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* ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' and ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora's Mask]]'' both have [=ReDeads=] and Gibdos, the latter of which is essentially the former wrapped up as a mummy (though it debuted as early in the series as [[VideoGame/TheLegendOfZelda1 the NES original]]). To a lesser extent, Lizalfos and Dinolfos share the same patterns and attacks. And for the brief time he is playable in ''Majora's Mask'', Kafei has identical animations to Link, from walking to flinching. This was done to easily incorporate his playability into the engine.

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* ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' and ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora's Mask]]'' both have [=ReDeads=] and Gibdos, the latter of which is essentially the former wrapped up as a mummy (though it debuted as early in the series as [[VideoGame/TheLegendOfZelda1 [[VideoGame/TheLegendOfZeldaI the NES original]]). To a lesser extent, Lizalfos and Dinolfos share the same patterns and attacks. And for the brief time he is playable in ''Majora's Mask'', Kafei has identical animations to Link, from walking to flinching. This was done to easily incorporate his playability into the engine.
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** ''VideoGame/PokemonSwordAndShield'' gives us the box Legendaries Zacian and Zamazenta, two wolves whose stats are exactly the same as one another, whose LevelUp moves are almost exactly the same, and whose signature moves of Behemoth Blade and Behemoth Bash are ''completely identical'' in terms of function. The differences happen to be their primary typings and when in their Crowned forms, their stats change to be quite different from one another, with Zacian gaining much higher Attack and a bit higher Speed and Zamazenta gaining much higher Defense and Special Defense and a bit lower Speed.

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** ''VideoGame/PokemonSwordAndShield'' gives us the box Legendaries Zacian and Zamazenta, two wolves whose stats are exactly the same as one another, whose LevelUp moves upon levelling up are almost exactly the same, and whose signature moves of Behemoth Blade and Behemoth Bash are ''completely identical'' in terms of function. The differences happen to be their primary typings and when in their Crowned forms, their stats change to be quite different from one another, with Zacian gaining much higher Attack and a bit higher Speed and Zamazenta gaining much higher Defense and Special Defense and a bit lower Speed.
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Compare CosmeticallyDifferentSides. Contrast DittoFighter, where a character copies ''every'' character he fights against. Supertrope of {{Shotoclone}}, which refers to this phenomenon affecting a particular character archetype.

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Compare CosmeticallyDifferentSides. Contrast DittoFighter, where a character copies ''every'' character he fights against. Supertrope of {{Shotoclone}}, which refers to this phenomenon affecting a particular character archetype.
archetype. A MultiSlotCharacter might have their multiple incarnations be this trope.
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* ''VideoGame/GalaxyAngel II'' combines this with {{Expy}}. Apricot, Milfeulle's younger sister, is JackOfAllStats, just like Milfie was, but for most of the first game, Milfie is retired from the military and is now a BarrierMaiden and DamselInDistress. [[spoiler:In the end of that game, when she's freed, she and the Moon Angels join up with the Rune Angels and you can control both at the same time.]]

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* ''VideoGame/GalaxyAngel II'' ''VideoGame/GalaxyAngelII'' combines this with {{Expy}}. Apricot, Milfeulle's younger sister, is JackOfAllStats, just like Milfie was, was in the ''VideoGame/GalaxyAngel'' original trilogy, but for most of the first game, Milfie is retired from the military and is now a BarrierMaiden and DamselInDistress. [[spoiler:In the end of that game, when she's freed, she and the Moon Angels join up with the Rune Angels and you can control both at the same time.]]
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-->-- '''[[VideoGame/KidIcarusUprising Viridi]]''', ''[[VideoGame/SuperSmashBrosForNintendo3DSAndWiiU Super Smash Bros. for Wii U]]'' [[note]]This was before [[HilariousInHindsight Chrom became playable]] in ''VideoGame/SuperSmashBrosUltimate'', albeit as an Echo Fighter of [[VideoGame/FireEmblemTheBindingBlade Roy]]... with Ike's up-B Aether.[[/note]]

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-->-- '''[[VideoGame/KidIcarusUprising Viridi]]''', ''[[VideoGame/SuperSmashBrosForNintendo3DSAndWiiU Super Smash Bros. for Wii U]]'' [[note]]This was before [[HilariousInHindsight Chrom became playable]] in ''VideoGame/SuperSmashBrosUltimate'', albeit as an Echo Fighter of [[VideoGame/FireEmblemTheBindingBlade Roy]]... [[{{Irony}} with Ike's up-B Aether.Aether recovery move, the move Palutena claimed he lacked]].[[/note]]

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Added Chrom (Smash Bros. Ultimate) and Nidoking/Nidoqueen (Pokemon)


** [[VideoGame/FireEmblemShadowDragonAndTheBladeOfLight Marth]], a spacing-oriented character with a devastating "sweetspot" for his attacks at the very tip of his blade, has two clones, [[VideoGame/FireEmblemTheBindingBlade Roy]] and [[VideoGame/FireEmblemAwakening Lucina]]. In ''Melee'', Roy recycles Marth's animations but his sword is heavier and [[FlamingSword on fire]], giving his attacks slightly different properties -- in particular his neutral-B attack can be charged to devastating effect, his Counter operates differently, and he does the most damage with the base of his blade instead of the tip. When he returned in the fourth game's DLC, several moves were tweaked or replaced to make him less like Marth. Meanwhile, Lucina ([[SlidingScaleOfGameplayAndStoryIntegration as a descendant and impersonator of Marth]]) is almost identical to him, only lacking the sweetspot on the tip of her sword, allowing her to deal equal damage with every part of the blade.

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** [[VideoGame/FireEmblemShadowDragonAndTheBladeOfLight Marth]], a spacing-oriented character with a devastating "sweetspot" for his attacks at the very tip of his blade, has two clones, [[VideoGame/FireEmblemTheBindingBlade Roy]] and [[VideoGame/FireEmblemAwakening Lucina]]. In ''Melee'', Roy recycles Marth's animations but his sword is heavier and [[FlamingSword on fire]], giving his attacks slightly different properties -- in particular his neutral-B attack can be charged to devastating effect, his Counter operates differently, and he does the most damage with the base of his blade instead of the tip. When he returned in the fourth game's DLC, several moves were tweaked or replaced to make him less like Marth. Meanwhile, Lucina ([[SlidingScaleOfGameplayAndStoryIntegration as a descendant and impersonator of Marth]]) is almost identical to him, only lacking the sweetspot on the tip of her sword, allowing her to deal equal damage with every part of the blade. In ''Ultimate'', Roy gets his own direct clone in [[VideoGame/FireEmblemAwakening Chron]], who, like Lucina, uses a balanced blade with an average damage output of Roy's sweetspots and sourspots. Since this leads to Chrom's damage output being higher on average than Lucina's, he is also somewhat handicapped by a less effective recovery.


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** Nidoking and Nidoqueen are the gender-exclusive final forms of Nidoran, sharing a Poison/Ground typing, abilities and monster-like appearance. They differ mainly in stats, where Nidoking has higher attacking stats while Nidoqueen has higher defenses. Additionally Nidoqueen and its pre-evolution Nidorina cannot produce an Egg - due to Pokemon's breeding mechanics, this means the only way to get a Nidoran egg of either gender is to breed Nidoking with Ditto.
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** Luigi has often been a clone to Mario's throughout the games, though whatever rivalry is there is questionable. In both versions of ''VideoGame/SuperMarioBros2'' (the Japanese one known as ''[[VideoGame/SuperMarioBrosTheLostLevels The Lost Levels]]'' outside Japan), as well as the UsefulNotes/GameBoyAdvance version of ''VideoGame/SuperMarioWorld'' and all of his 3D appearances (''VideoGame/SuperMarioGalaxy'', ''VideoGame/SuperMarioGalaxy2'', ''VideoGame/SuperMario3DLand'' and ''VideoGame/SuperMario3DWorld''), Luigi is slightly faster and jumps higher than Mario, but has poorer traction.

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** Luigi has often been a clone to Mario's throughout the games, though whatever rivalry is there is questionable. In both versions of ''VideoGame/SuperMarioBros2'' (the Japanese one known as ''[[VideoGame/SuperMarioBrosTheLostLevels The Lost Levels]]'' outside Japan), as well as the UsefulNotes/GameBoyAdvance version of ''VideoGame/SuperMarioWorld'' and all of his 3D appearances (''VideoGame/SuperMarioGalaxy'', ''VideoGame/SuperMarioGalaxy2'', ''VideoGame/SuperMario3DLand'' and ''VideoGame/SuperMario3DWorld''), Luigi is slightly faster and jumps higher than Mario, but has poorer traction.traction (these differences are also carried over to ''VideoGame/SuperSmashBros'').
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** Shuyin, the BigBad in ''VideoGame/FinalFantasyX2'' looks very similar to the previous game's hero, Tidus, and even fights exactly like him in the final battle. The reason for this is Tidus, [[spoiler: who was made up by the Fayth]], was made to look like Shuyin, who was an actual person.
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Blade On A Stick has been disambiguated


** Kilik and Seong Mi-na also shared a lot of moves in ''Soulcalibur'' in spite of their [[MartialArtsStaff different]] [[BladeOnAStick weapons]], but differentiated more and more with each subsequent sequel. Seong Mi-na's moves are straightforward and have changed the least, while Kilik gained a focus on range and punishing opponents' mistakes. This is partially justified in that Mi-na trained under both Kong Xiuqiang (a former monk of the Ling-Sheng Su Temple [[spoiler:and the father of Xianglian and Xianghua]] who would've inherited Kilik's Kali-Yuga had he not stolen the Krita-Yuga to give to his lover [[spoiler:Xiangfei]]) and Edge Master (Kilik's master). Kilik even [[LampshadeHanging notes the similarity in their styles]] when he encounters her in Mi-na's ''SCIV'' story. ''VI'' decided to further diversify them by having them inherit different moves from Xiba, [[CompositeCharacter their shared successor]] in ''V'' (Xiba being [[spoiler:Kilik's son with Xianghua who was later trained by his grandfather Kong]]).

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** Kilik and Seong Mi-na also shared a lot of moves in ''Soulcalibur'' in spite of their [[MartialArtsStaff different]] [[BladeOnAStick different weapons]], but differentiated more and more with each subsequent sequel. Seong Mi-na's moves are straightforward and have changed the least, while Kilik gained a focus on range and punishing opponents' mistakes. This is partially justified in that Mi-na trained under both Kong Xiuqiang (a former monk of the Ling-Sheng Su Temple [[spoiler:and the father of Xianglian and Xianghua]] who would've inherited Kilik's Kali-Yuga had he not stolen the Krita-Yuga to give to his lover [[spoiler:Xiangfei]]) and Edge Master (Kilik's master). Kilik even [[LampshadeHanging notes the similarity in their styles]] when he encounters her in Mi-na's ''SCIV'' story. ''VI'' decided to further diversify them by having them inherit different moves from Xiba, [[CompositeCharacter their shared successor]] in ''V'' (Xiba being [[spoiler:Kilik's son with Xianghua who was later trained by his grandfather Kong]]).



* In the first ''VideoGame/SengokuBasara'' game, Matsu used Kenshin's weapons moveset. Kasuga as well for Sasuke. In later games however Matsu and Kasuga got their own unique moves, the former using a [[BladeOnAStick naginata]] while the latter used RazorWire attached to kunai. Similarly, quite a few polearm-using characters used Toshiie or Shingen's movesets before getting their own.

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* In the first ''VideoGame/SengokuBasara'' game, Matsu used Kenshin's weapons moveset. Kasuga as well for Sasuke. In later games however Matsu and Kasuga got their own unique moves, the former using a [[BladeOnAStick naginata]] naginata while the latter used RazorWire attached to kunai. Similarly, quite a few polearm-using characters used Toshiie or Shingen's movesets before getting their own.
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* ''LightNovel/UndefeatedBahamutChronicle'':

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* ''LightNovel/UndefeatedBahamutChronicle'':''Literature/UndefeatedBahamutChronicle'':
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** The series' first four hidden characters were all moveset clones, ''in addition to'' being PaletteSwaps. In [[VideoGame/MortalKombat1 the first game]], Reptile had both Sub-Zero and Scorpion's moves while being faster [[note]]as implied by his costume: yellow and blue make green[[/note]]; the entire point of him was to use a Fatality on him to skyrocket players' scores. In the second game, Jade debuted as a clone of Kitana -- not only did they swap her palette for a new character, they had Jade keep all of Kitana's arsenal while making her able to walk faster ''and'' be immune to projectile attacks (as well as attacks like Sub-Zero's ice puddle). Alongside Jade came Smoke and Noob Saibot, both of whom were Scorpion clones who walked faster but lacked her projectile immunity. Reptile, Jade, and Noob all became very original characters pretty quickly, but it took years for Smoke to leave Scorpion's shadow in this respect. Even in his cyborg form he borrowed ''all'' his special moves from other characters. It wasn't until [[VideoGame/MortalKombat4 the fourth main game]] that the series began moving away from this means of hiding characters.

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** The series' first four hidden characters were all moveset clones, ''in addition to'' being PaletteSwaps. In [[VideoGame/MortalKombat1 [[VideoGame/MortalKombat1992 the first game]], Reptile had both Sub-Zero and Scorpion's moves while being faster [[note]]as implied by his costume: yellow and blue make green[[/note]]; the entire point of him was to use a Fatality on him to skyrocket players' scores. In the second game, Jade debuted as a clone of Kitana -- not only did they swap her palette for a new character, they had Jade keep all of Kitana's arsenal while making her able to walk faster ''and'' be immune to projectile attacks (as well as attacks like Sub-Zero's ice puddle). Alongside Jade came Smoke and Noob Saibot, both of whom were Scorpion clones who walked faster but lacked her projectile immunity. Reptile, Jade, and Noob all became very original characters pretty quickly, but it took years for Smoke to leave Scorpion's shadow in this respect. Even in his cyborg form he borrowed ''all'' his special moves from other characters. It wasn't until [[VideoGame/MortalKombat4 the fourth main game]] that the series began moving away from this means of hiding characters.
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* ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' and ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora's Mask]]'' both have [=ReDeads=] and Gibdos, the latter of which is essentially the former wrapped up as a mummy (though it debuted as early in the series as [[VideoGame/TheLegendOfZelda the NES original]]). To a lesser extent, Lizalfos and Dinolfos share the same patterns and attacks. And for the brief time he is playable in ''Majora's Mask'', Kafei has identical animations to Link, from walking to flinching. This was done to easily incorporate his playability into the engine.

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* ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' and ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora's Mask]]'' both have [=ReDeads=] and Gibdos, the latter of which is essentially the former wrapped up as a mummy (though it debuted as early in the series as [[VideoGame/TheLegendOfZelda [[VideoGame/TheLegendOfZelda1 the NES original]]). To a lesser extent, Lizalfos and Dinolfos share the same patterns and attacks. And for the brief time he is playable in ''Majora's Mask'', Kafei has identical animations to Link, from walking to flinching. This was done to easily incorporate his playability into the engine.
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trope redefinition


* ''VideoGame/{{Dragon Ball FighterZ}}'' zig-zags this trope by including two different incarnations of Goku and Vegeta on the game's roster, one as [[GoldenSuperMode Super Saiyans]] and another as [[PhysicalGod Super Saiyan Blues]]. While both versions share ''some'' attacks (mostly normal attacks, maybe one special), on the whole their movesets are fairly different because the Super Saiyan versions draw inspiration from the original ''DBZ'' while the Blue versions draw from ''Anime/DragonBallSuper''; even in the cases where the characters share special attacks, they usually have different properties. [[note]]For example, both versions of Vegeta have the Big Bang Attack, but for Super Vegeta it's a super move while Vegeta Blue has it as a regular special move.[[/note]] Of course, their sharing moves could be seen as {{justified|Trope}} since it's the same characters; Goku's fighting style and signature moves don't change just because he's operating at a different level of power. [[DownloadableContent DLC]] would later add a ''third'' version of Goku and Vegeta, this time as their base forms from the Saiyan Saga of ''Z''. As before, their movesets are remarkably different from the other playable Gokus and Vegetas due to the part of the series they represent, such as Goku having access to the Kaio-ken and Vegeta using his Galick Gun as a regular special move. The later arrival of Ultra Instinct Goku in S3 is perhaps the most notable aversion to date, with Goku instead adopting [[DifficultButAwesome a very technical style of play]] largely revolving around {{counter|Attack}}s and other defensive options (including the ability to automatically evade regular ki blasts by [[ImmuneToBullets phasing through them]] [[ImplacableMan during]] [[PowerWalk his forward walking animation]]). Even his normal ki blasts have been swapped out for the [[BlowYouAway pressurized wind]] Goku's punches are seen generating while in that state while his posture is upright and relaxed compared to the other Goku variants adopting a formal fighting stance.

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* ''VideoGame/{{Dragon Ball FighterZ}}'' zig-zags this trope by including two different incarnations of Goku and Vegeta on the game's roster, one as [[GoldenSuperMode Super Saiyans]] and another as [[PhysicalGod Super Saiyan Blues]]. While both versions share ''some'' attacks (mostly normal attacks, maybe one special), on the whole their movesets are fairly different because the Super Saiyan versions draw inspiration from the original ''DBZ'' while the Blue versions draw from ''Anime/DragonBallSuper''; even in the cases where the characters share special attacks, they usually have different properties. [[note]]For example, both versions of Vegeta have the Big Bang Attack, but for Super Vegeta it's a super move while Vegeta Blue has it as a regular special move.[[/note]] Of course, their sharing moves could be seen as {{justified|Trope}} since it's the same characters; Goku's fighting style and signature moves don't change just because he's operating at a different level of power. [[DownloadableContent DLC]] would later add a ''third'' version of Goku and Vegeta, this time as their base forms from the Saiyan Saga of ''Z''. As before, their movesets are remarkably different from the other playable Gokus and Vegetas due to the part of the series they represent, such as Goku having access to the Kaio-ken and Vegeta using his Galick Gun as a regular special move. The later arrival of Ultra Instinct Goku in S3 is perhaps the most notable aversion to date, with Goku instead adopting [[DifficultButAwesome a very technical style of play]] largely revolving around {{counter|Attack}}s and other defensive options (including the ability to automatically evade regular ki blasts by [[ImmuneToBullets phasing through them]] through]] them [[ImplacableMan during]] [[PowerWalk during his forward walking animation]]). Even his normal ki blasts have been swapped out for the [[BlowYouAway pressurized wind]] Goku's punches are seen generating while in that state while his posture is upright and relaxed compared to the other Goku variants adopting a formal fighting stance.

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* Subverted in ''VideoGame/MarvelVsCapcomClashOfSuperHeroes''. While the SecretCharacter known as Shadow Lady shares some of Chun-Li's moveset, she also has some unique moves of her own such as an electric barrier to shield herself and stun opponents, a laser beam from her palms, firing missiles from her back, and morphing her hands into a drill for a ramming attack. In this game, Shadow Lady is a Chun-Li who was [[ReforgedIntoAMinion brainwashed and forcibly]] [[UnwillingRoboticization roboticized against her will]] by Shadaloo.

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* Subverted in ''VideoGame/MarvelVsCapcomClashOfSuperHeroes''. While In ''VideoGame/MarvelVsCapcomClashOfSuperHeroes'', while the SecretCharacter known as Shadow Lady shares some of Chun-Li's moveset, she also has some unique moves of her own such as an electric barrier to shield herself and stun opponents, a laser beam from her palms, firing missiles [[MacrossMissileMassacre missiles]] from her back, and morphing her hands into a drill [[ThisIsADrill drills]] for a ramming attack. In this game, Shadow Lady she is a Chun-Li who was [[ReforgedIntoAMinion brainwashed unwillingly brainwashed]] and forcibly]] [[UnwillingRoboticization roboticized against her will]] cyborgized]] by Shadaloo.
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* ''VideoGame/KnightBewitched2'': At the end of the game, [[spoiler:Hermes turns into a demon, but uses the last of his sanity to transfer his powers to Lissandra so that she can use cleric skills to help the party. As a result, she joins the the exact same stats, skills, and equipment as Hermes]].

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A common trope seen in {{Fighting Game}}s, where two or more characters are given equal or similar abilities and moves. They may look similar, and in older games will likely be a HeadSwap and/or PaletteSwap of one another, but this is not required; indeed, in ''VideoGame/{{Tekken}}'', one human character has similar moves to a bear. Generally, if the characters aren't exactly alike, one will be comparatively quick and light, with the other slow and heavy, and a third may be balanced between the two. DivergentCharacterEvolution may serve to further differentiate such characters in sequels.

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A common trope seen in {{Fighting Game}}s, where two or more characters are given equal or similar abilities and moves. They may look similar, and in older games will likely be a HeadSwap and/or PaletteSwap of one another, but this is not required; indeed, in ''VideoGame/{{Tekken}}'', ''Franchise/{{Tekken}}'', one human character has similar moves to a bear. Generally, if the characters aren't exactly alike, one will be comparatively quick and light, with the other slow and heavy, and a third may be balanced between the two. DivergentCharacterEvolution may serve to further differentiate such characters in sequels.



If you ever hear anyone call these characters “Echo Fighters”, chances are they play ''VideoGame/SuperSmashBrosUltimate'', which marks these types of characters with that term.

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If you ever hear anyone call these characters “Echo Fighters”, "Echo Fighters", chances are they play ''VideoGame/SuperSmashBrosUltimate'', which marks these types of characters with that term.



* In the ''VideoGame/{{Tekken}}'' series:
** In the first game, aside from one or two unique moves, all unlockable characters were clones of the eight default characters (e.g. Anna as Nina's clone, Heihachi as Kazuya's clone, etc.). With the exception of Wang, they even have the same voice clips as one of the eight. ''2'' differentiated them somewhat, although their similarities still outweigh the differences. ''Tag'' gave them some unique new moves, namely side throws and sidestep-based moves. It wasn't until ''5'' that the DivergentCharacterEvolution was fully complete and they are no longer considered clones.
** A good example of this is King and Armor King. In the very first game, the latter's moveset was basically the same as King's but with the addition of Mishima's Wind God Fist (f,N,d,d/f+2) and Thunder God Fist (f,N,d,d/f+1) attacks, which (in the first two games) made him objectively superior to King, as King was effectively the same character but without those attacks. By the time of the first ''Tag'' game, however, DivergentCharacterEvolution started to kick in; Armor King's f,N,d,d/f+1 was no longer a copy of the Mishima TGF, his "WGF" was also changed from the Mishimas', though technically the same functionality wise, and he was given a new f,N,d,d/f+4 knee attack, a new SS+2 uppercut and a d/b+4 low-hitting dropkick, while King had many moves unique to him such as the Rolling Sobat (f+4), Moonsault Body Press (1+4), Deadly Boomerang kick (SS+3+4), and so on. Both of these movesets, minus Armor King's version of the WGF, would merge and form the basis of King's moveset for ''4''; since Armor King was absent from that game, King took over his moves from ''Tag''. By ''Tekken 5'', however, King's moveset was extensively overhauled with many new moves, so when Armor King returned for its upgrade, ''Dark Resurrection'', they could no longer be considered clones, nor Armor King to be an "improved copy" of King, even though they still shared a few identical moves or had many roughly equivalent moves (for example, they both possess Giant Swing and Tombstone Piledriver, with the same command/input, but these grapples have unique animations for each of them). By ''Tekken 7'' the differences are enough that their playstyle is now radically different: King has slightly better holds and mid attacks, making him more of a defensive yet mix-up character, while Armor King has the edge on pokes and whiff-punishing, making him more of a rushdown character with emphasis on poking, spacing and baiting enemy attacks that he can punish. Both Kings, however, remain with a key weakness in lacking good low hitting attacks (as their lows are slow and/or require a counter-hit in order to deal substantial damage), in order to enforce players to try for grabs more often.
** Characters who share the same slot are clones of each other. Examples include Devil/Angel and Roger/Alex in ''2'' and ''Tag'', Kuma/Panda from their debut until ''Tag 2'', and Lee/Violet in ''4'' and ''[[VideoGame/Tekken7 7]]''. Eddy/Christie, although sharing the same slot in ''4'' and vanilla ''5'', is sort of an aversion since their throws are unique, but otherwise they play this straight as their other moves are identical. When Angel and Alex returned in ''Tag 2'', they were made different from their original characters (note that Devil is now just a transformation of Kazuya).

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* In the ''VideoGame/{{Tekken}}'' ''Franchise/{{Tekken}}'' series:
** In the first game, aside from one or two unique moves, all unlockable characters were clones of the eight default characters (e.g. Anna as Nina's clone, Heihachi as Kazuya's clone, etc.). With the exception of Wang, they even have the same voice clips as one of the eight. ''2'' differentiated them somewhat, although their similarities still outweigh the differences. ''Tag'' gave them some unique new moves, namely side throws and sidestep-based moves. It wasn't until ''5'' ''[[VideoGame/Tekken5 5]]'' that the DivergentCharacterEvolution was fully complete and they are no longer considered clones.
** A good example of this is King and Armor King. In the very first game, the latter's moveset was basically the same as King's but with the addition of Mishima's Wind God Fist (f,N,d,d/f+2) and Thunder God Fist (f,N,d,d/f+1) attacks, which (in the first two games) made him objectively superior to King, as King was effectively the same character but without those attacks. By the time of the first ''Tag'' game, however, DivergentCharacterEvolution started to kick in; Armor King's f,N,d,d/f+1 was no longer a copy of the Mishima TGF, his "WGF" was also changed from the Mishimas', though technically the same functionality wise, and he was given a new f,N,d,d/f+4 knee attack, a new SS+2 uppercut and a d/b+4 low-hitting dropkick, while King had many moves unique to him such as the Rolling Sobat (f+4), Moonsault Body Press (1+4), Deadly Boomerang kick (SS+3+4), and so on. Both of these movesets, minus Armor King's version of the WGF, would merge and form the basis of King's moveset for ''4''; ''[[VideoGame/Tekken4 4]]''; since Armor King was absent from that game, King took over his moves from ''Tag''. By In ''Tekken 5'', however, King's moveset was extensively overhauled with many new moves, so when Armor King returned for its upgrade, ''Dark Resurrection'', they could no longer be considered clones, nor Armor King to be an "improved copy" of King, even though they still shared a few identical moves or had many roughly equivalent moves (for example, they both possess [[HumanHammerThrow Giant Swing Swing]] and Tombstone Piledriver, with the same command/input, but these grapples have unique animations for each of them). By ''Tekken 7'' ''VideoGame/Tekken7'' the differences are were enough that their playstyle is now radically different: King has slightly better holds and mid attacks, making him more of a defensive yet mix-up mix-up-oriented character, while Armor King has the edge on pokes and whiff-punishing, making him more of a rushdown character with emphasis on poking, spacing and baiting enemy attacks that he can punish. Both Kings, however, remain with a key weakness in lacking good low lo- hitting attacks (as their lows are slow and/or require a counter-hit in order to deal substantial damage), in order to enforce players to try for grabs more often.
** Characters who share the same slot are clones of each other. Examples include Devil/Angel and Roger/Alex in ''2'' and ''Tag'', Kuma/Panda from their debut until ''Tag 2'', and Lee/Violet in ''4'' and ''[[VideoGame/Tekken7 7]]''.''7''. Eddy/Christie, although sharing the same slot in ''4'' and vanilla ''5'', is sort of an aversion since their throws are unique, but otherwise they play this straight as their other moves are identical. When Angel and Alex returned in ''Tag 2'', they were made different from their original characters (note that Devil is now just a transformation of Kazuya).



** The Alexandra sisters (Sophitia and Cassandra) have developed along these lines as well since the latter showed up in ''SCII'' (though the latter was originally intended as a SuspiciouslySimilarSubstitute until popular demand brought back the former for the console version of ''SCII'' and subsequent sequels). When both were "retired" for ''VideoGame/SoulcaliburV'', Sophitia's children Patroklos and Pyrrha became their successors, with Pyrrha (and her [[TheCorruption malfested form]], [[SuperpoweredEvilSide Pyrrha Omega]]) drawing the most from Sophitia, while Patroklos had a more unique style and a final form inheriting Setsuka's moveset.

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** The Alexandra sisters (Sophitia and Cassandra) have developed along these lines as well since the latter showed up in ''SCII'' (though the latter was originally intended as a SuspiciouslySimilarSubstitute until popular demand brought back the former for the console version of ''SCII'' and subsequent sequels). When both were "retired" for ''VideoGame/SoulcaliburV'', Sophitia's children Patroklos and Pyrrha became their successors, with Pyrrha (and her [[TheCorruption malfested form]], [[SuperpoweredEvilSide Pyrrha Omega]]) drawing the most from Sophitia, while Patroklos had a more unique style and a final form inheriting Setsuka's moveset.



** Kilik and Seong Mi-na also shared a lot of moves in ''Soulcalibur'' in spite of their [[MartialArtsStaff different]] [[BladeOnAStick weapons]], but have differentiated more and more with each subsequent sequel. Seong Mi-na's moves are straightforward and have changed the least, while Kilik now focuses on range and punishing opponents' mistakes. This is partially justified in that Mi-na trained under both Kong Xiuqiang (a former monk of the Ling-Sheng Su Temple [[spoiler:and the father of Xianglian and Xianghua]] who would've inherited Kilik's Kali-Yuga had he not stolen the Krita-Yuga to give to his lover [[spoiler:Xiangfei]]) and Edge Master (Kilik's master). Kilik even [[LampshadeHanging notes the similarity in their styles]] when he encounters her in Mi-na's ''SCIV'' story. ''VI'' decided to further diversify them by having them inherit different moves from Xiba, [[CompositeCharacter their shared successor]] in ''V'' (Xiba being [[spoiler:Kilik's son with Xianghua who was later trained by his grandfather Kong]]).

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** Kilik and Seong Mi-na also shared a lot of moves in ''Soulcalibur'' in spite of their [[MartialArtsStaff different]] [[BladeOnAStick weapons]], but have differentiated more and more with each subsequent sequel. Seong Mi-na's moves are straightforward and have changed the least, while Kilik now focuses gained a focus on range and punishing opponents' mistakes. This is partially justified in that Mi-na trained under both Kong Xiuqiang (a former monk of the Ling-Sheng Su Temple [[spoiler:and the father of Xianglian and Xianghua]] who would've inherited Kilik's Kali-Yuga had he not stolen the Krita-Yuga to give to his lover [[spoiler:Xiangfei]]) and Edge Master (Kilik's master). Kilik even [[LampshadeHanging notes the similarity in their styles]] when he encounters her in Mi-na's ''SCIV'' story. ''VI'' decided to further diversify them by having them inherit different moves from Xiba, [[CompositeCharacter their shared successor]] in ''V'' (Xiba being [[spoiler:Kilik's son with Xianghua who was later trained by his grandfather Kong]]).



* When ''Gundam The Battle Master 2'' was brought over to the west as ''Gundam Battle Assault'', [[RegionalBonus US and European players got access to the exclusive Wing Gundam Mobile Suit to use in duels and story mode]]. But don't get too excited, Wing plays exactly the same as the Zeta Gundam, which is still available to play as in those same modes. Likewise, the Zaku II and [[AceCustom Zaku IIS]] has the exact same movelist, the only difference being that the IIS is red and moves three times faster.

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* When ''Gundam ''Gundam: The Battle Master 2'' [[RemadeForTheExport was brought over to the west as as]] ''Gundam Battle Assault'', [[RegionalBonus US U.S. and European players players]] got access to the exclusive [[Anime/MobileSuitGundamWing Wing Gundam Mobile Suit Suit]] to use in duels Duels and story mode]]. Story Mode. But don't get too excited, excited' Wing plays exactly the same as the Zeta Gundam, which is still available to play as in those same modes. Likewise, the Zaku II and [[AceCustom Zaku IIS]] has the exact same movelist, the only difference being that the IIS is red and moves three times faster.



** The trope codifiers are Ryu and Ken, having appeared in every game in the series to date. At first, they started off as clones of one another, having the exact same movesets and being merely head-swaps of one another (because the original ''VideoGame/{{Street Fighter|I}}'' had no scope for [[MirrorMatch mirror matches]], so they needed two identical characters for competitive play). During the ''VideoGame/StreetFighterII'' games, their stats, moves, and strategies [[DivergentCharacterEvolution began to differentiate]], albeit little by little each new iteration (by ''Super Turbo'' the duo had different basic attacks and special moves, whereas in ''The World Warrior'', literally the only difference is Ken's kick throw spins an extra time), but by the time the ''VideoGame/StreetFighterAlpha'' series started they had distinct backstories and [[{{Shotoclone}} extremely similar]], but not identical, abilities. Naturally, the series also includes Akuma, Sakura, and [[JokeCharacter Dan]].

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** The trope codifiers are Ryu and Ken, having appeared in every game in the series to date. At first, they started off as clones of one another, having the exact same movesets and being merely head-swaps {{head swap}}s of one another (because the original ''VideoGame/{{Street Fighter|I}}'' had no scope for [[MirrorMatch mirror matches]], so they needed two identical characters for competitive play). During the ''VideoGame/StreetFighterII'' games, their stats, moves, and strategies [[DivergentCharacterEvolution began to differentiate]], albeit little by little each new iteration (by ''Super Turbo'' the duo had different basic attacks and special moves, whereas in ''The World Warrior'', literally the only difference is Ken's kick throw spins an extra time), but by the time the ''VideoGame/StreetFighterAlpha'' series started they had distinct backstories and [[{{Shotoclone}} extremely similar]], but not identical, abilities. Naturally, the series also includes Akuma, Sakura, and [[JokeCharacter Dan]].



*** ''New Generation'' introduced Sean, a Brazilian student of Ken who was originally intended to be the sole Shoto of the ''III'' series until Creator/{{Capcom}} decided to bring back Ryu and Ken. Outside of a few atypical-for-a-Shoto traits, notably his inability to throw a fireball on command outside of his Hadou Burst Super Art, Sean mixes some Brazilian jiujitsu and [[IKnowMaddenKombat basketball]] into his attacks and also possess the ability to manually roll like Ken and Akuma could in ''Alpha''. Additionally, his Dragon Smash changes from a Shoryuken-based MeteorMove (''NG'' and ''2I'') to a two-fist uppercut with somewhat pitiful horizontal range (''3S''), presumably to highlight his inexperience as a martial artist. (To wit, Sean went from a top-tier character in ''2I'' to [[{{Nerf}} one of the worst]] in ''3S'' and is--perhaps not coincidentally--[[ButtMonkey treated as a joke in-series]] from then on.)

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*** ''New Generation'' introduced Sean, a Brazilian student of Ken who was originally intended to be the sole Shoto of the ''III'' series until Creator/{{Capcom}} decided to bring back Ryu and Ken. Outside of a few atypical-for-a-Shoto traits, notably his inability to throw a fireball on command outside of his Hadou Burst Super Art, Sean mixes some Brazilian jiujitsu and [[IKnowMaddenKombat basketball]] into his attacks and also possess the ability to manually roll like Ken and Akuma could in ''Alpha''. Additionally, his Dragon Smash changes changed from a Shoryuken-based MeteorMove (''NG'' and ''2I'') to a two-fist uppercut with somewhat pitiful horizontal range (''3S''), presumably to highlight his inexperience as a martial artist. (To wit, Sean went from a top-tier character in ''2I'' to [[{{Nerf}} one of the worst]] in ''3S'' and is--perhaps not coincidentally--[[ButtMonkey treated as a joke in-series]] from then on.)



* As mentioned above, Ryo Sakazaki and Robert Garcia in the ''VideoGame/ArtOfFighting'' series (and ''VideoGame/TheKingOfFighters'' by extension), which also has Yuri and Takuma/Mr. Karate, respectively. Not unlike the Shotos of ''Franchise/StreetFighter'', they're all practitioners of the same martial art (Kyokugen), though each has been trained in a different discipline, resulting in differences like Robert relying primarily on kicks (to the point that in ''VideoGame/NeoGeoBattleColiseum'' and ''KOF XI'', a WhatIf version of him based on ''VideoGame/GarouMarkOfTheWolves'' generates projectiles with his legs). Additionally, Yuri is largely self-taught and therefore relies on improvised techniques, many of which are parodies of attacks used by her ''SF'' counterparts. Takuma falls in and out of this trope the most, despite (or perhaps because of) his mastery of Kyokugen; he usually lacks the others' {{Shoryuken}} analogue but has access to unique moves like his Shoran Kyaku command grab, whereas his (Serious) Mr. Karate persona seen in ''VideoGame/SNKVsCapcomSVCChaos'' and ''KOF XIII'' plays more like fellow Kyokugen karateka [[VideoGame/GarouMarkOfTheWolves Khushnood Butt/Marco Rodriguez]] (such as having normal and super variants of [[{{Shoryuken}} Kohou]]) but with additional, Akuma-esque quirks.
* ''VideoGame/TheKingOfFighters'':

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* As mentioned above, Ryo Sakazaki and Robert Garcia in the ''VideoGame/ArtOfFighting'' series (and ''VideoGame/TheKingOfFighters'' by extension), which also has Yuri and Takuma/Mr. Karate, respectively. Not unlike the Shotos of ''Franchise/StreetFighter'', they're all practitioners of the same martial art (Kyokugen), though each has been trained in a different discipline, resulting in differences like Robert relying primarily on kicks (to the point that in ''VideoGame/NeoGeoBattleColiseum'' and ''KOF XI'', ''[[VideoGame/TheKingOfFightersXI KOF XI]]'', a WhatIf version of him based on ''VideoGame/GarouMarkOfTheWolves'' generates projectiles with his legs). Additionally, Yuri is largely self-taught and therefore relies on improvised techniques, many of which are parodies of attacks used by her ''SF'' counterparts. Takuma falls in and out of this trope the most, despite (or perhaps because of) his mastery of Kyokugen; he usually lacks the others' {{Shoryuken}} analogue but has access to unique moves like his Shoran Kyaku command grab, whereas his (Serious) Mr. Karate persona seen in ''VideoGame/SNKVsCapcomSVCChaos'' and ''KOF XIII'' ''[[VideoGame/TheKingOfFightersXIII KOF XIII]]'' plays more like fellow Kyokugen karateka [[VideoGame/GarouMarkOfTheWolves Khushnood Butt/Marco Rodriguez]] (such as having normal and super variants of [[{{Shoryuken}} Kohou]]) but with additional, Akuma-esque quirks.
* ''VideoGame/TheKingOfFighters'':''Franchise/TheKingOfFighters'':



** Non-protagonist examples from the same series are Ralf and Clark, and Mature and Vice. Ralf and Clark, the PaletteSwap heroes of ''VideoGame/IkariWarriors'', started out as head swaps with differing intros, winposes, throws, knockdown moves, effects on one of their shared attacks, and desperation moves. Nowadays, it's hard to imagine these two were ever that similar, especially with their different [[SignatureMove signature moves]], [[GoodOldFisticuffs Ralf's Vulcan Punch]] and [[WrestlerInAllOfUs Clark's Super Argentine Backbreaker]]. Mature and Vice, on the other hand, shared outfits, normal moves, throws, and one special move (a command throw) in their ''[='96=]'' debut. Like the Ikari Warriors, their ''[='98=]'' return had them undergo DivergentCharacterEvolution such that all that remained the same were their weak punches and throws.
** Shingo may not have flames, but his fighting style is similar enough to Kyo and Iori, though his personal twists to the moves make him [[LethalJokeCharacter more than]] just a carbon copy of Kyo. In-story, Shingo observed and took notes on Kyo's fighting style but (as a non-Kusanagi) was not formally trained in their ancestral martial arts, explaining the various botched and incomplete attacks. While Shingo would later would be taken under the wing of Kyo's father between the events of ''2001'' and ''2003'', Saisyu's instruction seemingly didn't do much to improve his form--though he'll occasionally hallucinate that he's actually shooting fire in ''2003''.
** An interesting example with Ash Crimson. His design and playstyle meant to evoke Remy from ''VideoGame/StreetFighterIII: 3rd Strike'' (a sort of counter-TakeThat, as Remy was designed to resemble Iori), Ash therefore plays like your basic charge-type character, with only a few tweaks to the tried-and-true template associated with [[VideoGame/StreetFighterII Guile]]. However, the fact that he's using these types of moves with [[PlayingWithFire pyrokinesis]] gives his moveset a distinct resemblance to that of Kain R. Heinlein from ''VideoGame/GarouMarkOfTheWolves''. Most notably, Ash's Thermidor is ''exactly'' the same as Kain's Himmlischer Steele, both supers manifesting as a large sphere of flame that slowly creeps across the screen. The fact that Ash made his debut in ''KOF 2003'', the same game where ''[=MotW=]''-era characters and other elements (like Terry's "Wild Wolf" look) were brought into the fold, makes these similarities all the more eyebrow-raising.

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** Non-protagonist examples from the same series are Ralf and Clark, and Mature and Vice. Ralf and Clark, the PaletteSwap heroes of ''VideoGame/IkariWarriors'', started out as head swaps with differing intros, winposes, throws, knockdown moves, effects on one of their shared attacks, and desperation moves. Nowadays, it's hard to imagine these two were ever that similar, especially with their different [[SignatureMove signature moves]], [[GoodOldFisticuffs Ralf's Vulcan Punch]] and [[WrestlerInAllOfUs Clark's Super Argentine Backbreaker]]. Mature and Vice, on the other hand, shared outfits, normal moves, throws, and one special move (a command throw) in their ''[='96=]'' ''[[VideoGame/TheKingOfFighters96 '96]]'' debut. Like the Ikari Warriors, their ''[='98=]'' ''[[VideoGame/TheKingOfFighters98 '98]]'' return had them undergo DivergentCharacterEvolution such that all that remained the same were their weak punches and throws.
** Shingo may not have flames, but his fighting style is similar enough to Kyo and Iori, though his personal twists to the moves make him [[LethalJokeCharacter more than]] just a carbon copy of Kyo. In-story, Shingo observed and took notes on Kyo's fighting style but (as a non-Kusanagi) was not formally trained in their ancestral martial arts, explaining the various botched and incomplete attacks. While Shingo would later would be taken under the wing of Kyo's father between the events of ''2001'' ''[[VideoGame/TheKingOfFighters2001 2001]]'' and ''2003'', ''[[VideoGame/TheKingOfFighters2003 2003]]'', Saisyu's instruction seemingly didn't do much to improve his form--though he'll occasionally hallucinate that he's actually shooting fire in ''2003''.
** An interesting example with Ash Crimson. His design and playstyle are meant to evoke Remy from ''VideoGame/StreetFighterIII: 3rd Strike'' (a sort of counter-TakeThat, as Remy was designed to resemble Iori), Ash therefore plays like your basic charge-type character, with only a few tweaks to the tried-and-true template associated with [[VideoGame/StreetFighterII Guile]]. However, the fact that he's using these types of moves with [[PlayingWithFire pyrokinesis]] gives his moveset a distinct resemblance to that of Kain R. Heinlein from ''VideoGame/GarouMarkOfTheWolves''. Most notably, Ash's Thermidor is ''exactly'' the same as Kain's Himmlischer Steele, both supers manifesting as a large sphere of flame that slowly creeps across the screen. The fact that Ash made his debut in ''KOF 2003'', the same game where ''[=MotW=]''-era characters and other elements (like Terry's "Wild Wolf" look) were brought into the fold, makes these similarities all the more eyebrow-raising.



** ''KOF XIV'' would introduce Kim's master Gang-il, who not only uses [[MightyGlacier harder-hitting]] versions of some of Kim's attacks and can perform his Rangetsuzan in midair but also [[CompositeCharacter employs several moves formerly exclusive to Kim's sons]] in ''Garou''.
** A particularly odd case comes within the duo of K9999 and Nameless - the former appeared in both ''2001'' and ''2002'', yet skipped ''2002'''s UpdatedRerelease in favor of the latter, who has visually different yet functionally identical equivalents to his predecessor. The prevalent theory was that K9999 got ScrewedByTheLawyers, more specifically those of ''Manga/{{AKIRA}}'' creator Creator/KatsuhiroOtomo, and had to be replaced. [[spoiler:Then K9999 came back, as [[PaperThinDisguise Krohnen]], for real in ''XV'', whereas Nameless remained in relative limbo before being brought BackForTheDead in the mobile spinoff ''KOF All-Star''.]]

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** ''KOF XIV'' ''[[VideoGame/TheKingOfFightersXIV KOF XIV]]'' would introduce Kim's master Gang-il, who not only uses [[MightyGlacier harder-hitting]] versions of some of Kim's attacks and can perform his Rangetsuzan in midair but also [[CompositeCharacter employs several moves formerly exclusive to Kim's sons]] in ''Garou''.
** A particularly odd case comes within the duo of K9999 and Nameless - -- the former appeared in both ''2001'' and ''2002'', ''[[VideoGame/TheKingOfFighters2002 2002]]'', yet skipped ''2002'''s UpdatedRerelease in favor of the latter, who has visually different yet functionally identical equivalents to his predecessor. The prevalent theory was that K9999 got ScrewedByTheLawyers, more specifically those of ''Manga/{{AKIRA}}'' creator Creator/KatsuhiroOtomo, [[BuryYourArt and had to be replaced. be]] [[SuspiciouslySimilarSubstitute replaced]]. [[spoiler:Then K9999 came back, as [[CharlieBrownFromOuttaTown as]] [[PaperThinDisguise Krohnen]], for real in ''XV'', ''[[VideoGame/TheKingOfFightersXV XV]]'', whereas Nameless remained in relative limbo before being brought BackForTheDead in the mobile spinoff ''KOF All-Star''.''[[VideoGame/TheKingOfFightersAllStar KOF All-Star]]''.]]



** ''V'' (''Zero'') and ''VI'' (''Tenkaichi Kenkakuden'') marked the end of the Shura/Rasetsu mechanic. While most characters lose moves or [[CompositeCharacter get them all]], some Rasetsu modes are turned into new characters based on side characters: Suija, Enja[[note]]Based on ''Samurai Shodown 64-2'' characters, [[CharacterCheck but their gameplay is based on SS4 Rasetsu modes]][[/note]], Rera[[note]]From ''[[VisualNovel/NakoruruAnoHitoKaraNoOkurimono Nakoruru: Ano Hito kara no Okurimono]]''[[/note]], Rasetsumaru[[note]]Original character[[/note]], and Kim Ung Che[[note]]Gaira from ''[[{{Bowdlerization}} Fighters Swords]]'', ''III'''s Korean port[[/note]]. [[GenreThrowback Old Rasetsu Nakoruru and Galford]] are hidden characters in ''Samurai Shodown VI'', which served as a DreamMatchGame for the series.

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** ''V'' (''Zero'') and ''VI'' (''Tenkaichi Kenkakuden'') marked the end of the Shura/Rasetsu mechanic. While most characters lose moves or [[CompositeCharacter get them all]], some Rasetsu modes are turned into new characters based on side characters: Suija, Enja[[note]]Based on ''Samurai Shodown 64-2'' characters, [[CharacterCheck but their gameplay is based on SS4 Rasetsu modes]][[/note]], Rera[[note]]From ''[[VisualNovel/NakoruruAnoHitoKaraNoOkurimono Nakoruru: Ano Hito kara no Okurimono]]''[[/note]], Rasetsumaru[[note]]Original character[[/note]], and Kim Ung Che[[note]]Gaira from ''[[{{Bowdlerization}} ''[[{{Bowdlerise}} Fighters Swords]]'', ''III'''s Korean port[[/note]]. [[GenreThrowback Old Rasetsu Nakoruru and Galford]] are hidden characters in ''Samurai Shodown VI'', which served as a DreamMatchGame for the series.



* VideoGame/{{Mega Man|Classic}} and Proto Man.
** With Bass as the Glacier Clone. Ironically, while Bass ''is'' statistically the stronger robot, it is his overconfidence that prevents him from defeating Mega Man.
** Currently, post-''[[VideoGame/MegaMan8 MM8]]'' DivergentCharacterEvolution has Mega Man as the JackOfAllStats[=/=]MightyGlacier (only has a regular jump and the slide as movement options, but is tailored to fighting bosses thanks to his Mega Buster's [[ChargedAttack Charge Shot]]), Proto Man as the GlassCannon (same basic skillset as Mega Man, is stronger, faster, jumps higher, and can block shots with his shield, but has terrible defense due to his defective nuclear reactor), and Bass as the speedster (better overall mobility due to his {{double jump}} and dash, can't charge his Buster, but has rapid-fire action and [[DenialOfDiagonalAttack can aim it in]] [[AvertedTrope any]] [[DenialOfDiagonalAttack of the eight directions]]).

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* VideoGame/{{Mega Man|Classic}} ''VideoGame/MegaManClassic'':
** Mega Man
and Proto Man.
** With Bass
Man (justifiably given they're DLN-001 and DLN-000), with [[EvilCounterpart Bass]] as the Glacier Clone. Ironically, while Bass ''is'' statistically the stronger robot, it is his overconfidence that prevents him from defeating Mega Man.
** Currently, post-''[[VideoGame/MegaMan8 MM8]]'' DivergentCharacterEvolution has Mega Man as the JackOfAllStats[=/=]MightyGlacier (only has a regular jump and the slide as movement options, but is tailored to fighting bosses thanks to his Mega Buster's [[ChargedAttack Charge Shot]]), Proto Man as the GlassCannon (same basic skillset as Mega Man, is stronger, faster, jumps higher, and can block shots with his shield, but has terrible defense due to his defective nuclear reactor), and Bass as the speedster (better overall mobility due to his {{double jump}} and dash, [[VideoGameDashing dash]], can't charge his Buster, but has rapid-fire action and [[DenialOfDiagonalAttack can aim it in]] [[AvertedTrope any]] [[DenialOfDiagonalAttack of the eight directions]]).



** In ''Dynasty Warriors 2'', every new character's moveset is a clone of one of the returning characters from the first game, although in further sequels some of them borrow their movesets from different characters. Starting from the third game, many new characters have a completely original moveset (although some are cloned, like [[YamatoNadeshiko Daqiao]] being a clone of [[TomboyPrincess Xiaoqiao]] in 3-5), while other clones start to get minor DivergentCharacterEvolution.
** ''Dynasty Warriors 6'' completely revamps the weapon system, with a dose of new [[ImprobableWeaponUser over-the-top weaponry]] that replaces many of the older characters' equipment. This also means that roughly half of the cast either becomes a blatant clone, and/or loses the DivergentCharacterEvolution that they had in earlier entries.
** ''Dynasty Warriors 7'' once again changes the weapon system, mixing the engine from the sixth game with the slightly more plausible StockWushuWeapons from the first five games (although most weapons of ''6'' return sooner or later, like Zhou Yu's staff), but half of the cast becomes once again a moveset clone. By the time of ''Dynasty Warriors 8: Empires'', though, every single character has gone through DivergentCharacterEvolution with their own original weapons, most of them suspiciously similar yet different enough to the cloned ones they had.
** ''Dynasty Warriors 9'' once again revamps the game engine. In consequence, the number of weapons gets dialed back to 36, so every character except Lu Bu shares a weapon moveset with at least one other character. The only things differentiating the characters are their Special Attacks and Musou Attacks.

to:

** In ''Dynasty Warriors 2'', every new character's moveset is a clone of one of the returning characters from the first game, although in further sequels some of them borrow their movesets from different characters. Starting from the third game, many new characters have a completely original moveset (although some are cloned, like [[YamatoNadeshiko Daqiao]] being a clone of [[TomboyPrincess Xiaoqiao]] in 3-5), ''3''-''5''), while other clones start started to get minor DivergentCharacterEvolution.
** ''Dynasty Warriors 6'' completely revamps revamped the weapon system, with a dose of new [[ImprobableWeaponUser over-the-top weaponry]] that replaces many of the older characters' equipment. This also means that roughly half of the cast either becomes a blatant clone, and/or loses the DivergentCharacterEvolution that they had in earlier entries.
** ''Dynasty Warriors 7'' once again changes changed the weapon system, mixing the engine from the sixth game with the slightly more plausible StockWushuWeapons from the first five games (although most weapons of from ''6'' would return sooner or later, like Zhou Yu's staff), but half of the cast becomes once again became a moveset clone. By the time of ''Dynasty Warriors 8: Empires'', though, every single character has had gone through DivergentCharacterEvolution with their own original weapons, most of them suspiciously similar yet different enough to the cloned ones they had.
** ''Dynasty Warriors 9'' once again revamps revamped the game engine. In consequence, the number of weapons gets dialed back to 36, so every character except Lu Bu shares a weapon moveset with at least one other character. The only things differentiating the characters are their Special Attacks and Musou Attacks.
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Adding a wick.


** A particularly odd case comes within the duo of K9999 and Nameless - the former appeared in both ''2001'' and ''2002'', yet skipped ''2002'''s UpdatedRerelease in favor of the latter, who has visually different yet functionally identical equivalents to his predecessor. The prevalent theory was that K9999 got ScrewedByTheLawyers, more specifically those of ''Manga/{{AKIRA}}'' creator Katsuhiro Otomo and had to be replaced. [[spoiler:Then K9999 came back, as [[PaperThinDisguise Krohnen]], for real in ''XV'', whereas Nameless remained in relative limbo before being brought BackForTheDead in the mobile spinoff ''KOF All-Star''.]]

to:

** A particularly odd case comes within the duo of K9999 and Nameless - the former appeared in both ''2001'' and ''2002'', yet skipped ''2002'''s UpdatedRerelease in favor of the latter, who has visually different yet functionally identical equivalents to his predecessor. The prevalent theory was that K9999 got ScrewedByTheLawyers, more specifically those of ''Manga/{{AKIRA}}'' creator Katsuhiro Otomo Creator/KatsuhiroOtomo, and had to be replaced. [[spoiler:Then K9999 came back, as [[PaperThinDisguise Krohnen]], for real in ''XV'', whereas Nameless remained in relative limbo before being brought BackForTheDead in the mobile spinoff ''KOF All-Star''.]]
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An Axe To Grind is no longer a trope


** [[DropTheHammer Rock]] and [[AnAxeToGrind Astaroth]]. Becomes a plot point when Astaroth discovers his origins (he, the "Black Giant", was modeled after the "White Giant", Rock) and then attempts to kill Rock.

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** [[DropTheHammer Rock]] and [[AnAxeToGrind Astaroth]].Astaroth. Becomes a plot point when Astaroth discovers his origins (he, the "Black Giant", was modeled after the "White Giant", Rock) and then attempts to kill Rock.
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None


** Daisy is also a clone of Peach in her first few appearances in spin-off games. She quickly diverged into being different, but in games like ''VideoGame/MarioParty'' and ''VideoGame/MarioKartDoubleDash'' the two play exactly the same. In ''Super Smash Bros. Ultimate'', she is the most obvious clone character in the entire series, with no gameplay quirks of her own, even in a game that promotes a diverse cast.

to:

** Daisy is also a clone of Peach in her first few appearances in spin-off games. She quickly diverged into being different, but in games like ''VideoGame/MarioParty'' and ''VideoGame/MarioKartDoubleDash'' the two play exactly the same. In ''Super Smash Bros. Ultimate'', ''VideoGame/SuperSmashBrosUltimate'', she is the most obvious clone character in the entire series, with no gameplay quirks of her own, even in a game that promotes a diverse cast.
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Oops


*** Daimyo Hermitaur and Shogun Ceanataur are large Carapaceons that serve as {{King Mooks}} to their respective minions (Hermitaur and Ceanataur) and attack almost identically with their pincers (both walk sideways and attempt to slash nearby preys or hunters, and can also use both pincers at once to perform a wider slash BearHug-style) and burrow underground to attack the hunter from below with their carapaces' horns (Daimyo's carapace is a Monoblos skull, while Shogun's is a Diablos skull). However, whereas Daimyo's special attack is spewing water at the hunter, Shogun's is climbing onto the ceiling and either shooting water from there or landing onto the hunter.

to:

*** Daimyo Hermitaur and Shogun Ceanataur are large Carapaceons that serve as {{King Mooks}} Mook}}s to their respective minions (Hermitaur and Ceanataur) and attack almost identically with their pincers (both walk sideways and attempt to slash nearby preys or hunters, and can also use both pincers at once to perform a wider slash BearHug-style) and burrow underground to attack the hunter from below with their carapaces' horns (Daimyo's carapace is a Monoblos skull, while Shogun's is a Diablos skull). However, whereas Daimyo's special attack is spewing water at the hunter, Shogun's is climbing onto the ceiling and either shooting water from there or landing onto the hunter.

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None


** ''VideoGame/MonsterHunter2Dos'': Teostra and Lunastra also exhibit this, and it's once again because they're technically the same species (leonine Elder Dragons that attack with powerful fire blasts), but having opposite sexes. They're given different traits each in ''VideoGame/MonsterHunterWorld''.

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** ''VideoGame/MonsterHunter2Dos'': ''VideoGame/MonsterHunter2Dos'':
*** Daimyo Hermitaur and Shogun Ceanataur are large Carapaceons that serve as {{King Mooks}} to their respective minions (Hermitaur and Ceanataur) and attack almost identically with their pincers (both walk sideways and attempt to slash nearby preys or hunters, and can also use both pincers at once to perform a wider slash BearHug-style) and burrow underground to attack the hunter from below with their carapaces' horns (Daimyo's carapace is a Monoblos skull, while Shogun's is a Diablos skull). However, whereas Daimyo's special attack is spewing water at the hunter, Shogun's is climbing onto the ceiling and either shooting water from there or landing onto the hunter.
***
Teostra and Lunastra also exhibit this, and it's once again because they're technically the same species (leonine Elder Dragons that attack with powerful fire blasts), but having opposite sexes. They're given different traits each in ''VideoGame/MonsterHunterWorld''.
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Improper tense


* The first ''VideoGame/{{Injustice|Gods Among Us}}'' had the John Stewart version of ComicBook/GreenLantern, who was merely a new skin and voice for the default Hal Jordan GL, same moves and all. This was expanded on in ''VideoGame/{{Injustice 2}}'' with the concept of "Premium Skins," which basically allowed you to turn an existing fighter into another DC Comics character, usually one with a similar theme or power set in the comics. These included ComicBook/PowerGirl for ComicBook/{{Supergirl}}, ComicBook/{{Vixen}} for ComicBook/{{Cheetah}} and [[EvilCounterpart Reverse-Flash]] for ComicBook/TheFlash (as well as ComicBook/BlackLightning for [[GuestFighter Raiden]]).

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* The first ''VideoGame/{{Injustice|Gods Among Us}}'' had ''VideoGame/InjusticeGodsAmongUs'' has the John Stewart version of ComicBook/GreenLantern, who was merely a new skin and voice for the default Hal Jordan GL, same moves and all. This was is expanded on in ''VideoGame/{{Injustice 2}}'' ''VideoGame/Injustice2'' with the concept of "Premium Skins," Skins", which basically allowed allow you to turn an existing fighter into another DC Comics character, usually one with a similar theme or power set in the comics. These included ComicBook/PowerGirl for ComicBook/{{Supergirl}}, ComicBook/{{Vixen}} for ComicBook/{{Cheetah}} and [[EvilCounterpart Reverse-Flash]] for ComicBook/TheFlash (as well as ComicBook/BlackLightning for [[GuestFighter Raiden]]).

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** Unlike most of the series' clones, [[Franchise/TheLegendOfZelda Ganondorf]] is completely unrelated to the character he's cloned from, [[VideoGame/FZero Captain Falcon]]. While (initially) sharing the exact same animations as Falcon, Ganondorf is [[MightyGlacier a hell of a lot slower and harder-hitting]]. Later games started giving their various moves distinct properties, and ''Ultimate'' finally gave Ganondorf a sword to use for his smash attacks. As for Falcon himself, in ''Smash 64'', he shares some of his standard attacks with [[Franchise/Metroid Samus]], but is otherwise vastly different.

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** Unlike most of the series' clones, [[Franchise/TheLegendOfZelda Ganondorf]] is completely unrelated to the character he's cloned from, [[VideoGame/FZero Captain Falcon]]. While (initially) sharing the exact same animations as Falcon, Ganondorf is [[MightyGlacier a hell of a lot slower and harder-hitting]]. Later games started giving their various moves distinct properties, and ''Ultimate'' finally gave Ganondorf a sword to use for his smash attacks. As for Falcon himself, in ''Smash 64'', he shares some of his standard attacks with [[Franchise/Metroid [[Franchise/{{Metroid}} Samus]], but is otherwise vastly different.



* ''VideoGame/HeroesOfTheStorm'': This was done bizarrely for Zeratul, who was given a clone of Maiev's abilities from ''VideoGame/WarcraftIII'', excluding the Ultimate. Cleave is Fan of Knives (and AreaOfEffect around the caster), Singularity Spike is Shadow Strike (a thrown projectile that slows and deals damage), and Blink is Blink (a short teleport). He even passively enters stealth, although unlike Maiev he can remain stealthed while moving. Allegedly, Zeratul was actually supposed to ''[[WhatCouldHaveBeen be]]'' Maiev, but the team wanted more ''VideoGame/{{Starcraft}}'' representation. In a strange aversion, when Maiev herself was eventually added to the game, she was given her own unique kit.

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* ''VideoGame/HeroesOfTheStorm'': This was done bizarrely for Zeratul, who was given a clone of Maiev's abilities from ''VideoGame/WarcraftIII'', excluding the Ultimate. Cleave is Fan of Knives (and (an AreaOfEffect around the caster), Singularity Spike is Shadow Strike (a thrown projectile that slows and deals damage), and Blink is Blink (a short teleport). He even passively enters stealth, although unlike Maiev he can remain stealthed while moving. Allegedly, Zeratul was actually supposed to ''[[WhatCouldHaveBeen be]]'' Maiev, but the team wanted more ''VideoGame/{{Starcraft}}'' ''VideoGame/StarCraft'' representation. In a strange aversion, when Maiev herself was eventually added to the game, she was given her own unique kit. She still lampshades the cloning, though.
-->'''Maiev''' (after killing Zeratul): I know all your tricks, Zeratul!
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** [[Franchise/StarFox Falco]] is a clone of his teammate Fox; though unlike other clone relationships Fox is the one that's a FragileSpeedster. Falco also jumps higher and has different attack executions; for instance his laser makes enemies flinch and he kicks his AttackReflector out in front of him while Fox holds on to it. ''Brawl'' introduced an unusual partial example in Wolf; although his special moves and Final Smash are clearly inspired by those of his rivals, they have drastically different properties, and most of his standard attacks are completely different.
** Unlike most of the series' clones, [[Franchise/TheLegendOfZelda Ganondorf]] is completely unrelated to the character he's cloned from, [[VideoGame/FZero Captain Falcon]]. While (initially) sharing the exact same animations as Falcon, Ganondorf is [[MightyGlacier a hell of a lot slower and harder-hitting]]. Later games started giving their various moves distinct properties, and ''Ultimate'' finally gave Ganondorf a sword to use for his smash attacks.

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** [[Franchise/StarFox Falco]] is a clone of his teammate Fox; though unlike other clone relationships relationships, Fox is the one that's a FragileSpeedster. Falco also jumps higher and has different attack executions; for instance instance, his laser makes enemies flinch flinch, and starting with ''Brawl'', in addition to several of his standard moves being de-cloned, he kicks his AttackReflector out in front of him while Fox holds on to it. ''Brawl'' introduced an unusual partial example in Wolf; although his special moves and Final Smash are clearly inspired by those of his rivals, they have drastically different properties, and most of his standard attacks are completely different.
** Unlike most of the series' clones, [[Franchise/TheLegendOfZelda Ganondorf]] is completely unrelated to the character he's cloned from, [[VideoGame/FZero Captain Falcon]]. While (initially) sharing the exact same animations as Falcon, Ganondorf is [[MightyGlacier a hell of a lot slower and harder-hitting]]. Later games started giving their various moves distinct properties, and ''Ultimate'' finally gave Ganondorf a sword to use for his smash attacks. As for Falcon himself, in ''Smash 64'', he shares some of his standard attacks with [[Franchise/Metroid Samus]], but is otherwise vastly different.
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Editing out zero context example. Do not readd without sufficient context.


* The ''entire unlockable cast'' of ''VideoGame/{{Brawlout}}'' is this.

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* %%* The ''entire unlockable cast'' of ''VideoGame/{{Brawlout}}'' is this.
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* The ''entire unlockable cast'' of ''VideoGame/{{Brawlout}}'' is this.
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** Kilik and Seong Mi-na also shared a lot of moves in ''Soulcalibur'' in spite of their [[SimpleStaff different]] [[BladeOnAStick weapons]], but have differentiated more and more with each subsequent sequel. Seong Mi-na's moves are straightforward and have changed the least, while Kilik now focuses on range and punishing opponents' mistakes. This is partially justified in that Mi-na trained under both Kong Xiuqiang (a former monk of the Ling-Sheng Su Temple [[spoiler:and the father of Xianglian and Xianghua]] who would've inherited Kilik's Kali-Yuga had he not stolen the Krita-Yuga to give to his lover [[spoiler:Xiangfei]]) and Edge Master (Kilik's master). Kilik even [[LampshadeHanging notes the similarity in their styles]] when he encounters her in Mi-na's ''SCIV'' story. ''VI'' decided to further diversify them by having them inherit different moves from Xiba, [[CompositeCharacter their shared successor]] in ''V'' (Xiba being [[spoiler:Kilik's son with Xianghua who was later trained by his grandfather Kong]]).

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** Kilik and Seong Mi-na also shared a lot of moves in ''Soulcalibur'' in spite of their [[SimpleStaff [[MartialArtsStaff different]] [[BladeOnAStick weapons]], but have differentiated more and more with each subsequent sequel. Seong Mi-na's moves are straightforward and have changed the least, while Kilik now focuses on range and punishing opponents' mistakes. This is partially justified in that Mi-na trained under both Kong Xiuqiang (a former monk of the Ling-Sheng Su Temple [[spoiler:and the father of Xianglian and Xianghua]] who would've inherited Kilik's Kali-Yuga had he not stolen the Krita-Yuga to give to his lover [[spoiler:Xiangfei]]) and Edge Master (Kilik's master). Kilik even [[LampshadeHanging notes the similarity in their styles]] when he encounters her in Mi-na's ''SCIV'' story. ''VI'' decided to further diversify them by having them inherit different moves from Xiba, [[CompositeCharacter their shared successor]] in ''V'' (Xiba being [[spoiler:Kilik's son with Xianghua who was later trained by his grandfather Kong]]).
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* When ''Gundam The Battle Master 2'' was brought over to the west as ''Gundam Battle Assault'', US and European players got access to the exclusive Wing Gundam Mobile Suit to use in duels and story mode. But don't get too excited, Wing plays exactly the same as the Zeta Gundam, which is still available for access in those same modes.

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* When ''Gundam The Battle Master 2'' was brought over to the west as ''Gundam Battle Assault'', [[RegionalBonus US and European players got access to the exclusive Wing Gundam Mobile Suit to use in duels and story mode. mode]]. But don't get too excited, Wing plays exactly the same as the Zeta Gundam, which is still available for access to play as in those same modes.modes. Likewise, the Zaku II and [[AceCustom Zaku IIS]] has the exact same movelist, the only difference being that the IIS is red and moves three times faster.
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* When ''Gundam The Battle Master 2'' was brought over to the west as ''Gundam Battle Assault'', US and European players got access to the exclusive Wing Gundam Mobile Suit to use in duels and story mode. But don't get too excited, Wing plays exactly the same as the Zeta Gundam, which is still available for access in those same modes.
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** Barioth and Nargacuga are this in ''Portable 3rd'' and ''3 Ultimate'' (despite them debuting in ''Tri'' and ''Freedom Unite'' respectively), as both monsters make use of their bodies to perform strong melee attacks, though Barioth also has them associated with ice (on top of having a unique tornado skill).

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** Barioth and Nargacuga are this in ''Portable 3rd'' ''VideoGame/MonsterHunterPortable3rd'' and ''3 Ultimate'' ''[[VideoGame/MonsterHunter3Tri Monster Hunter 3 Ultimate]]'' (despite them debuting in ''Tri'' and ''Freedom Unite'' respectively), as both monsters make use of their bodies to perform strong melee attacks, though Barioth also has them associated with ice (on top of having a unique tornado skill).skill). The similarities are mitigated in the later games featuring both of them.

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