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* In ''{{Naruto}}'' the titular character uses his shadow clones to do this to Kiba in the Chunin exams.

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* In ''{{Naruto}}'' ''Manga/{{Naruto}}'' the titular character uses his shadow clones to do this to Kiba in the Chunin exams.
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In a [[FightingGame fighting game]], one fighter initiates a combo by launching his opponent into the air with a strong attack, then following up with a combo or [[MeteorMove meteor move]]. This is a good strategy in many 3D fighting games, as most characters have limited air options and, in many series, can't defend when airborne. Of course, because of varying movesets among characters and series, some characters are better at it than others.

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In a [[FightingGame fighting game]], FightingGame, one fighter initiates a combo by launching his opponent into the air with a strong attack, then following up with a combo or [[MeteorMove meteor move]].MeteorMove. This is a good strategy in many 3D fighting games, as most characters have limited air options and, in many series, can't defend when airborne. Of course, because of varying movesets among characters and series, some characters are better at it than others.
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* A key move for each character in ''FistOfTheNorthStar'' is an attack that launches the enemy into the wall.

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* A key move for each character in ''FistOfTheNorthStar'' ''Manga/FistOfTheNorthStar'' is an attack that launches the enemy into the wall.
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*In ''VideoGame/XenobladeChronicles2'' certain attacks can deal the effect Launch, which can be inflicted on a Toppled enemy, as part of a Driver Combo.
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* In ''VideoGame/MugenSouls'', you can use offensive skills with "Float" capabilities on enemies where you launch them up in the air and hopefully hit the objects up in the air. If you're at [[ThemeMusicPowerUp Fever Time]] and you hit them at one of the four blue spheres floating in the air, and say hello to ''a lot of money'' dropping to you.

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* In ''VideoGame/MugenSouls'', you can use offensive skills with a "Float" capabilities effect on enemies where you launch them up in the air and hopefully hit the objects up in the air. If you're at [[ThemeMusicPowerUp Fever Time]] and you hit them at one of the four blue spheres floating in the air, and say hello to ''a lot of money'' dropping to you.
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* In ''VideoGame/MugenSouls'', there are a few moves you can use on enemies where you launch them up in the air and hopefully hit the objects up in the air. If you're at [[ThemeMusicPowerUp Fever Time]] and you hit them at one of the four spheres floating in the air, say hello to ''a lot of money'' dropping to you.

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* In ''VideoGame/MugenSouls'', there are a few moves you can use offensive skills with "Float" capabilities on enemies where you launch them up in the air and hopefully hit the objects up in the air. If you're at [[ThemeMusicPowerUp Fever Time]] and you hit them at one of the four blue spheres floating in the air, and say hello to ''a lot of money'' dropping to you.
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* Each class in ''DungeonFighterOnline'' starts out with one of these.

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* Each class in ''DungeonFighterOnline'' ''VideoGame/DungeonFighterOnline'' starts out with one of these.
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* In the ''VideoGame/{{Tekken}}'' series, Jun/Asuka might as well call 2 (or right punch) the launcher button, Mishimas have their Wind God Fist options, etc.

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* In the ''VideoGame/{{Tekken}}'' series, Jun/Asuka might as well call 2 (or right punch) the launcher button, Mishimas have their Wind God Fist options, etc. As the series' central gimmick is juggle combos, this is a key element.
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* ''SonicUnleashed'' has the Sho-Hog-Ken, to the amusement of all ''Street Fighter'' players in the vicinity.

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* ''SonicUnleashed'' ''VideoGame/SonicUnleashed'' has the Sho-Hog-Ken, to the amusement of all ''Street Fighter'' players in the vicinity.



* In ''MugenSouls'', there are a few moves you can use on enemies where you launch them up in the air and hopefully hit the objects up in the air. If you're at [[ThemeMusicPowerUp Fever Time]] and you hit them at one of the four spheres floating in the air, say hello to ''a lot of money'' dropping to you.

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* In ''MugenSouls'', ''VideoGame/MugenSouls'', there are a few moves you can use on enemies where you launch them up in the air and hopefully hit the objects up in the air. If you're at [[ThemeMusicPowerUp Fever Time]] and you hit them at one of the four spheres floating in the air, say hello to ''a lot of money'' dropping to you.

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* The [[TropeCodifier trope codifier]] is arguably ''VideoGame/DevilMayCry'', which had a lot of hype by introducing the "High Time" move, after which you could stylishly suspend enemies in the air with sustained gunfire. Sequels later introduced air combos, and a number of action games since, from ''VideoGame/{{Bayonetta}}'' to ''VideoGame/GodOfWar'' have their own dedicated air launchers.

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* The [[TropeCodifier trope codifier]] A fundamental move in most fighters in VideoGame/MarvelVsCapcom games games.
** ''VideoGame/MarvelSuperHeroes''
is arguably ''VideoGame/DevilMayCry'', the TropeCodifier, while the previous game in the series, ''VideoGame/XMenChildrenOfTheAtom'' allowed for launchers and air combos, possibly serving as the UrExample of the trope, ''MSH'' was designed around it with the "Aerial Rave" system which had characters automatically super jump after a launcher just by pressing up. Something later games in the series adopted.
**''VideoGame/MarvelVsCapcom3'' actually assigns a ''VideoGame/GuiltyGear''-style launcher button as part of its simplification of the standard Capcom control scheme.
* ''VideoGame/DevilMayCry''
had a lot of hype by introducing the "High Time" move, after which you could stylishly suspend enemies in the air with sustained gunfire. Sequels later introduced air combos, and a number of action games since, from ''VideoGame/{{Bayonetta}}'' to ''VideoGame/GodOfWar'' have their own dedicated air launchers.



* A fundamental move in most fighters in VideoGame/CapcomVsWhatever games. Every character in ''VideoGame/MarvelVsCapcom2'' has one, where they set up infinite Air Combos. ''VideoGame/MarvelVsCapcom3'' actually assigns a ''VideoGame/GuiltyGear''-style launcher button as part of its simplification of the standard Capcom control scheme.
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* A fundamental move in most fighters in CapcomVsWhatever games. Every character in ''VideoGame/MarvelVsCapcom2'' has one, where they set up infinite Air Combos. ''VideoGame/MarvelVsCapcom3'' actually assigns a ''VideoGame/GuiltyGear''-style launcher button as part of its simplification of the standard Capcom control scheme.

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* A fundamental move in most fighters in CapcomVsWhatever VideoGame/CapcomVsWhatever games. Every character in ''VideoGame/MarvelVsCapcom2'' has one, where they set up infinite Air Combos. ''VideoGame/MarvelVsCapcom3'' actually assigns a ''VideoGame/GuiltyGear''-style launcher button as part of its simplification of the standard Capcom control scheme.
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* In the ''{{Tekken}}'' series, Jun/Asuka might as well call 2 (or right punch) the launcher button, Mishimas have their Wind God Fist options, etc.

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* In the ''{{Tekken}}'' ''VideoGame/{{Tekken}}'' series, Jun/Asuka might as well call 2 (or right punch) the launcher button, Mishimas have their Wind God Fist options, etc.
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* [[spoiler:Henry]] of ''NoMoreHeroes'' does this '''twice''' to start off his Meteor Move.

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* [[spoiler:Henry]] of ''NoMoreHeroes'' ''VideoGame/NoMoreHeroes'' does this '''twice''' to start off his Meteor Move.
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* ''ViewtifulJoe'': "Up you go, fella!"
* In the ''SoulSeries'' every character has at least one on d/fB (kind of like its sister series Tekken). Unlike Tekken, there are a heap of other over the top ones sprinkled about, especially in Cervantes' moveset. The game encourages Meteor Moves over Air Combos, however, as after one hit in midair you can control your character's fall.

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* ''ViewtifulJoe'': ''VideoGame/ViewtifulJoe'': "Up you go, fella!"
* In the ''SoulSeries'' ''VideoGame/SoulSeries'' every character has at least one on d/fB (kind of like its sister series Tekken). Unlike Tekken, there are a heap of other over the top ones sprinkled about, especially in Cervantes' moveset. The game encourages Meteor Moves over Air Combos, however, as after one hit in midair you can control your character's fall.
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* ''VideoGame/RivalsOfAether'', having nearly identical gameplay mechanics to ''VideoGame/SuperSmashBros'', also relies heavily on this trope.
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* ''NinjaGaiden'''s Ryu Hayabusa uses this to precede an [[SpinningPiledriver Izuna Drop]].

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* ''NinjaGaiden'''s ''VideoGame/NinjaGaiden'''s Ryu Hayabusa uses this to precede an [[SpinningPiledriver Izuna Drop]].
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* In ''[[VideoGame/GundamVsSeries Gundam Extreme Vs.]]'', the Back + Melee command is a launcher for most machines; a few eschew this in favor of other moves, like [[GGundam God Gundam]]'s [[DoppelgangerSpin God Shadow]] or [[GundamSeedAstray Red Frame]]'s CounterAttack.

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* In ''[[VideoGame/GundamVsSeries Gundam Extreme Vs.]]'', the Back + Melee command is a launcher for most machines; a few eschew this in favor of other moves, like [[GGundam [[Anime/MobileFighterGGundam God Gundam]]'s [[DoppelgangerSpin God Shadow]] or [[GundamSeedAstray [[Manga/MobileSuitGundamSeedAstray Red Frame]]'s CounterAttack.
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* A fundamental move in most fighters in CapcomVsWhatever games. Every character in ''VideoGame/MarvelVsCapcom2'' has one, where they set up infinite Air Combos. ''VideoGame/MarvelVsCapcom3'' actually assigns a ''GuiltyGear''-style launcher button as part of its simplification of the standard Capcom control scheme.

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* A fundamental move in most fighters in CapcomVsWhatever games. Every character in ''VideoGame/MarvelVsCapcom2'' has one, where they set up infinite Air Combos. ''VideoGame/MarvelVsCapcom3'' actually assigns a ''GuiltyGear''-style ''VideoGame/GuiltyGear''-style launcher button as part of its simplification of the standard Capcom control scheme.
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* In ''[[GundamVsSeries Gundam Extreme Vs.]]'', the Back + Melee command is a launcher for most machines; a few eschew this in favor of other moves, like [[GGundam God Gundam]]'s [[DoppelgangerSpin God Shadow]] or [[GundamSeedAstray Red Frame]]'s CounterAttack.

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* In ''[[GundamVsSeries ''[[VideoGame/GundamVsSeries Gundam Extreme Vs.]]'', the Back + Melee command is a launcher for most machines; a few eschew this in favor of other moves, like [[GGundam God Gundam]]'s [[DoppelgangerSpin God Shadow]] or [[GundamSeedAstray Red Frame]]'s CounterAttack.
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* Given its connection to Tekken, it's not surprising that most characters in the 3D BeatEmUp ''VideoGame/UrbanReign'' have launcher moves that can be followed with further hits to juggle an opponent. Fortunately for the one on the receiving end, they can escape them with a well-timed press of the Dodge button.

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* Given its connection to Tekken, it's not surprising that most characters in the 3D BeatEmUp ''VideoGame/UrbanReign'' have launcher moves that can be followed with further hits to juggle an opponent. Fortunately for the one whoever's on the receiving end, they the follow-up attacks can escape them be escaped with a well-timed press of the Dodge button.
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* Given its connection to Tekken, it's not surprising that most characters in the 3D BeatEmUp ''VideoGame/UrbanReign'' have launcher moves that can be followed with further hits to juggle an opponent. Fortunately for the one on the receiving end, they can escape them with a well-timed press of the Dodge button.
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* Later installments of the ''VideoGame/DeadOrAlive'' series have something called "critical state" where certain attacks that hit someone in this state can become launcher moves. Additionally, many characters also have straight up launcher moves that don't require critical state. These are very important as being airborne is the only time an opponent cannot attempt a [[ComboBreaker counter hold]].
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* ''VideoGame/DynastyWarriorsGundam'' gives each ace suit at least one launcher. Their effectiveness greatly decreases on higher difficulty levels (and become an [[AwesomeButImpractical outright liability]] on the highest levels), as enemy aces tend to recover then boost away and/or counterattack before the player can follow up with an aerial attack of their own.
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* ''VideoGame/TheMatrixPathOfNeo'' has kicks, uppercuts and throws to start off, continue and finish air combos.
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* One of the most significant differences between Simon and Trevor in ''CastlevaniaJudgment'' is Simon's high reliance on launcher combos, while Trevor prefers hard hits that keep the opponent grounded.

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* One of the most significant differences between Simon and Trevor in ''CastlevaniaJudgment'' ''VideoGame/CastlevaniaJudgment'' is Simon's high reliance on launcher combos, while Trevor prefers hard hits that keep the opponent grounded.



** This is also the case in NamcoXCapcom and ProjectXZone.

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** This is also the case in NamcoXCapcom ''VideoGame/NamcoXCapcom'' and ProjectXZone.''VideoGame/ProjectXZone''.
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* This is one of the key factors to winning in ''SonicBattle'' if you don't have good specials. Or if you're slow. It's done either with an 'upper' attack, slamming an opponent into a wall, or several other moves.

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* This is one of the key factors to winning in ''SonicBattle'' ''VideoGame/SonicBattle'' if you don't have good specials. Or if you're slow. It's done either with an 'upper' attack, slamming an opponent into a wall, or several other moves.
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* in ''{{X-Men Next Dimension}}'', a fighting game, these are called "Air Seeks".

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* in ''{{X-Men Next Dimension}}'', ''VideoGame/XMenNextDimension'', a fighting game, these are called "Air Seeks".
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* The second ''VideoGame/{{Xenosaga}}'' game had launcher moves as well as attacks that would only be used on airborne or knocked-down targets. The fact that it uses turn-based combat was somewhat hilarious if you took a while planning your attacks while the enemy was frozen in midair...

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* The second ''VideoGame/{{Xenosaga}}'' game had launcher moves as well as attacks that would only be used on airborne or knocked-down targets. The fact that it uses turn-based combat TurnBasedCombat was somewhat hilarious if you took a while planning your attacks while the enemy was frozen in midair...
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* Most sandbox superhero games have this, such as ''VideoGame/{{Spider-Man}}'' and ''VideoGame/{{Prototype}}''.
* ''DragonBall'' and related games have quite a bit of this.

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* Most sandbox superhero games have this, such as ''VideoGame/{{Spider-Man}}'' ''VideoGame/SpiderMan'' and ''VideoGame/{{Prototype}}''.
* ''DragonBall'' ''Franchise/DragonBall'' and related games have quite a bit of this.
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* A fundamental move in most fighters in CapcomVsWhatever games. Almost every character in ''VideoGame/MarvelVsCapcom2'' has one, where they set up infinite Air Combos. ''VideoGame/MarvelVsCapcom3'' actually assigns a ''GuiltyGear''-style launcher button as part of its simplification of the standard Capcom control scheme.

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* A fundamental move in most fighters in CapcomVsWhatever games. Almost every Every character in ''VideoGame/MarvelVsCapcom2'' has one, where they set up infinite Air Combos. ''VideoGame/MarvelVsCapcom3'' actually assigns a ''GuiltyGear''-style launcher button as part of its simplification of the standard Capcom control scheme.

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