used a hangman's neckbreaker called the Rude Awakening, which was preceded by gyrating his hips to give the ladies a glimpse of what a [[CatchPhrase REAL MAN]] looked like.
*** Before that, he used what is commonly referred to as the "Torture Rack", popularized by Wrestling/LexLuger.

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** Wrestling/RickRude used a hangman's neckbreaker called the Rude Awakening, which was preceded by gyrating his hips to give the ladies a glimpse of what a [[CatchPhrase REAL MAN]] looked like.
*** Before
like. And before that, he used what is commonly referred to as the "Torture Rack", popularized by Wrestling/LexLuger.



*** Really, the Sharpshooter/Scorpion Deathlock is more of a modified figure-four than a Boston Crab. And it can be quite painful in actual fact.

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*** Really, the ** The Sharpshooter/Scorpion Deathlock is more of a modified figure-four than a Boston Crab. And it can be quite painful in actual fact.painful.



** The superkick, first made popular by Wrestling/ChrisAdams, was later used by Wrestling/ShawnMichaels, Wrestling/{{Glacier}}, and others.
*** According to Adams's bio on Wikipedia, the first "superkick" Adams used was in fact the move now known as the enzuigiri. After a stint in Japan, he saw the move we commonly know as the superkick being used, and adapted it.

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** The superkick, first made popular by Wrestling/ChrisAdams, was later used by Wrestling/ShawnMichaels, Wrestling/{{Glacier}}, and others.
***
others. According to Adams's bio on Wikipedia, the first "superkick" Adams used was in fact the move now known as the enzuigiri. After a stint in Japan, he saw the move we commonly know as the superkick being used, and adapted it.



*** Not to mention the Shooting Star Press (or, when Marc Mero used it as a finishing move, the Wild Thing). Shortly after Wrestling/BillyKidman retired, this move was actually banned in the WWE for a while due to being extremely dangerous, despite Kidman's version being safer than the original done by [[Wrestling/JushinThunderLiger Jushin Liger]]. Later, wrestler Wrestling/EvanBourne was only permitted to use it because he's practically perfected it. "Air Bourne" has since become very closely connected to him.

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*** Not to mention the ** The Shooting Star Press (or, when Marc Mero used it as a finishing move, the Wild Thing). Shortly after Wrestling/BillyKidman retired, this move was actually banned in the WWE for a while due to being extremely dangerous, despite Kidman's version being safer than the original done by [[Wrestling/JushinThunderLiger Jushin Liger]]. Later, wrestler Wrestling/EvanBourne was only permitted to use it because he's practically perfected it. "Air Bourne" has since become very closely connected to him.



* Finishing moves are also subject to VillainDecay, as more and more elaborate moves make previous moves seem much weaker by comparison. Ivan Putski used a double axe handle blow as his finisher in the '70's, but today it probably isn't even good enough to be one of the FiveMovesOfDoom.
** It might have been. Chris Masters used the Polish Hammer to the face of Wrestling/StevieRichards in his WWE debut match. It broke Richards's nose and hasn't been used since.
*** Wrestling/{{Sheamus}} now uses the move on rare occasions, under the name the "Celtic War Sword."
*** [[Wrestling/NickDinsmore Eugene]] used a top rope double axe handle as a finishing move, after giving the opponent an airplane spin first... which is actually a good example of "more elaborate."

to:

* Finishing moves are also subject to VillainDecay, as more and more elaborate moves make previous moves seem much weaker by comparison. comparison.
**
Ivan Putski used a double axe handle blow as his finisher in the '70's, but today it probably isn't even good enough to be one of the FiveMovesOfDoom.
** It might have been. Chris Masters used the Polish Hammer to the face of Wrestling/StevieRichards in his WWE debut match. It broke Richards's nose and hasn't been used since.
***
since. Wrestling/{{Sheamus}} now uses the move on rare occasions, under the name the "Celtic War Sword."
*** ** [[Wrestling/NickDinsmore Eugene]] used a top rope double axe handle as a finishing move, after giving the opponent an airplane spin first... which is actually a good example of "more elaborate."



** Honestly, unless you were doing it before it became mundane (for instance Jake "The Snake" Roberts, Wrestling/{{Raven}}, or Tommy Dreamer), you can't win a match with a normal DDT. You could win if you DDT them on a chair, do an inverted DDT, an lifting DDT, a jumping DDT, a double-arm DDT, a spinning-upside-down-DDT-con-queso, or whatever, but the basic "kick to gut, fall backwards DDT" never wins matches anymore.
*** Though Wrestling/TheUndertaker once beat Viscera with one on ''Wrestling/WWESmackDown''.
*** Somewhat averted in the main event at Backlash 2000 when The Rock hit Wrestling/TripleH with a regular DDT. He didn't win by it, but this was because Wrestling/ShaneMcMahon was the referee and neglected to count the fall to save his brother-in-law[[note]]{{Kayfabe}} at the time, RealLife since 2003[[/note]] from losing. It was made pretty clear that had Shane counted it, the Rock would have won.
*** Also averted at Judgment Day in the Iron Man match between The Rock and Triple H, when Rock hit HHH with a regular DDT and pinned him for a 3 count (after a botched floatover DDT).
*** And at around the same time (I'm not sure of the exact year) Wrestling/{{Chyna}} once "knocked out" Wrestling/OwenHart with a normal DDT that wasn't even from standing height.
** The king of this subsection of unimpressive "finishers" has to be Wrestling/TheBigShow's current habit of lugging around a "knock out punch". Which is... A punch. In the head. Not a secret punch, or an assisted punch, or a blow to a particular area, or even a particularly hyped up punch, he just hauls off and slugs you, with only the color commentary freakout and a brief faux boxing pose to differentiate it from all the other punches he's probably thrown. Sure, it's a fist the size of your head thrown by a guy the size of your car, but c'mon.
** Similarly, Wrestling/RandyOrton's punt is sold as causing severe injuries. A running head kick probably could severely damage or kill in real life, but it's a bit underwhelming when somebody who can get back to his feet after chairshots or being slammed through tables is put on the shelf for a month by a kick.
*** Humorously, the move is sometimes referred to as "the Punt of Doom."

to:

** Honestly, unless Unless you were doing it before it became mundane (for instance Jake "The Snake" Roberts, Wrestling/{{Raven}}, or Tommy Dreamer), you can't win a match with a normal DDT. You could win if you DDT them on a chair, do an inverted DDT, an lifting DDT, a jumping DDT, a double-arm DDT, a spinning-upside-down-DDT-con-queso, or whatever, but the basic "kick to gut, fall backwards DDT" never wins matches anymore.
***
anymore. Though Wrestling/TheUndertaker once beat Viscera with one on ''Wrestling/WWESmackDown''.
*** Somewhat averted
''Wrestling/WWESmackDown''. Averted in the main event at Backlash 2000 when The Rock hit Wrestling/TripleH with a regular DDT. He didn't win by it, but this was because Wrestling/ShaneMcMahon was the referee and neglected to count the fall to save his brother-in-law[[note]]{{Kayfabe}} at the time, RealLife since 2003[[/note]] from losing. It was made pretty clear that had Shane counted it, the Rock would have won.
***
won. Also averted at Judgment Day in the Iron Man match between The Rock and Triple H, when Rock hit HHH with a regular DDT and pinned him for a 3 count (after a botched floatover DDT).
*** And at around the same time (I'm not sure of the exact year) Wrestling/{{Chyna}} once "knocked out" Wrestling/OwenHart with a normal DDT that wasn't even from standing height.
** The king of this subsection of unimpressive "finishers" has to be Wrestling/TheBigShow's current habit of lugging around a "knock out punch". Which is... A punch. In the head. Not a secret punch, or an assisted punch, or a blow to a particular area, or even a particularly hyped up punch, he just hauls off and slugs you, with only the color commentary freakout and a brief faux boxing pose to differentiate it from all the other punches he's probably thrown. Sure, it's a fist the size of your head thrown by a guy the size of your car, but c'mon.
** Similarly, Wrestling/RandyOrton's punt is sold as causing severe injuries. A running head kick probably could severely damage or kill in real life, but it's a bit underwhelming when somebody who can get back to his feet after chairshots or being slammed through tables is put on the shelf for a month by a kick.
***
kick. Humorously, the move is sometimes referred to as "the Punt of Doom."



** Wouldn't that just be an InstantWinCondition of the match, and not a finishing move?



*** In a similar vein, Wrestling/{{Yokozuna}}'s Banzai Drop, affectionately referred to as the "Butt Bomb" by fans, was used to emphasize how heavy he was.

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*** In a similar vein, Wrestling/{{Yokozuna}}'s Banzai Drop, affectionately referred to as the "Butt Bomb" by fans, was used to emphasize how heavy he was.



** Jackknifing in the middle of a top rope splash doesn't add any extra impact to Eddie Guerrero's Frog Splash over any other splash.
*** The reason Wrestling/RobVanDam got to call ''his'' splash the "Five Star" frog splash is because he jumps approximately forty-seven feet in the air when he does it. Unlike just a jackknife this actually does impart more force, and while spectacular to watch, he usually [[BrokeYourArmPunchingOutCthulhu sells the pain it causes as much as his opponents]] before getting the pin. [[TheWorfBarrage Sometimes]].

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** Jackknifing in the middle of a top rope splash doesn't add any extra impact to Eddie Guerrero's Frog Splash over any other splash.
***
splash. The reason Wrestling/RobVanDam got to call ''his'' splash the "Five Star" frog splash is because he jumps approximately forty-seven feet in the air when he does it. Unlike just a jackknife this actually does impart more force, and while spectacular to watch, he usually [[BrokeYourArmPunchingOutCthulhu sells the pain it causes as much as his opponents]] before getting the pin. [[TheWorfBarrage Sometimes]].



*** In Mick Foley's book ''Have A Nice Day'' he states that the mandible claw was based on a nerve pinch used by a much older wrestler, and it was indeed supposed to be painful (if done properly, as opposed to merely being a hand in the mouth). Whether this is true or not is arguable.
*** It was invented by Dr. Sam Sheppard (who was the loose inspiration for ''Film/TheFugitive'') and when used properly, as a nerve hold, it's extremely debilitating.

to:

*** ** In Mick Foley's book ''Have A Nice Day'' he states that the mandible claw was based on a nerve pinch used by a much older wrestler, and it was indeed supposed to be painful (if done properly, as opposed to merely being a hand in the mouth). Whether this is true or not is arguable.
***
It was invented by Dr. Sam Sheppard (who was the loose inspiration for ''Film/TheFugitive'') and when used properly, as a nerve hold, it's extremely debilitating.



** Another example of the finishing move arms race occurred during the Von Erich/Freebird feud in WCCW. In the first match, Kevin Von Erich used the Claw to win. In the second match, a second member of the Freebirds ran in, and Kevin used the left-handed version of the Claw on the second Freebird. In the third match, he had the Claw on two Freebirds, and when the third Freebird ran in, he used a leg scissors, so he had all three in a hold and wasn't touching the ground.
*** An interesting subversion occurred when the heels of the WCCW figured out that they could block the Claw Film/TheThreeStooges Style by putting their hand in front of their forehead, which is when the Von Erichs unleashed the ABDOMINAL CLAW!

to:

** Another example of the finishing move arms race occurred during the Von Erich/Freebird feud in WCCW. In the first match, Kevin Von Erich used the Claw to win. In the second match, a second member of the Freebirds ran in, and Kevin used the left-handed version of the Claw on the second Freebird. In the third match, he had the Claw on two Freebirds, and when the third Freebird ran in, he used a leg scissors, so he had all three in a hold and wasn't touching the ground.
*** An interesting
ground. A subversion occurred when the heels of the WCCW figured out that they could block the Claw Film/TheThreeStooges Style by putting their hand in front of their forehead, which is when the Von Erichs unleashed the ABDOMINAL CLAW!



*** Al Snow's normal finishing move "The Snowplow", a bodyslam piledriver between his legs, was actually quite dangerous looking as well.

to:

*** ** Al Snow's normal finishing move "The Snowplow", a bodyslam piledriver between his legs, was actually quite dangerous looking as well.



* ''"FinishHim"'' The ''Franchise/MortalKombat'' games are infamous for their "secret" Fatality finishing moves, which evolved in later games into [[FountainOfYouth Babality]], [[{{Animorphism}} Animality]], [[DefeatMeansFriendship Friend]][[MoodWhiplash ship]], [[NoHoldsBarredBeatdown Brutality]], and so on.
** From Deception onward, you can {{FINISH HIM}}! before the round ends via Death Traps on certain stages. You don't get the bonus koins, though. (You get 100 koins in Armageddon, but that's nothing compared to the 500 you can get with a kustom Fatality.) And for some reason, if you do it on round 1, he gets up again for the next round.
*** It should be noted that Death Traps started out as Stage Fatalities in the original games. The very first was the Pit Fatality, which was done with an uppercut motion, that knocked your opponent into the spikes below. Later games made these fatalities separate inputs like the rest of them.
** Mk's stablemate VideoGame/WarGods has them too.

to:

* ''"FinishHim"'' The ''Franchise/MortalKombat'' games are infamous for their "secret" Fatality finishing moves, which evolved in later games into [[FountainOfYouth Babality]], [[{{Animorphism}} Animality]], [[DefeatMeansFriendship Friend]][[MoodWhiplash ship]], [[NoHoldsBarredBeatdown Brutality]], and so on.
** From Deception
on. There are also Fatalities that involve using the stage instead of a character's ability. And from ''Deception'' onward, you can {{FINISH HIM}}! before the round ends via Death Traps on certain stages. You don't get the bonus koins, though. (You You get 100 koins in Armageddon, but that's nothing compared to the 500 you can get with a kustom Fatality.) Fatality. And for some reason, if you do it on round 1, he gets up again for the next round.
*** It should be noted that Death Traps started out as Stage
round. Series stablemate ''VideoGame/WarGods'' has Fatalities in the original games. The very first was the Pit Fatality, which was done with an uppercut motion, that knocked your opponent into the spikes below. Later games made these fatalities separate inputs like the rest of them.
** Mk's stablemate VideoGame/WarGods has them
too.



* Almost any Capcom fighter with a super meter. While not strictly a finishing move, since you can perform them [[LimitBreak any time your meter is full]], they do produce special effects when the player lands a killing blow with one, possibly including the announcer CallingYourAttacks, a special icon denoting your win by super move, or a dramatic background flash.

to:

* Almost any Capcom fighter with a super meter. ''Franchise/StreetFighter'':
**
While not strictly a finishing move, since you can perform them [[LimitBreak any time your meter is full]], they do produce special effects when the player lands a killing blow with one, possibly including the announcer CallingYourAttacks, a special icon denoting your win by super move, or a dramatic background flash.



** Of particular note is Akuma's Shun Goku Satsu, which depending on which continuity you're looking at either is an innumerable number of punches, each firing a Hadoken, or Akuma ''[[DraggedOffToHell dragging you off to Hell]].'' In ''Street Fighter III'', he gets another secret attack, the Kongo Kokuretsuzan, which Akuma has used to ''split mountains''.
*** And in ''Super IV'' he gets the Tensho Kairekijin (Demon Armageddon), where he kicks the opponent into the air, then propels himself via Hurricane Kick into the air, and impales his foot into the enemy's chest as his symbol flashes in the background. Then he cuts through them anime style.
*** It should also be noted that characters who utilize the Satsui no Hado (Akuma, Evil Ryu, Oni) get special finish backgrounds when their Raging Demons connect. There is no KO announcement from the announcer (implying the opponent is dead), and instead of the background flashing orange, it flashes monochrome and a different KO sound effect is used. Akuma and Oni even get this effect from their Ultras, which use a modified version of the Raging Demon KO sound effect that adds in creepy children's laughter in the background.
** In a case of WhatCouldHaveBeen, the cancelled {{Crossover}} fighter ''CapcomFightingAllStars'' would have played this trope straight with "Finishers." Basically Capcom's take on Mk style Fatalities.

to:

** Of particular note is Akuma's Shun Goku Satsu, which depending on which continuity you're looking at either is an innumerable number of punches, each firing a Hadoken, or Akuma ''[[DraggedOffToHell dragging you off to Hell]].'' In ''Street Fighter III'', he gets another secret attack, the Kongo Kokuretsuzan, which Akuma has used to ''split mountains''.
***
mountains''. And in ''Super IV'' he gets the Tensho Kairekijin (Demon Armageddon), where he kicks the opponent into the air, then propels himself via Hurricane Kick into the air, and impales his foot into the enemy's chest as his symbol flashes in the background. Then he cuts through them anime style.
*** It should also be noted that characters ** Characters who utilize the Satsui no Hado (Akuma, Evil Ryu, Oni) get special finish backgrounds when their Raging Demons connect. There is no KO announcement from the announcer (implying the opponent is dead), and instead of the background flashing orange, it flashes monochrome and a different KO sound effect is used. Akuma and Oni even get this effect from their Ultras, which use a modified version of the Raging Demon KO sound effect that adds in creepy children's laughter in the background.
** In a case of WhatCouldHaveBeen, the cancelled {{Crossover}} fighter ''CapcomFightingAllStars'' ''Capcom Fighting All Stars'' would have played this trope straight with "Finishers." Basically Capcom's take on Mk style Fatalities."



* The Instant Kills from the ''VideoGaem/GuiltyGear'' franchise.
** And its successor ''VideoGame/BlazBlue'' has Astral Heats. Unlike the aforementioned instant kills, you can only use an Astral Heat in the final round of a battle, when your opponent has 20% or less health remaining, and you have a full special bar. (one win for each character in a best-of-three fight, or any match in the story mode).
** They changed the conditions for [[VideoGame/BlazBlueContinuumShift the sequel]]. Now you can do it on any [[TheresNoKillLikeOverkill game setting round]] and when your opponent has 35% life remaining, but you need a spare Barrier Burst in order for it to work. They even changed some of their properties so they can now be comboed into.
** ''VideoGame/Persona4Arena'' also employs these kinds of moves. Their function is a compromise between those in ''Guilty Gear'' and ''Blazblue'': they can only be used on a game-setting round, but they can be used at any time during that round, regardless of the opponent's health.
* In ''VideoGame/GearsOfWar'', shooting something down not through the head won't kill them, it will incapacitate them, meaning that they can be finished by a melee attack, a headshot to their downed body, more bullets in them, an explosive or just wait for them to bleed out (aside from the multiplayer mode Execution, in which they can get back up after waiting long enough, removing the bleed out possibility). Explosives and headshots automatically kill when doing enough damage if they are still standing. In the singleplayer mode, however, your enemies don't automatically become 'downed' from taking too much damage from bullets, unless shot in the knees or perhaps legs.
** And don't forget the chainsaw bayonet! Instant kills any enemy it hits (even in multiplayer), with the downsides that you have to be close enough to kiss them for it to work, it takes a few seconds to rev up, and if you are hit during the animation you are stunned and become easy pickings for any player with half a brain. Its riskier than the stomp, but isn't the payoff worth it?
*** [[ChainsawGood CHAINSAW BAYONET]]... why are you even asking that?
** ''Gears 3'' takes it UpToEleven with a unique execution for ''every'' weapon except the snub pistol and grenades, which instead allow access to your team's unique execution. These new executions range from burning someone from the inside out with the Scorcher to [[BloodyHilarious beating someone to death with their own arm]] to [[NoKillLikeOverkill dropping a mortar launcher onto someone's head]].
* In the RealTimeStrategy game ''TabletopGame/{{Warhammer 40000}}: VideoGame/DawnOfWar'', nearly every unit capable of fighting in close combat (which is most of them) has a number of special killing animations when they win the fight. Some even have special animations depending on who the poor sap is.
** A particularly impressive one is when a SpaceMarine [[SuperSoldier Brother-Captain]] takes down a [[DemonicInvaders Khorne Bloodthirster]], complete with a ColossusClimb.
*** Or the Bloodthirster's replies to this kind of thing, such as hoisting the opponent up and biting off their head.

to:

* The Instant Kills from the ''VideoGaem/GuiltyGear'' franchise.
** And its
franchise. Its successor ''VideoGame/BlazBlue'' has Astral Heats. Unlike the aforementioned instant kills, you can only use an Astral Heat in the final round of a battle, when your opponent has 20% or less health remaining, and you have a full special bar. (one win for each character in a best-of-three fight, or any match in the story mode).
**
mode). They changed the conditions for [[VideoGame/BlazBlueContinuumShift the sequel]]. Now you can do it on any [[TheresNoKillLikeOverkill game setting round]] and when your opponent has 35% life remaining, but you need a spare Barrier Burst in order for it to work. They even changed some of their properties so they can now be comboed into.
** * ''VideoGame/Persona4Arena'' also employs these kinds of moves. Their function is a compromise between those in ''Guilty Gear'' and ''Blazblue'': they can only be used on a game-setting round, but they can be used at any time during that round, regardless of the opponent's health.
* In ''VideoGame/GearsOfWar'', shooting something down not through the head won't kill them, it will incapacitate them, meaning that they can be finished by a melee attack, a headshot to their downed body, more bullets in them, an explosive or just wait for them to bleed out (aside from the multiplayer mode Execution, in which they can get back up after waiting long enough, removing the bleed out possibility). Explosives and headshots automatically kill when doing enough damage if they are still standing. In the singleplayer mode, however, your enemies don't automatically become 'downed' from taking too much damage from bullets, unless shot in the knees or perhaps legs.
** And don't forget
legs. There's also the chainsaw bayonet! Instant bayonet, which instantly kills any enemy it hits (even in multiplayer), with the downsides that you have to be close enough to kiss them for it to work, it takes a few seconds to rev up, and if you are hit during the animation you are stunned and become easy pickings for any player with half a brain. Its riskier than the stomp, but isn't the payoff worth it?
*** [[ChainsawGood CHAINSAW BAYONET]]... why are you even asking that?
**
''Gears 3'' takes it UpToEleven with a unique execution for ''every'' weapon except the snub pistol and grenades, which instead allow access to your team's unique execution. These new executions range from burning someone from the inside out with the Scorcher to [[BloodyHilarious beating someone to death with their own arm]] to [[NoKillLikeOverkill dropping a mortar launcher onto someone's head]].
* In the RealTimeStrategy game ''TabletopGame/{{Warhammer 40000}}: VideoGame/DawnOfWar'', nearly VideoGame/DawnOfWar'':
** Nearly
every unit capable of fighting in close combat (which is most of them) has a number of special killing animations when they win the fight. Some even have special animations depending on who the poor sap is.
** A particularly impressive one
is. Such a case is when a SpaceMarine [[SuperSoldier Brother-Captain]] takes down a [[DemonicInvaders Khorne Bloodthirster]], complete with a ColossusClimb.
*** Or the Bloodthirster's replies to this kind of thing, such as hoisting the opponent up and biting off their head.
ColossusClimb.



* Every character in ''ValkyrieProfile'' has one of these (called [[GratuitousEnglish "Purify Weird Soul" in-game]]), and can only use them by filling a [[{{Combos}} combo meter]]. Timing the order of the party's attacks is important, so if one wants to use these finishing moves, ButtonMashing is a no-no. With careful planning, it's possible to have all four of Valkyrie's party members use these in a single turn.

to:

* ''VideoGame/ValkyrieProfile'':
**
Every character in ''ValkyrieProfile'' the series has one of these (called [[GratuitousEnglish "Purify Weird Soul" in-game]]), and can only use them by filling a [[{{Combos}} combo meter]]. Timing the order of the party's attacks is important, so if one wants to use these finishing moves, ButtonMashing is a no-no. With careful planning, it's possible to have all four of Valkyrie's party members use these in a single turn.



* Rogues and Cat-form Druids in ''WorldOfWarcraft'' have Finishing Moves which are powered by Combo Points given by their other attacks (and which consume them). They come in multiple variations, some of which aren't particularly suited to finishing a battle. For example, the Rogue has a rarely-used Finishing Move that reduces the opponent's armor instead of damage.
** Warriors have a more standard example: the Execute skill converts all of their rage into damage in one attack, but the enemy's health has to be below 20% to use it.
*** Which is often a massive overkill if the attack is critical. Except against raid bosses, which still can withstand a lot of punishment at 20% health. There is even one that ''starts'' at 20%.
*** Something of a trend lately, first Paladins got a slightly less deadly but ranged version and Hunters got the appropriately-named Kill Shot. In Cataclysm, feral druids get a talent that greatly simplifies their rotation when the target is below 25% health, allowing them to use one of their finishers which they previously only used when they had nothing else to do.

to:

* ''VideoGame/WorldOfWarcraft'':
**
Rogues and Cat-form Druids in ''WorldOfWarcraft'' have Finishing Moves which are powered by Combo Points given by their other attacks (and which consume them). They come in multiple variations, some of which aren't particularly suited to finishing a battle. For example, the Rogue has a rarely-used Finishing Move that reduces the opponent's armor instead of damage.
** Warriors have a more standard example: the Execute skill converts all of their rage into damage in one attack, but the enemy's health has to be below 20% to use it.
*** Which
it. This is often a massive overkill if the attack is critical. Except against raid bosses, which still can withstand a lot of punishment at 20% health. There is even one that ''starts'' at 20%.
*** Something of a trend lately, first ** First Paladins got a slightly less deadly but ranged version and Hunters got the appropriately-named Kill Shot. In Cataclysm, feral druids get a talent that greatly simplifies their rotation when the target is below 25% health, allowing them to use one of their finishers which they previously only used when they had nothing else to do.



* The entire premise of ''VideoGame/BattleChess'' was finishing moves... in chess! It had dozens of animated fatalities depending on which type of piece took which other piece, and the gimmick alone made it one of the most popular chess titles of its time. A Lego spinoff chess game did something similar. The [[RockBeatsLaser Pawn takes Queen]] cutscenes were usually [[CrowningMomentOfFunny Crowning Moments of Funny]], though you'd almost never see them.

to:

* The entire premise of ''VideoGame/BattleChess'' was finishing moves... in chess! It had dozens of animated fatalities depending on which type of piece took which other piece, and the gimmick alone made it one of the most popular chess titles of its time. A Lego spinoff chess game did something similar. The [[RockBeatsLaser Pawn takes Queen]] cutscenes were usually [[CrowningMomentOfFunny Crowning Moments of Funny]], funny, though you'd almost never see them.



* In some ''VideoGame/SuperRobotWars'' games, the animation for some attacks (usually that HumongousMecha's high-end attack) extends whenever the attack destroys an enemy; these are called Dynamic Kills. They often just show the mecha watching the explosion or striking a pose against it, or continuing past the normal attack animation to finish the target off, but the worst example has to be the ''VideoGame/SuperRobotWarsW'''s resident [[GameBreaker god-bot Valzacard]] and its Exa Nova Shoot OVER. Normally, this attack just pierces the enemy with multiple crystal ray things in an ''already'' delightfully overblown sequence involving transforming and cutscenes. If it would ''kill'' an enemy, it then invokes the triangle of solomon and seals them in a giant red occult circle, where six shining copies of the Valzacard charge it and erase it from existence. ([[http://youtube.com/watch?v=KSKjRkTxhAU Link]]; normally, the attack stops before the crystals turn red.)

to:

* In some ''VideoGame/SuperRobotWars'' games, the games:
** The
animation for some attacks (usually that HumongousMecha's high-end attack) extends whenever the attack destroys an enemy; these are called Dynamic Kills. They often just show the mecha watching the explosion or striking a pose against it, or continuing past the normal attack animation to finish the target off, but the worst example has to be the ''VideoGame/SuperRobotWarsW'''s resident [[GameBreaker god-bot Valzacard]] and its Exa Nova Shoot OVER. Normally, this attack just pierces the enemy with multiple crystal ray things in an ''already'' delightfully overblown sequence involving transforming and cutscenes. If it would ''kill'' an enemy, it then invokes the triangle of solomon and seals them in a giant red occult circle, where six shining copies of the Valzacard charge it and erase it from existence. ([[http://youtube.com/watch?v=KSKjRkTxhAU Link]]; normally, the attack stops before the crystals turn red.)



** In ''[[VideoGame/FireEmblemTellius Path of Radiance]]'', Silencer is called Lethality, and you have to use a rare item on the game's only assassin (Volke) to make use of it.
*** In ''Radiant Dawn'', it's still called Lethality and Volke already has it when he joins your army.

to:

** In ''[[VideoGame/FireEmblemTellius Path of Radiance]]'', Silencer is called Lethality, and you have to use a rare item on the game's only assassin (Volke) to make use of it.
***
it. In ''Radiant Dawn'', it's still called Lethality and Volke already has it when he joins your army.



*** Assuming, of course, that [[AwesomeButImpractical it doesn't get interrupted]] by that [[GoddamnedBats one enemy lurking just offscreen]].



* ''VideoGame/CityOfHeroes''/''City of Villains'' players who buy the "Super Booster I: Cyborg" expansion pack gain a "Self Destruct" power that can be used as a Pyhrric finishing move -- although it kills the character using it, it does so with a massive explosion that inflicts obscene amounts of damage to every enemy in a rather large area.

to:

* ''VideoGame/CityOfHeroes''/''City of Villains'' players Villains'':
** Players
who buy the "Super Booster I: Cyborg" expansion pack gain a "Self Destruct" power that can be used as a Pyhrric finishing move -- although it kills the character using it, it does so with a massive explosion that inflicts obscene amounts of damage to every enemy in a rather large area.



* The end of [[VideoGame/MarioAndLuigiBowsersInsideStory Mario & Luigi: Bowser's Inside Story]] has [[spoiler:Bowser finishing off [[EvilCounterpart Dark Bowser]] with five charged up punches, the last one being so powerful that [[CrowningMomentOfAwesome Dark Bowser flips into the air and explodes from it.]]]]

to:

* ''Franchise/SuperMarioBros'':
**
The end of [[VideoGame/MarioAndLuigiBowsersInsideStory Mario & Luigi: Bowser's Inside Story]] has [[spoiler:Bowser finishing off [[EvilCounterpart Dark Bowser]] with five charged up punches, the last one being so powerful that [[CrowningMomentOfAwesome Dark Bowser flips into the air and explodes from it.]]]]



* While [[DeathOfAThousandCuts whittling away]] at opponents' life is one tactic, it's far more efficient and [[RuleOfCool awesome]] to use Executions in ''VideoGame/AssassinsCreedI''. They come in Counter, by timing the weapon button while guarding, and Combo, timing the weapon button while attacking, flavors, and range from slightly puzzling (How does tripping a guard kill him?) to [[http://www.youtube.com/watch?v=z0Ha7LYwHEU down right brutal]]. And that video doesn't even have the knee stomp.
** And now ''[[VideoGame/AssassinsCreedBrotherhood Brotherhood]]'' lets you pull off a chain of Executions in a matter of seconds. Ezio is now officially as awesome as [[WMGGrandUnifyingGuesses Altair.]]
* ''VideoGame/{{Touhou}}'': [[InvulnerableAttack FINAL SPELL!]] [[WaveMotionGun MAGICANNON]], [[KamehameHadoken FINAL]]...[[CallingYourAttacks SPAAAAAAARK!]]
** Also, Reimu's Fantasy Heaven, which parodies ''Manga/FistOfTheNorthStar'' and plays a special victory theme that strongly resembles the winning theme from the [=FoTNS=] games if you win a tiebreaker with it. Considering it's pretty much a "you get hit, you die" kind of thing, the only problem players have with it is setting the damn thing up...

to:

* While [[DeathOfAThousandCuts whittling away]] at opponents' life is one tactic, it's far more efficient and [[RuleOfCool awesome]] to use Executions in ''VideoGame/AssassinsCreedI''. They come in Counter, by timing the weapon button while guarding, and Combo, timing the weapon button while attacking, flavors, and range from slightly puzzling (How does tripping a guard kill him?) to [[http://www.youtube.com/watch?v=z0Ha7LYwHEU down right brutal]]. And that video doesn't even have the knee stomp.
** And now
stomp. ''[[VideoGame/AssassinsCreedBrotherhood Brotherhood]]'' lets you pull off a chain of Executions in a matter of seconds. Ezio is now officially as awesome as [[WMGGrandUnifyingGuesses Altair.]]
* ''VideoGame/{{Touhou}}'': [[InvulnerableAttack FINAL SPELL!]] [[WaveMotionGun MAGICANNON]], [[KamehameHadoken FINAL]]...[[CallingYourAttacks SPAAAAAAARK!]]
** Also,
Reimu's Fantasy Heaven, which parodies ''Manga/FistOfTheNorthStar'' and plays a special victory theme that strongly resembles the winning theme from the [=FoTNS=] games if you win a tiebreaker with it. Considering it's pretty much Being a "you get hit, you die" kind of thing, the only problem players have with it is setting the damn thing up...it up.
%%** [[InvulnerableAttack FINAL SPELL!]] [[WaveMotionGun MAGICANNON]], [[KamehameHadoken FINAL]]...[[CallingYourAttacks SPAAAAAAARK!]]



* In ''VideoGame/DukeNukemForever'', a Finishing Move is ''required'' to beat almost all major bosses--if you don't complete the necessary button combo in time, the boss will get up, having regenerated all health, and you'll fight him all over again. Finishing moves usually involve Duke climbing onto the boss and ripping off some important body part. Some bosses require more than one finishing move to go down ([[spoiler:FinalBoss takes three]]); yet others offer the "Humiliate" option, which is like a second finishing move but you can TakeYourTime on it.
** Also, early basic enemies will often drop on their knees instead of dying, allowing Duke to "Execute" them. Apart from making you feel good, Executions fully restore [[CallAHitPointASmeerp Duke's EGO]].

to:

* In ''VideoGame/DukeNukemForever'', a Finishing Move is ''required'' to beat almost all major bosses--if you don't complete the necessary button combo in time, the boss will get up, having regenerated all health, and you'll fight him all over again. Finishing moves usually involve Duke climbing onto the boss and ripping off some important body part. Some bosses require more than one finishing move to go down ([[spoiler:FinalBoss takes three]]); yet others offer the "Humiliate" option, which is like a second finishing move but you can TakeYourTime on it.
**
it. Also, early basic enemies will often drop on their knees instead of dying, allowing Duke to "Execute" them. Apart from making you feel good, Executions fully restore [[CallAHitPointASmeerp Duke's EGO]].



* In ''VideoGame/DefenseOfTheAncients'' and ''[[VideoGame/{{Dota2}} Dota 2]]'', Axe's ultimate ability, Culling Blade, is an axe strike that usually does rather weak damage. However, if used on an opponent with less than 250-500 health, the victim is instantly crushed, killing them even if they're affected by a death-preventing spell such as Dazzle's Shallow Grave or Oracle's False Promise. This is accompanied by a satisfying "THUNK!" sound and the opponent [[LudicrousGibs exploding in a shower of blood]]. Additionally, if Culling Blade is used in that manner, it does not go on cooldown and you gain a speed boost, potentially allowing you to dunk several enemies in succession.
** There's also the Necrolyte/Necrophos' Reaper's Scythe ability, which deals damage based on how much health the enemy is missing. If they're below a certain amount, it's a guaranteed kill.

to:

* In ''VideoGame/DefenseOfTheAncients'' and ''[[VideoGame/{{Dota2}} Dota 2]]'', Axe's ultimate ability, Culling Blade, is an axe strike that usually does rather weak damage. However, if used on an opponent with less than 250-500 health, the victim is instantly crushed, killing them even if they're affected by a death-preventing spell such as Dazzle's Shallow Grave or Oracle's False Promise. This is accompanied by a satisfying "THUNK!" sound and the opponent [[LudicrousGibs exploding in a shower of blood]]. Additionally, if Culling Blade is used in that manner, it does not go on cooldown and you gain a speed boost, potentially allowing you to dunk several enemies in succession.
**
succession. There's also the Necrolyte/Necrophos' Reaper's Scythe ability, which deals damage based on how much health the enemy is missing. If they're below a certain amount, it's a guaranteed kill.



** We do see an explosion, and we don't see anything left of the victim after the event. The exact details might not be spelled out, but the principle seems fairly clear.
27th Apr '17 10:44:11 AM MyFinalEdits
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* ''VideoGame/TalesOfVesperia'' has finishing moves, called Fatal Strikes, that can only be performed after you have sufficiently damaged an enemy with a large enough amount of related skills. Against normal enemies, they act as an instant kill, but against boss enemies, they just do a large amount of damage. More conventionally, Burst Artes and Mystic Artes are performed by expending the overlimit meter filled by hitting or being hit by the enemy repeatedly. They are very shiny with special animation and even a special quote from each character as you perform their unique mystic arte. Horribly, horribly subverted by the "minimum damage" skill which make even these two flashy moves do only one point of damage. [[spoiler:The fact that you get a lot of Grade points for performing Burst and Mystic artes means that this has become a central pillar of the technique known as "grade farming"]]
** Most of the ''VideoGame/TalesSeries'' Hi-Ougis (also known as [[VideoGame/TalesOfTheAbyss Mystic Artes]] or [[VideoGame/TalesOfEternia Aurora Skills]], among other monikers) are simple {{Limit Break}}s with a [[SuperMovePortraitAttack nice illustration]]. While they trigger off of varies from game to game, with many of the most powerful only triggering when the character in question [[TurnsRed is at very low levels of health]] and can't be used on the first playthrough of a game. A few of them lean more towards being finishing moves. [[GenkiGirl Anise]]' Fever Time in ''VideoGame/TalesOfTheAbyss'' will penalize you something like 20k [[GlobalCurrency Gald]] if the enemies survive, [[CuteBruiser Presea's]] Hien Messhoujin in the Japanese port of ''VideoGame/TalesOfSymphonia'' only triggers if all other party members are down for the count, and ''VideoGame/TalesOfEternia'' has a number of true finishing move hi-ougis that will only trigger if the enemy is at low enough health to be killed by the attack. For fun, control [[FunnyForeigner Meredy]] or [[SquishyWizard Keele]] in the fight against [[BonusBoss Sekundes]] and cast [[ShoutOut Indignation when S is under 50% health]].

to:

* *''VideoGame/TalesSeries'':
**
''VideoGame/TalesOfVesperia'' has finishing moves, called Fatal Strikes, that can only be performed after you have sufficiently damaged an enemy with a large enough amount of related skills. Against normal enemies, they act as an instant kill, but against boss enemies, they just do a large amount of damage. More conventionally, Burst Artes and Mystic Artes are performed by expending the overlimit meter filled by hitting or being hit by the enemy repeatedly. They are very shiny with special animation and even a special quote from each character as you perform their unique mystic arte. Horribly, horribly It's subverted by the "minimum damage" skill which make even these two flashy moves do only one point of damage. [[spoiler:The fact that you get a lot of Grade points for performing Burst and Mystic artes means that this has become a central pillar of the technique known as "grade farming"]]
** Most of the ''VideoGame/TalesSeries'' Hi-Ougis (also known as [[VideoGame/TalesOfTheAbyss Mystic Artes]] or [[VideoGame/TalesOfEternia Aurora Skills]], among other monikers) are simple {{Limit Break}}s with a [[SuperMovePortraitAttack nice illustration]]. While they trigger off of varies from game to game, with many of the most powerful only triggering when the character in question [[TurnsRed is at very low levels of health]] and can't be used on the first playthrough of a game. A few of them lean more towards being finishing moves. [[GenkiGirl Anise]]' Fever Time in ''VideoGame/TalesOfTheAbyss'' will penalize you something like 20k [[GlobalCurrency Gald]] if the enemies survive, [[CuteBruiser Presea's]] Hien Messhoujin in the Japanese port of ''VideoGame/TalesOfSymphonia'' only triggers if all other party members are down for the count, and ''VideoGame/TalesOfEternia'' has a number of true finishing move hi-ougis that will only trigger if the enemy is at low enough health to be killed by the attack. For fun, control [[FunnyForeigner Meredy]] or [[SquishyWizard Keele]] in the fight against [[BonusBoss Sekundes]] and cast [[ShoutOut Indignation when S is under 50% health]].
27th Apr '17 10:42:53 AM MyFinalEdits
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->'''''{{FINISH HIM}}!'''''

to:

->'''''{{FINISH HIM}}!'''''
->'''''FINISH HIM!'''''



** Warlocks can spec for Shadowburn spell, which is an instant cast spell that can be used at any time, but unless the target dies within a few seconds of casting, you lose a Soul Shard so it's mainly used as a finishing move. Warlocks also have Drain Soul, a channeled spell which deals 4 times its normal damage when the target it below 25% health. There is also a high-end demonology talent that reduces the cast time of Soul Fire (normally very impractical spell due to its long cast time) by 60% if the target is below 35% health and is hit by Shadowbolt or Incinerate.
*** And Priests' Shadow Word: Death damages the caster if it doesn't kill the target.
*** Several classes also have talents that increase damage dealt to targets that are low on health.
*** As of the most recent expansion Paladin were given a finisher in the same vein as Rogues and Druids, when properly built up the Templar's Verdict ability can hit for almost three times the damage of a normal weapon attack.
* Just like the Warcraft example above, [[TheBerserker Marauders]], [[ArcherArchetype Archers]] and [[TheSneakyGuy Rogues]] from ''VideoGame/FinalFantasyXIV'' have a finishing move that can only be used once an enemy has 20% or less of their health remaining. Unlike a lot of examples on this page, these moves aren't actually that much more damaging then a lot of the moves these classes can use all the time and are on a fairly hefty cool down. The trick with them is that you can [[LagCancel use them while the animation of your other moves is still playing]], effectively allowing for some serious bust damage.

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** Warlocks can spec for Shadowburn spell, which is an instant cast spell that can be used at any time, but unless the target dies within a few seconds of casting, you lose a Soul Shard so it's mainly used as a finishing move. Warlocks also have Drain Soul, a channeled spell which deals 4 times its normal damage when the target it below 25% health. There is also a high-end demonology talent that reduces the cast time of Soul Fire (normally very impractical spell due to its long cast time) by 60% if the target is below 35% health and is hit by Shadowbolt or Incinerate.
***
Incinerate. And Priests' Shadow Word: Death damages the caster if it doesn't kill the target.
*** ** Several classes also have talents that increase damage dealt to targets that are low on health.
*** ** As of the most recent a later expansion Paladin were given a finisher in the same vein as Rogues and Druids, when properly built up the Templar's Verdict ability can hit for almost three times the damage of a normal weapon attack.
* Just like the Warcraft example above, [[TheBerserker Marauders]], [[ArcherArchetype Archers]] and [[TheSneakyGuy Rogues]] from ''VideoGame/FinalFantasyXIV'' have a finishing move that can only be used once an enemy has 20% or less of their health remaining. Unlike a lot of examples on this page, these moves aren't actually that much more damaging then a lot of the moves these classes can use all the time and are on a fairly hefty cool down. The trick with them is that you can [[LagCancel use them while the animation of your other moves is still playing]], effectively allowing for some serious bust damage.



** Only certain final smashes belong to this trope, though. Some characters, like Wario and Bowser, go into SuperMode. Others create weird effects which have zero chance of knocking an opponent out (but generally leave your opponents nearly defenseless, letting you KO them personally).
* The entire premise of ''VideoGame/BattleChess'' was finishing moves... in chess! It had dozens of animated fatalities depending on which type of piece took which other piece, and the gimmick alone made it one of the most popular chess titles of its time.
** A Lego spinoff chess game did something similar. The [[RockBeatsLaser Pawn takes Queen]] cutscenes were usually [[CrowningMomentOfFunny Crowning Moments of Funny]], though you'd almost never see them.

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** Only certain final smashes belong to this trope, though. Some characters, like Wario and Bowser, go into SuperMode. Others create weird effects which have zero chance of knocking an opponent out (but generally leave your opponents nearly defenseless, letting you KO them personally).
* The entire premise of ''VideoGame/BattleChess'' was finishing moves... in chess! It had dozens of animated fatalities depending on which type of piece took which other piece, and the gimmick alone made it one of the most popular chess titles of its time.
**
time. A Lego spinoff chess game did something similar. The [[RockBeatsLaser Pawn takes Queen]] cutscenes were usually [[CrowningMomentOfFunny Crowning Moments of Funny]], though you'd almost never see them.



* Link has a finishing move in ''VideoGame/TheLegendOfZeldaTwilightPrincess'' that can be used whenever an enemy has been knocked over. If you press A before the enemy gets back up, Link does an over-head jump strike, stabbing the monster through the chest or stomach. Later he also gains an attack called "Mortal Draw", which lets you perform an instant-kill on most humanoid enemies as long as you keep your sword sheathed and the enemy is close enough. (Putting you at risk of getting hit.)
** The later game ''VideoGame/TheLegendOfZeldaSkywardSword'' also uses the former finishing move, although with a different mechanic. One particularly noteworthy use of it is [[spoiler:the final boss battle. It only sticks if the player is fast, but it involves Link jumping high and getting the Master Sword struck by lightning before impact.]]

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* Link has a finishing move in ''VideoGame/TheLegendOfZeldaTwilightPrincess'' that can be used whenever an enemy has been knocked over. If you press A before the enemy gets back up, Link does an over-head jump strike, stabbing the monster through the chest or stomach. Later he also gains an attack called "Mortal Draw", which lets you perform an instant-kill on most humanoid enemies as long as you keep your sword sheathed and the enemy is close enough. (Putting enough (putting you at risk of getting hit.)
** The later game
hit). ''VideoGame/TheLegendOfZeldaSkywardSword'' also uses the former finishing move, although with a different mechanic. One particularly noteworthy use of it mechanic (it's used by moving the Wiimote and Nunchuck downward at the same time). In both games, the move is [[spoiler:the required to [[spoiler:deliver the final boss battle. It only sticks if blow to the player is fast, but it involves Link jumping high and getting the Master Sword struck by lightning before impact.]]FinalBoss]].



** Mind you, they don't ''necessarily'' finish the target off, though, if it does (that is to say, if the [=BRV=] you've collected is greater than the opponent's HP in the attack), you get an [=EXP=] bonus.



* In ''VideoGame/KingdomHeartsII'', you can only defeat bosses with the finishing move at the end of a combo, a reaction attack, or a magic spell. This can make it difficult if you're faced with a boss that's difficult to finish a combo against.

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* ''Franchise/KingdomHearts'':
**
In ''VideoGame/KingdomHeartsII'', you can only defeat bosses with the finishing move at the end of a combo, a reaction attack, or a magic spell. This can make it difficult if you're faced with a boss that's difficult to finish a combo against.



* This can be done in the ''VideoGame/MegaManZero'' series when Zero depletes the remainder of a boss' health with a slash from his [[LaserBlade Z-Saber]]. This causes the boss (this includes ''all'' of the Mutos Reploids, along with Randam Bandam from ''Mega Man Zero 4'') to be bisected.
** The same applies for the ''VideoGame/MegaManZX'' games. However, ''Mega Man ZX Advent'' adds a second finisher which involves a fully charged buster shot that blasts off a ''chunk'' of the Pseudoroids' abdomens (in some cases, one side of their upper bodies are utterly wiped out). For those who don't know, the ''Zero'' and ''ZX'' bosses are robots, so there's no gore, although you wouldn't believe it by how [[LastWords painful it is for them to talk]], ''then'' [[DeathCryEcho yell]] when all is said and done.

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* This can be done in the ''VideoGame/MegaManZero'' series when Zero depletes the remainder of a boss' health with a slash from his [[LaserBlade Z-Saber]]. This causes the boss (this includes ''all'' of the Mutos Reploids, along with Randam Bandam from ''Mega Man Zero 4'') to be bisected.
**
bisected. The same applies for the ''VideoGame/MegaManZX'' games. However, ''Mega Man ZX Advent'' adds a second finisher which involves a fully charged buster shot that blasts off a ''chunk'' of the Pseudoroids' abdomens (in some cases, one side of their upper bodies are utterly wiped out). For those who don't know, the ''Zero'' and ''ZX'' bosses are robots, so there's no gore, although you wouldn't believe it by how [[LastWords painful it is for them to talk]], ''then'' [[DeathCryEcho yell]] when all is said and done.



** Although the ranged/magic finishers aren't so much finishers as they are the original attack with slo-mo and panning camera. Not quite as impressive.
* Similar to the above, ''VideoGame/{{Fallout 4}}'' also has various finishing moves for melee attacks. However, as the game has a much heavier emphasis on ranged combat, they're much less commonly seen.

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** Although the ranged/magic finishers aren't so much finishers as they are the original attack with slo-mo and panning camera. Not quite as impressive.
* Similar to the above, ''VideoGame/{{Fallout 4}}'' also has various finishing moves for melee attacks. However, as the game has a much heavier emphasis on ranged combat, they're much less commonly seen.
23rd Apr '17 2:49:45 PM nombretomado
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** Most of the Franchise/TalesSeries Hi-Ougis (also known as [[VideoGame/TalesOfTheAbyss Mystic Artes]] or [[VideoGame/TalesOfEternia Aurora Skills]], among other monikers) are simple {{Limit Break}}s with a [[SuperMovePortraitAttack nice illustration]]. While they trigger off of varies from game to game, with many of the most powerful only triggering when the character in question [[TurnsRed is at very low levels of health]] and can't be used on the first playthrough of a game. A few of them lean more towards being finishing moves. [[GenkiGirl Anise]]' Fever Time in ''VideoGame/TalesOfTheAbyss'' will penalize you something like 20k [[GlobalCurrency Gald]] if the enemies survive, [[CuteBruiser Presea's]] Hien Messhoujin in the Japanese port of ''VideoGame/TalesOfSymphonia'' only triggers if all other party members are down for the count, and ''VideoGame/TalesOfEternia'' has a number of true finishing move hi-ougis that will only trigger if the enemy is at low enough health to be killed by the attack. For fun, control [[FunnyForeigner Meredy]] or [[SquishyWizard Keele]] in the fight against [[BonusBoss Sekundes]] and cast [[ShoutOut Indignation when S is under 50% health]].

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** Most of the Franchise/TalesSeries ''VideoGame/TalesSeries'' Hi-Ougis (also known as [[VideoGame/TalesOfTheAbyss Mystic Artes]] or [[VideoGame/TalesOfEternia Aurora Skills]], among other monikers) are simple {{Limit Break}}s with a [[SuperMovePortraitAttack nice illustration]]. While they trigger off of varies from game to game, with many of the most powerful only triggering when the character in question [[TurnsRed is at very low levels of health]] and can't be used on the first playthrough of a game. A few of them lean more towards being finishing moves. [[GenkiGirl Anise]]' Fever Time in ''VideoGame/TalesOfTheAbyss'' will penalize you something like 20k [[GlobalCurrency Gald]] if the enemies survive, [[CuteBruiser Presea's]] Hien Messhoujin in the Japanese port of ''VideoGame/TalesOfSymphonia'' only triggers if all other party members are down for the count, and ''VideoGame/TalesOfEternia'' has a number of true finishing move hi-ougis that will only trigger if the enemy is at low enough health to be killed by the attack. For fun, control [[FunnyForeigner Meredy]] or [[SquishyWizard Keele]] in the fight against [[BonusBoss Sekundes]] and cast [[ShoutOut Indignation when S is under 50% health]].
13th Apr '17 10:49:58 AM ChaoticNovelist
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The Finishing Move is the martial arts equivalent of the ForgottenSuperweapon -- a special combat maneuver that is only ever used to cap off a battle, [[ThereIsNoKillLikeOverkill especially one that's already been won.]] It's often incredibly flashy, frequently requiring a "charge-up" time long enough that it would be impractical to use if your opponent weren't already on the ground in a bloody heap. Even without a "charge-up" time, using a Finishing Move at the beginning of a fight is often unwise (especially if ItOnlyWorksOnce), because if the enemy can counter it, they most likely will.

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The Finishing Move is the martial arts equivalent of the ForgottenSuperweapon -- a special combat maneuver that is only ever used to cap off a battle, [[ThereIsNoKillLikeOverkill especially one that's already been won.]] It's often incredibly flashy, frequently requiring a "charge-up" time long enough that it would be impractical to use if your opponent weren't already on the ground in a bloody heap. Even without a "charge-up" time, using a Finishing Move at the beginning of a fight is often unwise (especially if ItOnlyWorksOnce), because if the enemy can counter it, they most likely will.



{{Limit Break}}s in video games are usually intended as Finishing Moves, but often have different uses. Finishing Moves are also common as a natural part of gameplay in games, as opposed to being intended to be used [[ThereIsNoKillLikeOverkill when you probably don't need it]] and it's [[RuleOfCool just cool.]]

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{{Limit Break}}s in video games are usually intended as Finishing Moves, but often have different uses. Finishing Moves are also common as a natural part of gameplay in games, as opposed to being intended to be used [[ThereIsNoKillLikeOverkill when you probably don't need it]] at the end of the fight and it's [[RuleOfCool just cool.]]
11th Apr '17 7:44:21 PM Willbyr
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** ''VideoGame/SengokuBasara X'' has the "Basara KO," which works a lot like ''FistOfTheNorthStar'''s Fatal [=KOs=], and comes complete with CrowningMusicOfAwesome.

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** ''VideoGame/SengokuBasara X'' has the "Basara KO," which works a lot like ''FistOfTheNorthStar'''s ''Fist of the North Star'''s Fatal [=KOs=], and comes complete with CrowningMusicOfAwesome.
11th Apr '17 7:39:16 PM Willbyr
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* ''FistOfTheNorthStar'' contains fighting styles that pretty much consist ''entirely'' of finishing moves. The flashier ones became "Fatal KO" moves in the [=PS2=] FightingGame. The finisher most associated with Kenshiro, however, is the [[RapidFireFisticuffs Hokuto Hyakuretsu Ken]], which fires off a rapid series of attacks to every one of his opponent's {{Pressure Point}}s resulting in [[LudicrousGibs full body explosion]].

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* ''FistOfTheNorthStar'' ''Manga/FistOfTheNorthStar'' contains fighting styles that pretty much consist ''entirely'' of finishing moves. The flashier ones became "Fatal KO" moves in the [=PS2=] FightingGame. The finisher most associated with Kenshiro, however, is the [[RapidFireFisticuffs Hokuto Hyakuretsu Ken]], which fires off a rapid series of attacks to every one of his opponent's {{Pressure Point}}s resulting in [[LudicrousGibs full body explosion]].
24th Mar '17 4:30:42 AM Dravencour
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** In the 2016 ContinuityReboot, Finishing Moves called "Glory Kills" are a mainstream part of the game, and in fact recommended; to survive, you need the ammo and health packs (among other loot) that enemies drop on death, and a demon taken down with a Glory Kill drops more loot than one that you just shot to death. In the same vein, using the chainsaw not only provides a gory OneHitKill, but also results in even ''more'' loot than an ordinary Glory Kill.

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** * In VideoGame/Doom2016, the 2016 ContinuityReboot, Finishing Moves called ContinuityReboot for the series, these are known as "Glory Kills" are Kills". They're a mainstream part of the game, are always satisfying to perform, especially on the tougher, more aggravating enemies, and are in fact recommended; to recommended. To survive, you need the ammo and health packs (among other loot) that enemies drop on death, and a demon taken down with a Glory Kill drops more loot than one that you just shot to death. In the same vein, using the chainsaw not only provides a gory OneHitKill, but also results in even ''more'' loot than an ordinary Glory Kill.a metric crapton of ammo being dropped, making it a very good way to refill ammo if you're running low.
23rd Mar '17 3:52:34 PM Vir
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* ''LeagueOfLegends'' followed suit with Garen's ultimate Demacian Justice, which deals a baseline damage plus up to 40% of the targets missing health as damage. If you use it on someone who has full health it will do pretty weak damage, but if you use it on someone with low health, your victim is instantly crushed -- but unlike Axe's ult, the victim won't die if affected by death-preventing spells like Kayle's Intervention or Tryndamere's Undying Rage. Other similar abilities include Cho'Gath's "Feast", which deals a great deal of true damage and makes him grow in size and increases his maximum health if the enemy is killed by it, and Darius's "Noxian Guillotine", which deals additional damage based on bleed stacks added by his other abilities and can be repeated each time the target gets killed by it.

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* ''LeagueOfLegends'' ''VideoGame/LeagueOfLegends'' followed suit with Garen's ultimate Demacian Justice, which deals a baseline damage plus up to 40% of the targets missing health as damage. If you use it on someone who has full health it will do pretty weak damage, but if you use it on someone with low health, your victim is instantly crushed -- but unlike Axe's ult, the victim won't die if affected by death-preventing spells like Kayle's Intervention or Tryndamere's Undying Rage. Other similar abilities include Cho'Gath's "Feast", which deals a great deal of true damage and makes him grow in size and increases his maximum health if the enemy is killed by it, and Darius's "Noxian Guillotine", which deals additional damage based on bleed stacks added by his other abilities and can be repeated each time the target gets killed by it.
15th Mar '17 7:01:18 PM nombretomado
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* The ''lucha libre'' kids from MuchaLucha settle almost all of their fights by [[SingleStrokeBattle flinging opposing finishing moves at each other]]. This is, of course, because [[DontTryThisAtHome the network won't let them show actual, dangerous wrestling]].

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* The ''lucha libre'' kids from MuchaLucha ''WesternAnimation/MuchaLucha'' settle almost all of their fights by [[SingleStrokeBattle flinging opposing finishing moves at each other]]. This is, of course, because [[DontTryThisAtHome the network won't let them show actual, dangerous wrestling]].
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