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* Father Gascoigne, the first mandatory boss from ''VideoGame/{{Bloodborne}}'' is a hunter like you, and he wields the Hunter's Axe and Hunter's Pistol, weapons that you can access from the start of the game. However, Gascoigne has a number of moves the player can't replicate with these weapons. He can fire the pistol like a blunderbuss, fire it while wielding the axe with both hands, perform an uppercut with the axe that scrapes along the floor in a shower of sparks, do a one-handed lunge with the extended axe and best of all, he can [[spoiler:turn into a massive werewolf]]!

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* Father Gascoigne, the first mandatory boss from ''VideoGame/{{Bloodborne}}'' is a hunter like you, and he wields the Hunter's Axe and Hunter's Pistol, weapons that you can access from the start of the game. However, Gascoigne has a number of moves the player can't replicate with these weapons. He can fire the pistol like a blunderbuss, fire it while wielding the axe with both hands, perform an uppercut with the axe that scrapes along the floor in a shower of sparks, do a one-handed lunge with the extended axe and best of all, he can [[spoiler:turn into a massive werewolf]]!werewolf]]! Albeit that you probably don't ''want'' to do that last one...



* ''VideoGame/DarkSoulsIII'': The final boss is notable for mostly averting this: almost everything it can do, a player with the proper build and equipment can replicate. The only exception is one of its spells in its final phase: a lightning spell in which it throws a bolt into the air, and several seconds later multiple Lightning Spears rain down on the player.

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* ''VideoGame/DarkSoulsIII'': The final boss is notable for mostly averting this: almost everything it can do, a player with the proper build and equipment can replicate. The only exception is one of its spells in its final phase: a lightning spell in which it throws a bolt into the air, and several seconds later multiple Lightning Spears rain down on the player.[[spoiler: Because this time it isn't imitating a player, it's imitating Gwyn.]]
* ''VideoGame/EldenRing'':
** Pollyanna's Blade of Calling has the Quickstep Ash of War on it. The Blade of Calling is a weapon the player can find and Quickstep is a usable Ash of War, but the two can't be combined; the Blade of Calling is a unique weapon that cannot have its skill, Blade of Gold, swapped out.
** The weapon Millicent wields has the model of the Shamshir, but with a different moveset and the Waterfowl Dance weapon skill- which, in the player's hands, is unique to the Hand of Malenia remembrance weapon. Which does provide a good example of Millicent's connection to Malenia, if she can so effortlessly use Malenia's signature move.
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** Ironically this is inverted in ''VideoGame/SonicTheFighters'' with Eggman. His walker mech actually has a robust selection of powerful moves but Eggman only ever sticks to basic combos most of the time. This is something of a blessing considering [[TimeBomb you only have fifteen seconds to put him down]] or else it's game over.


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** Boss characters (Ripper Roo, Papu Papu, Komodo Joe, Pinstripe and Oxide) are able to spam infinite amounts of their weapon of choice (TNT, Beakers, TNT and Nitro, Bowling Bombs and [[AllYourPowersCombined Everything]] respectively) after passing through a Weapons crate. Players can't pull off the same tricks without using cheats and even then, the way that some of them use the items (Komodo Joe tossing TNT in the air that explode on contact with the floor and Papu and Oxide tossing beakers into the air behind them rather than placing them down, Pinstripe tossing multiple Bowling Bombs at once) are flat-out impossible for human players.
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Cleanup - redirect to Street Fighter II page


** Interestingly '''inverted''' in the arcade version of ''VideoGame/StreetFighter II: Champion Edition'', where an A.I.-controlled Sagat would never use the Tiger Knee special. Meanwhile, the player character had no problem doing this. Apparently it was an unfinished special move that lacked new sprites, sounds and needed a unique button combination. It was later fixed for ''Street Fighter II: Turbo'' and every incarnation since.

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** Interestingly '''inverted''' in the arcade version of ''VideoGame/StreetFighter ''[[VideoGame/StreetFighterII Street Fighter II: Champion Edition'', Edition]]'', where an A.I.-controlled Sagat would never use the Tiger Knee special. Meanwhile, the player character had no problem doing this. Apparently it was an unfinished special move that lacked new sprites, sounds and needed a unique button combination. It was later fixed for ''Street Fighter II: Turbo'' and every incarnation since.
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** They can also land artillery strikes while being transported by ships.
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*** Likewise, any of Zangief's grab moves which would normally require the player to jump is ignored by the AI.
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* ''VideoGame/BaldursGateII'': some powerful enemies have a special ability called "power tattoo", which acts like an upgraded contingency that triggers a wide number of defensive spells instantaneously when you enter into their visual range. It is actually conceived to mimic pre-battle buffing, which the AI doesn't do.

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* ''VideoGame/BaldursGateII'': some powerful enemies enemy wizards have a special ability called "power tattoo", unavailable to your wizards, which acts like an upgraded contingency that triggers a wide number of defensive spells instantaneously when you enter into their visual range. It is actually conceived to mimic pre-battle buffing, which the AI doesn't do.
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* ''VideoGame/BaldursGateII'': some powerful enemies have a special ability called "power tattoo", which acts like an upgraded contingency that triggers a wide number of defensive spells instantaneously when you enter into their visual range. It is actually conceived to mimic pre-battle buffing, which the AI doesn't do.

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* In ''[[VideoGame/DevilMayCry3DantesAwakening Devil May Cry 3: Special Edition]]'', Vergil as a boss has the Super Devil Trigger transformation (and repelling invincibility sphere during the transformation) and the Super Judgement Cut attack, both of which are unavailable to the player-controlled version.
** CPU Vergil can also use an instant perfect Parry at will that immediately stops you, can use Judgement Cut more than three times in a row, can use his Tricks in such a way that goes from the player teleportation (to keep the offensive) to utter TeleportSpam to cross half the stage in less than two seconds, use the multi-Helm Breaker (the player can replicate this, but not to the same effectiveness), use a souped-up version of the Round Trip, perform a few combos the player simply can't imitate... Really, Vergil is just ''bad'' about this.
*** Though as it turns out, you ''do'' have some form of control of Vergil's Boss version TeleportSpam; in the team-up fight against [[spoiler:Arkham]], the game acts as if Vergil were a Doppleganger (which is why you can't Devil Trigger or use your current style). Though ''you'' don't have style actions, ''Vergil'' still has his Dark Slayer style actions. So pressing the style action button while cause Vergil to use TeleportSpam to come closer to you. You can't really direct it freely, but hey!
*** He can also block any of your firearms projectiles by spinning his Yamato. Which makes AI version of him ImmuneToBullets. Well, almost.

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* In ''[[VideoGame/DevilMayCry3DantesAwakening Devil May Cry 3: Special Edition]]'', Vergil as a boss has the Super Devil Trigger transformation (and repelling invincibility sphere during the transformation) and the Super Judgement Cut attack, both of which are unavailable to the player-controlled version.
**
version. CPU Vergil can also use an instant perfect Parry at will that immediately stops you, can use Judgement Cut more than three times in a row, can use his Tricks in such a way that goes from the player teleportation (to keep the offensive) to utter TeleportSpam to cross half the stage in less than two seconds, use the multi-Helm Breaker (the player can replicate this, but not to the same effectiveness), use a souped-up version of the Round Trip, perform a few combos the player simply can't imitate... Really, Vergil is just ''bad'' about this.
*** Though as it turns out, you ''do'' have some form of control of Vergil's Boss version TeleportSpam; in the team-up fight against [[spoiler:Arkham]], the game acts as if Vergil were a Doppleganger (which is why you can't Devil Trigger or use your current style). Though ''you'' don't have style actions, ''Vergil'' still has his Dark Slayer style actions. So pressing the style action button while cause Vergil to use TeleportSpam to come closer to you. You can't really direct it freely, but hey!
***
imitate. He can also block any of your firearms projectiles by spinning his Yamato. Which makes AI version of him ImmuneToBullets. Well, almost.almost ImmuneToBullets.
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* When you fight Bowser, he has an attack that lets him shoot the spikes on his shell as projectiles (curiously, this is the ''only'' time he's shown doing this in the ''entire'' franchise). You can't use this attack when he joins your party later on.

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* ** When you fight Bowser, he has an attack that lets him shoot the spikes on his shell as projectiles (curiously, this is the ''only'' time he's shown doing this in the ''entire'' franchise). You can't use this attack when he joins your party later on.
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* A rare instance of this trope actually benefitting the player's side: In ''VideoGame/MonsterHunter Generations'', Prowlers have to separately activate the Big Boomerangs and Piercing Boomerangs buffs to stack them. Meanwhile, Palicoes (basically computer-controlled Prowlers that you can bring as hunting companions) can apply both buffs at the same time.

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* A rare instance of this trope actually benefitting the player's side: In ''VideoGame/MonsterHunter Generations'', ''VideoGame/MonsterHunterGenerations'', Prowlers have to separately activate the Big Boomerangs and Piercing Boomerangs buffs to stack them. Meanwhile, Palicoes (basically computer-controlled Prowlers that you can bring as hunting companions) can apply both buffs at the same time.
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* ''VideoGame/KillerInstinct'' on the SNES]] has this in the form of the boss and secretly player-usable Eyedol.[[note]] Choose Cinder as your character, and at the Vs. screen, press and hold Right on the D-pad. While holding Right, press LP, LK, FP, MK, MP, FK — the sequence works regardless of button configuration. If done correctly, a voice will say "Eyedol".[[/note]] As a boss, his "Energy Stomp" usually comes at the end of a multi-hit combo where he sends you flying with his huge club, and slowly recharges his HP as long as he's stomping. When you, the player, use him, doing the Energy Stomp does locks you in place for a free hit by your opponent, even if used in exactly the same way as when he's in boss form, and its only use is powering up his fireball attack to shoot three projectiles instead of just one. It's most obvious in Eyedol (Player-controlled) vs Eyedol (Boss) matches.

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* ''VideoGame/KillerInstinct'' on the SNES]] SNES has this in the form of the boss and secretly player-usable Eyedol.[[note]] Choose [[note]]Choose Cinder as your character, and at the Vs. screen, press and hold Right on the D-pad. While holding Right, press LP, LK, FP, MK, MP, FK — the sequence works regardless of button configuration. If done correctly, a voice will say "Eyedol".[[/note]] As a boss, his "Energy Stomp" usually comes at the end of a multi-hit combo where he sends you flying with his huge club, and slowly recharges his HP as long as he's stomping. When you, the player, use him, doing the Energy Stomp does locks you in place for a free hit by your opponent, even if used in exactly the same way as when he's in boss form, and its only use is powering up his fireball attack to shoot three projectiles instead of just one. It's most obvious in Eyedol (Player-controlled) vs Eyedol (Boss) matches.



** ''VideoGame/StreetFighterEX'' had culprits in the form of both Garuda and Bison's more powerful, TrueFinalBoss incarnations (Bison II in ''[=EX2=]/[=EX3=]'', True Bison in ''[=EX3=]''). Garuda, in both his boss and Shin forms (the latter exclusive to ''EX Plus Alpha''), possessed a special known as Maboroshi, which allowed Garuda to teleport [[CounterAttack when hit]] and strike the opponent from above, whereas Bison's incarnations get a [[DoppelgangerAttack Double Psycho Cannon]] and the ''[[VideoGame/MarvelVsCapcom MvC]]''-[[DoppelgangerAttack style]] Knee Press Nightmare. Shin Garuda and Bison II could actually be unlocked in ''EX Plus Alpha'' and ''[=EX3=]'', respectively, but True Bison remains unavailable outside of hacking devices.

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** ''VideoGame/StreetFighterEX'' had culprits in the form of both Garuda and Bison's more powerful, TrueFinalBoss incarnations (Bison II in ''[=EX2=]/[=EX3=]'', True Bison in ''[=EX3=]''). Garuda, in both his boss and Shin forms (the latter exclusive to ''EX Plus Alpha''), possessed possesses a special known as Maboroshi, which allowed allows Garuda to teleport [[CounterAttack when hit]] and strike the opponent from above, whereas Bison's incarnations get a [[DoppelgangerAttack Double Psycho Cannon]] and the ''[[VideoGame/MarvelVsCapcom MvC]]''-[[DoppelgangerAttack style]] Knee Press Nightmare. Shin Garuda and Bison II could actually be unlocked in ''EX Plus Alpha'' and ''[=EX3=]'', respectively, but True Bison remains unavailable outside of hacking devices.

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General editing and cleanup, plus alphabetization of entries.


%% This page has been alphabetized. Please add new examples in the correct order. Thank you!
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However, when the [[VideoGameAI AI]] takes control of the character, they pull off some crazy moves you've never seen before. You try to do the same, but nothing works. They aren't listed in the manual, they aren't on any website - in fact, when that character is under the control of a human, they ''cannot possibly pull off that move, regardless of how they press the buttons or waggle the control stick.''

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However, when the [[VideoGameAI AI]] A.I.]] takes control of the character, they pull off some crazy moves you've never seen before. You try to do the same, but nothing works. They aren't listed in the manual, they aren't on any website - -- in fact, when that character is under the control of a human, they ''cannot possibly pull off that move, regardless of how they press the buttons or waggle the control stick.''



Note that this '''only''' applies to cases where both the human and the computer can play as the same character. If a character is unavailable to the player, their moves are fair game. (For example; it does not count for enemy-only moves in a RolePlayingGame). Furthermore, if a human player ''could'' perform the move but would require near-perfect timing to do so, that's PerfectPlayAI, not this trope.

SubTrope of TheComputerIsACheatingBastard. Usually related to TurnsRed, since bosses gaining new attacks and abusing their perfect AI as they lose health are common in many games.

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Note that this '''only''' applies to cases where both the human and the computer can play as the same character. If a character is unavailable to the player, their moves are fair game. (For example; example, it does not count for enemy-only moves in a RolePlayingGame). RolePlayingGame.) Furthermore, if a human player ''could'' perform the move but would require near-perfect timing to do so, that's PerfectPlayAI, not this trope.

SubTrope of TheComputerIsACheatingBastard. Usually related to TurnsRed, since bosses gaining new attacks and abusing their perfect AI A.I. as they lose health are common in many games.



* In ''VideoGame/{{Civilization}} 2'', the AI can also produce military units at will, units with multiple abilities,[[note]]For example, they did not need a Diplomat to bribe your military unit; any regular unit could do it[[/note]] stealth units,[[note]]For example, unlike run-of-the-mill units, stealth bombers and trade convoys could move past enemies without attacking; the AI will give this ability to ALL their units[[/note]] and teleportation nukes.[[note]]If you had any of the 8 spaces around a city without some sort of unit on it, the AI could magically create a NUKE and teleport it to one of these squares and send it into the heart of the city regardless of special anti-nuke SDI units in the city[[/note]] This could happen at the standard difficulty as well, but to a much smaller degree.

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* In ''VideoGame/{{Civilization}} 2'', the AI A.I. can also produce military units at will, units with multiple abilities,[[note]]For example, they did not need a Diplomat to bribe your military unit; any regular unit could do it[[/note]] stealth units,[[note]]For example, unlike run-of-the-mill units, stealth bombers and trade convoys could move past enemies without attacking; the AI A.I. will give this ability to ALL their units[[/note]] and teleportation nukes.[[note]]If you had any of the 8 spaces around a city without some sort of unit on it, the AI A.I. could magically create a NUKE and teleport it to one of these squares and send it into the heart of the city regardless of special anti-nuke SDI units in the city[[/note]] This could happen at the standard difficulty as well, but to a much smaller degree.



[[folder:Action Adventure ]]

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[[folder:Action Adventure ]]
Adventure]]



[[folder:Artillery Game ]]

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[[folder:Artillery Game ]]
Game]]






[[folder:First-Person Shooter ]]

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[[folder:First-Person Shooter ]]
Shooter]]



* The A.I. bots of ''VideoGame/TimeSplitters'' can do {{Unnecessary Combat Roll}}s, despite there being no way for a human player to do this.
* In some shooters you may not be able to punch, or whack stuff with your gun, but that doesn't mean the A.I. can't. Such is the case in some ''VideoGame/MedalOfHonor'' games and ''VideoGame/NoOneLivesForever 2''.

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* The In the ''VideoGame/CallOfDuty'' series, the A.I. bots of ''VideoGame/TimeSplitters'' can do {{Unnecessary Combat Roll}}s, despite there being no way for a human on both sides could [[GrenadeHotPotato throw active grenades away from themselves]] from the beginning, but the player to do this.
* In some shooters you may
did not be able to punch, or whack stuff with your gun, but that doesn't mean have the A.I. can't. Such is the case in some ''VideoGame/MedalOfHonor'' games and ''VideoGame/NoOneLivesForever 2''.same option until ''Call of Duty 3''.



** In ''Halo 2'', A.I.-controlled [[TankGoodness Wraiths]] can use two plasma cannons on the hull in addition to the main plasma mortar. The player can't. Also, the Shadow APC could only be driven by Covenant, even though the player can control the turret.
** The player cannot duel-wield in ''VideoGame/HaloReach'', but Elites can do it just fine.
* In ''[[VideoGame/TronTwoPointOh Tron 2.0]]'', A.I. lightcycles could make a hairpin 180-degree turn that the player could not. Even if the player used an input hack to press the turn button rapidly enough, he was simply not allowed to turn twice in such close succession. This made the A.I. racers so difficult to beat that the developers eventually released a patch that allowed players to skip over the cycle races.

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** In ''Halo 2'', A.I.-controlled [[TankGoodness Wraiths]] can use two plasma cannons on the hull in addition to the main plasma mortar. The player can't. Also, the Shadow APC could can only be driven by Covenant, even though the player can control the turret.
** The player cannot duel-wield dual-wield in ''VideoGame/HaloReach'', but Elites can do it just fine.
* In ''[[VideoGame/TronTwoPointOh Tron 2.0]]'', The Hunter in the ''VideoGame/Left4Dead'' series has a defensive leaping ability he will use if you shoot him from a distance, throwing himself to safety. When you control the Hunter in VS Mode, you can't do the same instant leap ability yourself, but in a strange twist, if there there is an A.I. lightcycles could make a hairpin 180-degree turn that Hunter in VS Mode, the player could not. Even if the player used an input hack to press the turn button rapidly enough, he was simply not allowed to turn twice in such close succession. This made the computer can't use this ability either: [[ArtificialStupidity The A.I. racers so difficult Hunter in Versus still seems to beat that think he can use this move, and tends to run in circles when he's shot]]. This was most likely having the developers eventually released a patch that allowed ability disabled for VS Mode to prevent players from making easy escapes and Valve most likely forgot to skip over have this check on the cycle races.A.I. What is also strange, is a human-controlled Hunter in Campaign Mode can do this. This is probably because they simply enabled the move in campaign, but not in Versus, since you can't play as infected in campaign without cheats.
* In some shooters you may not be able to punch, or whack stuff with your gun, but that doesn't mean the A.I. can't. Such is the case in some ''VideoGame/MedalOfHonor'' games and ''VideoGame/NoOneLivesForever 2''.



** On the other hand, the AI is somehow capable of using unguided air-to-ground missiles to take out other copters. The problem here is that your gunner can NOT lock onto other aircraft with unguided missiles (i.e. right clicking on the target and giving the fire command will make your gunner automatically take the shot as soon as the target is lined up; this doesn't work on aircraft) so unless you are very good at leading a flying target with unguided missiles, you have to use the autocannon. And if you fail to surprise the AI and/or gain a height advantage, you WILL be hit with a missile barrage that shuts down your engine after the first few hits.
* The Hunter in the ''VideoGame/Left4Dead'' series has a defensive leaping ability he will use if you shoot him from a distance, throwing himself to safety. When you control the Hunter in VS Mode, you can't do the same instant leap ability yourself, but in a strange twist, if there there is an A.I. Hunter in VS Mode, the computer can't use this ability either: [[ArtificialStupidity The A.I. Hunter in Versus still seems to think he can use this move, and tends to run in circles when he's shot]]. This was most likely having the ability disabled for VS Mode to prevent players from making easy escapes and Valve most likely forgot to have this check on the A.I. What is also strange, is a human-controlled Hunter in Campaign Mode can do this. This is probably because they simply enabled the move in campaign, but not in Versus, since you can't play as infected in campaign without cheats.
* In ''VideoGame/StarWarsRepublicCommando'', the A.I. had the ability to kick away nearby grenades. The player could never do this.
* In the ''VideoGame/CallOfDuty'' series - the A.I. on both sides could [[GrenadeHotPotato throw active grenades away from themselves]] from the beginning, but the player did not have the same option until ''Call of Duty 3''.
* In ''VideoGame/PAYDAYTheHeist'', your AI allies can perform a diving roll to avoid gunfire and have the ability to hang off ledges to jump down to a lower level safely. You can't do the same thing.

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** On the other hand, the AI A.I. is somehow capable of using unguided air-to-ground missiles to take out other copters. The problem here is that your gunner can NOT lock onto other aircraft with unguided missiles (i.e. right clicking on the target and giving the fire command will make your gunner automatically take the shot as soon as the target is lined up; this doesn't work on aircraft) so unless you are very good at leading a flying target with unguided missiles, you have to use the autocannon. And if you fail to surprise the AI and/or gain a height advantage, you WILL be hit with a missile barrage that shuts down your engine after the first few hits.
* The Hunter in the ''VideoGame/Left4Dead'' series has a defensive leaping ability he will use if you shoot him from a distance, throwing himself to safety. When you control the Hunter in VS Mode, you can't do the same instant leap ability yourself, but in a strange twist, if there there is an
A.I. Hunter in VS Mode, and/or gain a height advantage, you WILL be hit with a missile barrage that shuts down your engine after the computer can't use this ability either: [[ArtificialStupidity The first few hits.
* In ''VideoGame/PAYDAYTheHeist'', your
A.I. Hunter in Versus still seems to think he allies can use this move, perform a diving roll to avoid gunfire and tends to run in circles when he's shot]]. This was most likely having have the ability disabled for VS Mode to prevent players from making easy escapes and Valve most likely forgot hang off ledges to have this check on the A.I. What is also strange, is jump down to a human-controlled Hunter in Campaign Mode can do this. This is probably because they simply enabled the move in campaign, but not in Versus, since you lower level safely. You can't play as infected in campaign without cheats.
do the same thing.
* In ''VideoGame/StarWarsRepublicCommando'', the A.I. had has the ability to kick away nearby grenades. The player could can never do this.
* In the ''VideoGame/CallOfDuty'' series - the The A.I. on both sides bots of ''VideoGame/TimeSplitters'' can do {{Unnecessary Combat Roll}}s, despite there being no way for a human player to do this.
* In ''[[VideoGame/TronTwoPointOh Tron 2.0]]'', A.I. lightcycles
could [[GrenadeHotPotato throw active grenades away from themselves]] from the beginning, but make a hairpin 180-degree turn that the player did could not. Even if the player used an input hack to press the turn button rapidly enough, he was simply not have allowed to turn twice in such close succession. This made the same option until ''Call of Duty 3''.
* In ''VideoGame/PAYDAYTheHeist'', your AI allies can perform a diving roll
A.I. racers so difficult to avoid gunfire and have beat that the ability developers eventually released a patch that allowed players to hang off ledges to jump down to a lower level safely. You can't do skip over the same thing.
cycle races.



[[folder:Platform Game ]]

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[[folder:Platform Game]]

* Kevin, the MirrorBoss in ''VideoGame/Gamer2'', can shoot his derezzer diagonally. You can't.
* Inverted in ''VideoGame/KirbysDreamLand3'', in which a computer-controlled Gooey cannot use PowerCopying like he can when the second player controls him.
* ''Franchise/MegaMan'':
** Any time in the ''VideoGame/MegaManX'' series where Zero is fought, he pulls off moves he shouldn't normally be capable of as a playable character, such as BeamSpam with his laser sword.
** In ''[[VideoGame/MegaManX5 X5]]'', X and Zero [[DuelBoss fight one-on-one]] towards the end of the game, with the character you didn't choose controlled by the A.I. Zero uses attacks no Maverick has ever used before, and he as a playable character can't use them. X uses his [[InfinityPlusOneSword Ultimate Armor]] regardless of whether or not you obtained it, and also uses moves from the previous game, which don't carry over when ''you'' play as him, and also spams them far faster than they were ever capable of being used.
** In ''VideoGame/MegaManZero3'', [[spoiler:Omega Zero has most of your EX Skills, as well as lethal sword combos and unique attacks such as summoning spinning lasers out of the ground to hurt you and heal himself. Of course, Omega Zero is said to be Zero's original body, made to be the God of Destruction.]]
** ''All'' the bosses in ''VideoGame/MegaManZX Advent'' have tons of moves you can't use when you transform into them. The most egregious example is Queenbee, who carries a gigantic armored hive when you fight her, capable of firing missiles, small bees, five massive lasers at once, and lasers that cause massive fiery explosions. When you play as her, you get ''two attacks''. And none of the objects you can dock with and actually carry around can attack or do ''anything''.
*** This limitation of Model A's A-Trans ability and the fact that several bosses (particularly [[TheChosenMany the other Mega Men]]) have their movesets divvied up between Grey and Ashe is likely justified by TheReveal: [[spoiler:Model A and its Biomatch were backup plans in Master Albert's
Game of Destiny should he have somehow failed to see his goals realized. [[MyKungFuIsStrongerThanYours Its A-Trans is outright deemed by Albert to be an inferior and pale imitation of Model W's, the "real A-Trans."]] Indeed, not only does Master Albert revive all of the Pseudoroids in the game with this power in time for the required BossRush, he's able to [[AllYourPowersCombined use a wide variety of attacks employed by the bosses in tandem]] as Mega Man Model W, "the Ultimate Mega Man", though at a scale far beyond the player's and without the need to first change his form to access these moves.]]
** If you fight Copy Robot on Hard Mode in ''VideoGame/MegaManPoweredUp'', he has access to Mega Man's Charge Shot even if you're not playing as Mega Man C (the version of Mega Man who retains his slide and Charge Shot from ''VideoGame/MegaMan3'').



* Any time in the ''VideoGame/MegaManX'' series where Zero is fought, he pulls off moves he shouldn't normally be capable of as a playable character, such as BeamSpam with his laser sword.
** In ''[[VideoGame/MegaManX5 X5]]'', X and Zero [[DuelBoss fight one-on-one]] towards the end of the game, with the character you didn't choose controlled by the A.I. Zero uses attacks no Maverick has ever used before, and he as a playable character can't use them. X uses his [[InfinityPlusOneSword Ultimate Armor]] regardless of whether or not you obtained it, and also uses moves from the previous game, which don't carry over when ''you'' play as him, and also spams them far faster than they were ever capable of being used.
** In ''VideoGame/MegaManZero3'', [[spoiler:Omega Zero has most of your EX Skills, as well as lethal sword combos and unique attacks such as summoning spinning lasers out of the ground to hurt you and heal himself. Of course, Omega Zero is said to be Zero's original body, made to be the God of Destruction.]]
** ''All'' the bosses in ''VideoGame/MegaManZX Advent'' have tons of moves you can't use when you transform into them. The most egregious example is Queenbee, who carries a gigantic armored hive when you fight her, capable of firing missiles, small bees, five massive lasers at once, and lasers that cause massive fiery explosions. When you play as her, you get ''two attacks''. And none of the objects you can dock with and actually carry around can attack or do ''anything''.
*** This limitation of Model A's A-Trans ability and the fact that several bosses (particularly [[TheChosenMany the other Mega Men]]) have their movesets divvied up between Grey and Ashe is likely justified by TheReveal: [[spoiler:Model A and its Biomatch were backup plans in Master Albert's Game of Destiny should he have somehow failed to see his goals realized. [[MyKungFuIsStrongerThanYours Its A-Trans is outright deemed by Albert to be an inferior and pale imitation of Model W's, the "real A-Trans."]] Indeed, not only does Master Albert revive all of the Pseudoroids in the game with this power in time for the required BossRush, he's able to [[AllYourPowersCombined use a wide variety of attacks employed by the bosses in tandem]] as Mega Man Model W, "the Ultimate Mega Man", though at a scale far beyond the player's and without the need to first change his form to access these moves.]]
** If you fight Copy Robot on Hard Mode in ''VideoGame/MegaManPoweredUp'', he has access to Mega Man's Charge Shot even if you're not playing as Mega Man C (the version of Mega Man who retains his slide and Charge Shot.)
* Inverted in ''VideoGame/KirbysDreamLand3'', in which a computer-controlled Gooey cannot use PowerCopying like he can when the second player controls him.
* ''VideoGame/SuperMarioBros'':

to:

* Any time in the ''VideoGame/MegaManX'' series where Zero is fought, he pulls off moves he shouldn't normally be capable of as a playable character, such as BeamSpam with his laser sword.
** In ''[[VideoGame/MegaManX5 X5]]'', X and Zero [[DuelBoss fight one-on-one]] towards the end of the game, with the character you didn't choose controlled by the A.I. Zero uses attacks no Maverick has ever used before, and he as a playable character can't use them. X uses his [[InfinityPlusOneSword Ultimate Armor]] regardless of whether or not you obtained it, and also uses moves from the previous game, which don't carry over when ''you'' play as him, and also spams them far faster than they were ever capable of being used.
** In ''VideoGame/MegaManZero3'', [[spoiler:Omega Zero has most of your EX Skills, as well as lethal sword combos and unique attacks such as summoning spinning lasers out of the ground to hurt you and heal himself. Of course, Omega Zero is said to be Zero's original body, made to be the God of Destruction.]]
** ''All'' the bosses in ''VideoGame/MegaManZX Advent'' have tons of moves you can't use when you transform into them. The most egregious example is Queenbee, who carries a gigantic armored hive when you fight her, capable of firing missiles, small bees, five massive lasers at once, and lasers that cause massive fiery explosions. When you play as her, you get ''two attacks''. And none of the objects you can dock with and actually carry around can attack or do ''anything''.
*** This limitation of Model A's A-Trans ability and the fact that several bosses (particularly [[TheChosenMany the other Mega Men]]) have their movesets divvied up between Grey and Ashe is likely justified by TheReveal: [[spoiler:Model A and its Biomatch were backup plans in Master Albert's Game of Destiny should he have somehow failed to see his goals realized. [[MyKungFuIsStrongerThanYours Its A-Trans is outright deemed by Albert to be an inferior and pale imitation of Model W's, the "real A-Trans."]] Indeed, not only does Master Albert revive all of the Pseudoroids in the game with this power in time for the required BossRush, he's able to [[AllYourPowersCombined use a wide variety of attacks employed by the bosses in tandem]] as Mega Man Model W, "the Ultimate Mega Man", though at a scale far beyond the player's and without the need to first change his form to access these moves.]]
** If you fight Copy Robot on Hard Mode in ''VideoGame/MegaManPoweredUp'', he has access to Mega Man's Charge Shot even if you're not playing as Mega Man C (the version of Mega Man who retains his slide and Charge Shot.)
* Inverted in ''VideoGame/KirbysDreamLand3'', in which a computer-controlled Gooey cannot use PowerCopying like he can when the second player controls him.
* ''VideoGame/SuperMarioBros'':
''Franchise/SuperMarioBros'':



* Kevin, the MirrorBoss in ''VideoGame/Gamer2'', can shoot his derezzer diagonally. You can't.

to:

* Kevin, the MirrorBoss in ''VideoGame/Gamer2'', can shoot his derezzer diagonally. You can't.



* In ''VideoGame/CrashTeamRacing'' the A.I.-controlled carts can power-slide whenever they want, unlike the player who has to do a hop before they can begin power-sliding. This is what allows the A.I.-controlled carts to maneuver through tight turns like the spiral in Papu's Pyramid or Dragon Mines so effectively and well as get slide-turbos more often, giving them [[TheComputerIsACheatingBastard a huge handling and speed advantage over the human racers]].



* In ''VideoGame/CrashTeamRacing'' the AI-controlled carts can power-slide whenever they want, unlike the player who has to do a hop before they can begin power-sliding. This is what allows the AI-controlled carts to maneuver through tight turns like the spiral in Papu's Pyramid or Dragon Mines so effectively and well as get slide-turbos more often, giving them [[TheComputerIsACheatingBastard a huge handling and speed advantage over the human racers]].

to:

* In ''VideoGame/CrashTeamRacing'' the AI-controlled carts can power-slide whenever they want, unlike the player who has to do a hop before they can begin power-sliding. This is what allows the AI-controlled carts to maneuver through tight turns like the spiral in Papu's Pyramid or Dragon Mines so effectively and well as get slide-turbos more often, giving them [[TheComputerIsACheatingBastard a huge handling and speed advantage over the human racers]].



* Minor example in ''VideoGame/NetHack'': Dragons have long-range elemental breath weapons. Arch-liches can summon hordes of monsters. Don't expect either of them to keep these abilities if you use a taming ability to turn it into your pet. (If you polymorph ''yourself'' into a dragon, you can use breath weapons, but "monster spell" abilities--unless there's a similar spell found in conventional spellbooks--are out of the player's reach entirely.)



* ''VideoGame/PokemonMysteryDungeonExplorers'' does this with the enemy Pokémon in the dungeons. The Pokémon will have access to higher level moves and several IQ skills (like PP Saver) in the later dungeons, but if you were to actually recruit them, they'll have the normal moveset and lowest IQ. The most blatant example of this is ALL the Nidoqueen having access to Earth Power in World Abyss regardless of level.

to:

* Minor example in ''VideoGame/NetHack'': Dragons have long-range elemental breath weapons. Arch-liches can summon hordes of monsters. Don't expect either of them to keep these abilities if you use a taming ability to turn it into your pet. (If you polymorph ''yourself'' into a dragon, you can use breath weapons, but "monster spell" abilities--unless there's a similar spell found in conventional spellbooks--are out of the player's reach entirely.)
* ''Franchise/{{Pokemon}}'':
**
''VideoGame/PokemonMysteryDungeonExplorers'' does this with the enemy Pokémon in the dungeons. The Pokémon will have access to higher level moves and several IQ skills (like PP Saver) in the later dungeons, but if you were to actually recruit them, they'll have the normal moveset and lowest IQ. The most blatant example of this is ALL the Nidoqueen having access to Earth Power in World Abyss regardless of level.



** AI-controlled EliteMooks often use weaponry and modules unobtainable by the player. While most of these are PurposefullyOverpowered versions of regular equipment, some are different entirely, such as a homing stasis field.

to:

** AI-controlled A.I.-controlled EliteMooks often use weaponry and modules unobtainable by the player. While most of these are PurposefullyOverpowered versions of regular equipment, some are different entirely, such as a homing stasis field.



* In the ''VideoGame/{{Touhou}}'' shooters where you have a choice between playable characters and you have to fight the one you didn't choose as a stage boss. No matter which character you choose, your opponent will always be the one unleashing the actual BulletHell.

to:

* In the ''VideoGame/{{Touhou}}'' ''Franchise/{{Touhou|Project}}'' shooters where you have a choice between playable characters and you have to fight the one you didn't choose as a stage boss. No matter which character you choose, your opponent will always be the one unleashing the actual BulletHell.



* ''VideoGame/SuperRobotWars'' likes to do this with characters that are both enemies and allies at different points of the story. Asakim from ''[[VideoGame/SuperRobotWarsZ Z]]'' comes to mind. When he's playable he can't use his final attack. This makes sense early on since its an ability using his dark powers you aren't supposed to know he has but every time he shows up after TheReveal in an EnemyMine situation it stubbornly disappears from his attack list, even if the enemy version was using it on you minutes before.
** If you get the right event flags however he'll join you one last time during the final battle with twice as much HP than usual and the ability to use his final attack as well as his MAP attack. It has to do with coding. 5,000 HP Asakim doesn't have it, 10,000 does.
* In ''VideoGame/MakaiKingdom'', enemies wielding mallets can drain a target's levels ''permanently'' with all attacks. Not for your troops. (Not so much of a disadvantage, as reducing the enemy's level would mean less exp.) Similarly, enemies who occupy or recently occupied an academy would spontaneously level up each turn. Your troops just got a 50% boost to exp gain.



* In ''VideoGame/MakaiKingdom'', enemies wielding mallets can drain a target's levels ''permanently'' with all attacks. Not for your troops. (Not so much of a disadvantage, as reducing the enemy's level would mean less EXP.) Similarly, enemies who occupy or recently occupied an academy would spontaneously level up each turn. Your troops just get a 50% boost to EXP gain.
* ''VideoGame/SuperRobotWars'':
** ''SRW'' likes to do this with characters that are both enemies and allies at different points of the story. Asakim from ''[[VideoGame/SuperRobotWarsZ Z]]'' comes to mind. When he's playable he can't use his final attack. This makes sense early on since its an ability using his dark powers you aren't supposed to know he has but every time he shows up after TheReveal in an EnemyMine situation it stubbornly disappears from his attack list, even if the enemy version was using it on you minutes before.
** If you get the right event flags however he'll join you one last time during the final battle with twice as much HP than usual and the ability to use his final attack as well as his MAP attack. It has to do with coding. 5,000 HP Asakim doesn't have it, 10,000 does.






* ''VideoGame/Cyberpunk2077'': V's companion Jackie Wells routinely [[GunsAkimbo dual-wields a pair of handguns]], but V themselves can only ever wield a single gun or melee weapon at once.



* ''VideoGame/Cyberpunk2077'': V's companion Jackie Wells routinely [[GunsAkimbo dual-wields a pair of handguns]], but V themselves can only ever wield a single gun or melee weapon at once.

to:

* ''VideoGame/Cyberpunk2077'': V's companion Jackie Wells routinely [[GunsAkimbo dual-wields a pair of handguns]], but V themselves can only ever wield a single gun or melee weapon at once.



[[folder:Wrestling Game ]]

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[[folder:Wrestling Game ]]
Game]]



[[folder:Tabletop Games ]]

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[[folder:Tabletop Games ]]
Games]]

* ''Paranoia'' has one of the strongest special GM-only secret moves; an NPC may have an ability called "GM Fiat," which is PlotArmor handed down from the GameMaster themselves and is utterly inviolable. Players are advised not to admit they now know this, as ''Paranoia'' encourages the GM to kill players who know the rules and players to read the rules in secret and hide their knowledge while exploiting them.



* Paranoia has one of the strongest special GM-only secret moves; an NPC may have an ability called "GM Fiat," which is PlotArmor handed down from the GameMaster themselves and is utterly inviolable. Players are advised not to admit they now know this, as Paranoia encourages the GM to kill players who know the rules and players to read the rules in secret and hide their knowledge while exploiting them.

to:

* Paranoia has one of the strongest special GM-only secret moves; an NPC may have an ability called "GM Fiat," which is PlotArmor handed down from the GameMaster themselves and is utterly inviolable. Players are advised not to admit they now know this, as Paranoia encourages the GM to kill players who know the rules and players to read the rules in secret and hide their knowledge while exploiting them.



[[folder:Miscellaneous/Unsorted ]]

* The computer in one of the ''Manga/DragonBall'' games defies the rules of teleportation: normally, after attacking someone with a fully charged attack, you can teleport behind them ONCE and knock them away. The enemy can do this up to and including three times from the fighting equivalent of a flick. This is probably because the enemy A.I. cannot tell the difference between being in maximum power mode and being energy-less.
** In ''Tenkaichi 3'', there '''are''' items one can equip to increase the number of teleport follow-up attacks one can do, which are available to the player. However, simple math and attentiveness reveals that the computer uses [[TheComputerIsACheatingBastard more item slots than you can possibly have]]. This is due to a normally CPU-exclusive class of items. However, with the right password, you can get special versions of any character in the game with the same power-ups as the computer.

to:

[[folder:Miscellaneous/Unsorted ]]

[[folder:Miscellaneous/Unsorted]]

* Many {{Secret Character}}s in ''Franchise/{{Castlevania}}'' games are bosses that you eventually fight in their respective games, and true to this trope, the boss versions of these characters tend to use moves which are either flat-out not available to their playable versions or much stronger than their playable counterparts. Some of these characters, however, ''invert'' this trope, in that they have moves which are never used by the boss versions.
* Enemies in ''VideoGame/CityOfHeroes'' have access to power combinations and unique moves that player characters simply don't normally have access to. Of course, enemies don't usually have access to power pools, so it sort of balances out. [[ThatOneBoss Unless you're fighting Ghost Widow.]]
* ''Franchise/DragonBall'':
**
The computer in one of the ''Manga/DragonBall'' games defies the rules of teleportation: normally, after attacking someone with a fully charged attack, you can teleport behind them ONCE and knock them away. The enemy can do this up to and including three times from the fighting equivalent of a flick. This is probably because the enemy A.I. cannot tell the difference between being in maximum power mode and being energy-less.
energyless.
** In ''Tenkaichi 3'', ''[[VideoGame/DragonBallZBudokaiTenkaichi Tenkaichi 3]]'', there '''are''' items one can equip to increase the number of teleport follow-up attacks one can do, which are available to the player. However, simple math and attentiveness reveals that the computer uses [[TheComputerIsACheatingBastard more item slots than you can possibly have]]. This is due to a normally CPU-exclusive class of items. However, with the right password, you can get special versions of any character in the game with the same power-ups as the computer.computer.
* Out of the ten Epic NPC Hero versions of playable classes that sometimes appear during arena matches in ''VideoGame/{{Elsword}}'', nine have access to extra combos or skills that players of the same class can't use.
* In ''VideoGame/GhostbustersTheVideoGame'', your allies have a slow-walk animation which you can't do. No matter how lightly you tilt the stick, you'll either fast-walk or not move at all.
* Unlike the player, the A.I in ''VideoGame/GrandTheftAutoV'' has the ability to crouch, while you can only go into "Stealth Mode" which is essentially your character just hunching his body over a little in order to make less noise. Several mods on PC effectively replace this ScrappyMechanic with a proper crouch button using the A.I's animation to do so.



* Enemies in ''VideoGame/CityOfHeroes'' have access to power combinations and unique moves that player characters simply don't normally have access to. Of course, enemies don't usually have access to power pools, so it sort of balances out. [[ThatOneBoss ... Unless you're fighting Ghost Widow.]]
* In ''VideoGame/GhostbustersTheVideoGame'', your allies have a slow-walk animation which you can't do. No matter how lightly you tilt the stick, you'll either fast-walk or not move at all.
* [[Administrivia/TropesAreTools Positive example]] in ''VideoGame/MuramasaTheDemonBlade''. When changing weapons, the player can use a [[IaijutsuPractitioner "Quick Draw"]] attack which instantly hits everything on the screen for decent damage. No enemy in the game will block this, except for the [[MirrorBoss Mirror Bosses]]. Pull out one of these against your opposite number and they'll react with the same attack, parrying everywhere on the screen at once. This is okay, though, because (a) they don't do it every time, suggesting they have to charge the QuickDraw just like you do, (b) having a defensive version of the move means they never use an unblockable SmartBomb on ''you'', and (c) [[RuleOfCool it looks freaking awesome]].
** Said mirror bosses do have a traditional secret AI move, where they throw you into the air to do a cool looking dash attack spam that seems to involve clones.
* Many {{secret character}}s in ''Franchise/{{Castlevania}}'' games are bosses that you eventually fight in their respective games, and true to this trope, the boss versions of these characters tend to use moves which are either flat-out not available to their playable versions or much stronger than their playable counterparts. Some of these characters, however, ''invert'' this trope, in that they have moves which are never used by the boss versions.
* Out of the ten Epic NPC Hero versions of playable classes that sometimes appear during arena matches in ''VideoGame/{{Elsword}}'', nine have access to extra combos or skills that players of the same class can't use.
* This happens in both ''VideoGame/TransformersWarForCybertron'' and its sequel ''[[VideoGame/TransformersFallOfCybertron Fall of Cybertron]]'', as an inevitable consequence of having a campaign in which the player shifts perspectives so often. In the first game, the boss fight against Starscream in the first level of the Autobot campaign gives him some kind of aerial cluster-bombing attack that was impossible to do when you were playing as him in his own level. FOC is even worse; Jazz can use his grappling hook to swoop down on unsuspecting enemies when he's an NPC in Cliffjumper's stage (as opposed to only being able to use it to swing from stuff or pull things down, which is what the player is restricted to), while Bruticus, Optimus Prime, and Megatron all gain new abilities only when fought as bosses (Bruticus can fire at you with the cannons on his back, while both Optimus and Megatron can transform and attack you in vehicle mode during the FinalBoss fight, while you yourself can't transform at all, Optimus has Shockwave and some sort of leaping attack and Megatron somehow has both Whirlwind and hover at the same time).
** Thankfully however, Optimus lacks his airstrike from when he was playable before the fight, Megatron can't hover-slam you out, and Bruticus lacks his insta-kill spammable Sonic Pain Wave.
* Unlike the player, the A.I in ''VideoGame/GrandTheftAutoV'' has the ability to crouch, while you can only go into "Stealth Mode" which is essentially your character just hunching his body over a little in order to make less noise. Several mods on PC effectively replace this ScrappyMechanic with a proper crouch button using the A.I's animation to do so.

to:

* Enemies in ''VideoGame/CityOfHeroes'' have access to power combinations and unique moves that player characters simply don't normally have access to. Of course, enemies don't usually have access to power pools, so it sort of balances out. [[ThatOneBoss ... Unless you're fighting Ghost Widow.]]
* In ''VideoGame/GhostbustersTheVideoGame'', your allies have a slow-walk animation which you can't do. No matter how lightly you tilt the stick, you'll either fast-walk or not move at all.
* [[Administrivia/TropesAreTools Positive example]] in ''VideoGame/MuramasaTheDemonBlade''. When changing weapons, the player can use a [[IaijutsuPractitioner "Quick Draw"]] attack which instantly hits everything on the screen for decent damage. No enemy in the game will block this, except for the [[MirrorBoss Mirror Bosses]].{{Mirror Boss}}es. Pull out one of these against your opposite number and they'll react with the same attack, parrying everywhere on the screen at once. This is okay, though, because (a) they don't do it every time, suggesting they have to charge the QuickDraw just like you do, (b) having a defensive version of the move means they never use an unblockable SmartBomb on ''you'', and (c) [[RuleOfCool it looks freaking awesome]].
**
awesome]]. Said mirror bosses do Mirror Bosses do, however, have a traditional secret AI move, Secret A.I. Move, where they throw you into the air to do a cool looking cool-looking dash attack spam that seems to involve clones.
* Many {{secret character}}s in ''Franchise/{{Castlevania}}'' games are bosses that you eventually fight in their respective games, and true to this trope, the boss versions of these characters tend to use moves which are either flat-out not available to their playable versions or much stronger than their playable counterparts. Some of these characters, however, ''invert'' this trope, in that they have moves which are never used by the boss versions.
* Out of the ten Epic NPC Hero versions of playable classes that sometimes appear during arena matches in ''VideoGame/{{Elsword}}'', nine have access to extra combos or skills that players of the same class can't use.
[[DoppelgangerAttack clones]].
* This happens in both ''VideoGame/TransformersWarForCybertron'' and its sequel ''[[VideoGame/TransformersFallOfCybertron Fall of Cybertron]]'', as an inevitable consequence of having a campaign in which the player shifts perspectives so often. In the first game, the boss fight against Starscream in the first level of the Autobot campaign gives him some kind of aerial cluster-bombing attack that was impossible to do when you were playing as him in his own level. FOC is even worse; Jazz can use his grappling hook to swoop down on unsuspecting enemies when he's an NPC in Cliffjumper's stage (as opposed to only being able to use it to swing from stuff or pull things down, which is what the player is restricted to), while Bruticus, Optimus Prime, and Megatron all gain new abilities only when fought as bosses (Bruticus can fire at you with the cannons on his back, while both Optimus and Megatron can transform and attack you in vehicle mode during the FinalBoss fight, while you yourself can't transform at all, Optimus has Shockwave and some sort of leaping attack and Megatron somehow has both Whirlwind and hover at the same time).
** Thankfully
time). Thankfully, however, Optimus lacks his airstrike from when he was playable before the fight, Megatron can't hover-slam you out, and Bruticus lacks his insta-kill spammable Sonic Pain Wave.
* Unlike the player, the A.I in ''VideoGame/GrandTheftAutoV'' has the ability to crouch, while you can only go into "Stealth Mode" which is essentially your character just hunching his body over a little in order to make less noise. Several mods on PC effectively replace this ScrappyMechanic with a proper crouch button using the A.I's animation to do so.

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* ''VideoGame/{{Okami}}'' plays around with this. The player character is [[PhysicalGod Amaterasu]], who in the backstory had a previous self who was called Shiranui. This previous self appears to assist Amaterasu for one battle, and in that one battle demonstrates complete superiority. It can run faster than you, jump higher than you, attacks differently than you, its Power Slash inflicts DeathOfAThousandCuts instead of a single hit, its Galestorm sends the boss reeling whereas yours is like a spring breeze to it, and its Cherry Bomb is basically a nuke. Oh, and it's about 3 times bigger than yours. Did we mention it can '''fly'''? Did we mention it has an ''incredibly'' overpowered FinishingMove? Did we mention you can't do any of this? [[spoiler:It turns out that they aren't the same being after all - Amaterasu is the reincarnation of Shiranui, but Shiranui is male and considers himself her father according to the sequel ''VideoGame/{{Okamiden}}''.]]

to:

* ''VideoGame/{{Okami}}'' plays around with this. The player character is [[PhysicalGod Amaterasu]], who in the backstory had a previous self who was called Shiranui. This previous self appears to assist Amaterasu for one battle, and in that one battle demonstrates complete superiority. It can run faster than you, jump higher than you, attacks differently than you, its Power Slash inflicts DeathOfAThousandCuts instead of a single hit, its Galestorm sends the boss reeling whereas yours is like a spring breeze to it, and its Cherry Bomb is basically a nuke. Oh, and it's about 3 three times bigger than yours. Did we mention it can '''fly'''? Did we mention it has an ''incredibly'' overpowered FinishingMove? Did we mention you can't do any of this? [[spoiler:It turns out that they aren't the same being after all - -- Amaterasu is the reincarnation of Shiranui, but Shiranui is male and considers himself her father according to the sequel ''VideoGame/{{Okamiden}}''.]]



[[folder:Adventure Game ]]

to:

[[folder:Adventure Game ]]
Game]]



[[folder:Beat 'em Up ]]

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[[folder:Beat 'em Up ]]
Up]]



* The ''VideoGame/DynastyWarriorsGundam'' games are all about this. All of the non-mook mobile suits have AI-only moves that take advantage of their capabilities. For examples, the [[Anime/MobileSuitGundamF91 F91 Gundam]] can create fully functional and independent afterimages, the [[Anime/MobileFighterGGundam Master Gundam]] has a massively damaging ranged melee attack, and any mobile suit with {{Attack Drone}}s can retreat off the map for a while and leave them to attack you.

to:

* The ''VideoGame/DynastyWarriorsGundam'' games are all about this. All of In ''VideoGame/{{Bayonetta}}'', Jeanne as a boss can perform multiple [[GiantFootOfStomping Wicked Weaves]] in a row, from any direction, summon demons in the non-mook mobile suits have AI-only moves middle of a fight and even send a ''missile'' into your face. You can't do any of that take advantage of their capabilities. For examples, the [[Anime/MobileSuitGundamF91 F91 Gundam]] can create fully functional and independent afterimages, the [[Anime/MobileFighterGGundam Master Gundam]] has a massively damaging ranged melee attack, and any mobile suit with {{Attack Drone}}s can retreat off the map for a when you control her. Plus, boss!Jeanne uses giant bullets that somehow do massive damage to you, while ''your'' bullets are puny and leave them to attack you.completely useless against her.



* In ''VideoGame/{{Bayonetta}}'', Jeanne as a boss can perform multiple [[GiantFootOfStomping Wicked Weaves]] in a row, from any direction, summon demons in the middle of a fight and even send a ''missile'' into your face. You can't do any of that when you control her. Plus, boss!Jeanne uses giant bullets that somehow do massive damage to you, while ''your'' bullets are puny and completely useless against her.

to:

* In ''VideoGame/{{Bayonetta}}'', Jeanne as a boss can perform multiple [[GiantFootOfStomping Wicked Weaves]] in a row, from any direction, summon demons in The ''VideoGame/DynastyWarriorsGundam'' games are all about this. All of the middle of a fight and even send a ''missile'' into your face. You can't do any of non-mook mobile suits have AI-only moves that when you control her. Plus, boss!Jeanne uses giant bullets that somehow do massive damage to you, take advantage of their capabilities. For examples, the [[Anime/MobileSuitGundamF91 F91 Gundam]] can create fully functional and independent afterimages, the [[Anime/MobileFighterGGundam Master Gundam]] has a massively damaging ranged melee attack, and any mobile suit with {{Attack Drone}}s can retreat off the map for a while ''your'' bullets and leave them to attack you.
* While ''VideoGame/HyruleWarriors'' isn't a perfect example of this trope, in that the playable characters when controlled by AI use heavy moves the player does technically have access to, players
are puny and completely useless against her.required to play out a certain combo of standard attacks before they can activate certain heavy attacks. The A.I., conversely, can routinely bust out different heavy attacks as singular, immediate attacks. These are often played out in simplified, faster manners to keep the pace of the game up, for example Lana's cube-rolling attack lacks the rolling part, she just hops on top of a cube of energy and, after a short pause, blasts the area around it with electricity.



* While ''VideoGame/HyruleWarriors'' isn't a perfect example of this trope, in that the playable characters when controlled by AI use heavy moves the player does technically have access to, players are required to play out a certain combo of standard attacks before they can activate certain heavy attacks. The AI, conversely, can routinely bust out different heavy attacks as singular, immediate attacks. These are often played out in simplified, faster manners to keep the pace of the game up, for example Lana's cube-rolling attack lacks the rolling part, she just hops on top of a cube of energy and, after a short pause, blasts the area around it with electricity.

to:

* While ''VideoGame/HyruleWarriors'' isn't a perfect example of this trope, in that the playable characters when controlled by AI use heavy moves the player does technically have access to, players are required to play out a certain combo of standard attacks before they can activate certain heavy attacks. The AI, conversely, can routinely bust out different heavy attacks as singular, immediate attacks. These are often played out in simplified, faster manners to keep the pace of the game up, for example Lana's cube-rolling attack lacks the rolling part, she just hops on top of a cube of energy and, after a short pause, blasts the area around it with electricity.



[[folder:Eastern RPG ]]

* Father Gascoigne, the first mandatory boss from ''VideoGame/BloodBorne'' is a hunter like you, and he wields the Hunter's Axe and Hunter's Pistol, weapons that you can access from the start of the game. However, Gascoigne has a number of moves the player can't replicate with these weapons. He can fire the pistol like a blunderbuss, fire it while wielding the axe with both hands, perform an uppercut with the axe that scrapes along the floor in a shower of sparks, do a one-handed lunge with the extended axe and best of all, he can [[spoiler:turn into a massive werewolf!]]
* ''VideoGame/DarkSoulsIII'': The final boss is notable for mostly averting this: almost everything it can do, a player with the proper build and equipment can replicate. The only exception is one of its spells in its final phase: a lightning spell in which it throws a bolt into the air, and several seconds later multiple Lightning Spears rain down on the player.
* In ''VideoGame/BravelyDefault'' your character classes are taken from bosses who hold the proper asterisks, and so you can eventually learn and use moves said bosses used in their fights... in theory.

to:

[[folder:Eastern RPG ]]

RPG]]

* Father Gascoigne, the first mandatory boss from ''VideoGame/BloodBorne'' ''VideoGame/{{Bloodborne}}'' is a hunter like you, and he wields the Hunter's Axe and Hunter's Pistol, weapons that you can access from the start of the game. However, Gascoigne has a number of moves the player can't replicate with these weapons. He can fire the pistol like a blunderbuss, fire it while wielding the axe with both hands, perform an uppercut with the axe that scrapes along the floor in a shower of sparks, do a one-handed lunge with the extended axe and best of all, he can [[spoiler:turn into a massive werewolf!]]
* ''VideoGame/DarkSoulsIII'': The final boss is notable for mostly averting this: almost everything it can do, a player with the proper build and equipment can replicate. The only exception is one of its spells in its final phase: a lightning spell in which it throws a bolt into the air, and several seconds later multiple Lightning Spears rain down on the player.
werewolf]]!
* In ''VideoGame/BravelyDefault'' your character classes are taken from bosses who hold the proper asterisks, Asterisks, and so you can eventually learn and use moves said bosses used in their fights... in theory.



** Also, multiple times in the game, the class-holding bosses run away from battle. This is notable because the player can run away from bosses, too, but NOT against asterisk holders. Especially since it's eventually revealed the AmazingTechnicolorBattlefield that's used for those specific fights are specifically designed to prevent escape until the battle finishes.
* Magus from ''VideoGame/ChronoTrigger'' is just plain unfair. When you fight him the first time, he has a bunch of crazy moves and a massive number of hit points, but when you get him in your party, most of those moves are unavailable and he has the HP of a normal character. On the flip side, Magus also gains a PlayerExclusiveMechanic in the form of Black Hole, a multi-target instant-death spell that would have made his boss fight almost {{Unwinnable}} if he had it back then. Through proper leveling, you can actually get back all of Magus's old moves and delight in having a boss character on your team... with the exception of his [[ShieldedCoreBoss Barrier Change]] power, which now just increases magic defense, and his totally awesome looking HP Drain attack called "Geyser", which is gone forever (but has the in-universe justification of involving a ritual circle in his boss room).

to:

** Also, multiple times in the game, the class-holding bosses run away from battle. This is notable because the player can run away from bosses, too, but NOT against asterisk Asterisk holders. Especially since it's eventually revealed the AmazingTechnicolorBattlefield that's used for those specific fights are specifically designed to prevent escape until the battle finishes.
* Magus from ''VideoGame/ChronoTrigger'' is just plain unfair. When you fight him the first time, he has a bunch of crazy moves and a massive number of hit points, but when you get him in your party, most of those moves are unavailable and he has the HP of a normal character. On the flip side, Magus also gains a PlayerExclusiveMechanic in the form of Black Hole, a multi-target instant-death spell that would have made his boss fight almost {{Unwinnable}} if he had it back then. Through proper leveling, you can actually get back all of Magus's old moves and delight in having a boss character on your team... with the exception of his [[ShieldedCoreBoss Barrier Change]] power, which now just increases magic defense, and his totally awesome looking [[LifeDrain HP Drain Drain]] attack called "Geyser", which is gone forever (but has the in-universe justification of involving a ritual circle in his boss room).room).
* ''VideoGame/DarkSoulsIII'': The final boss is notable for mostly averting this: almost everything it can do, a player with the proper build and equipment can replicate. The only exception is one of its spells in its final phase: a lightning spell in which it throws a bolt into the air, and several seconds later multiple Lightning Spears rain down on the player.



* ''Franchise/FinalFantasy''

to:

* ''Franchise/FinalFantasy''''Franchise/FinalFantasy'':
** Due to the Darkness ability being DummiedOut from Cecil's commands in the first SNES release of ''VideoGame/FinalFantasyIV'', the mirror Cecil's usage of it turns into this. This also makes it a bit harder to understand that the point of the battle is to SheatheYourSword -- gamers would have no idea that the move was depleting his hit points.



** Due to the Darkness ability being DummiedOut from Cecil's commands in the first SNES release of ''VideoGame/FinalFantasyIV'', the mirror Cecil's usage of it turns into this. This also makes it a bit harder to understand that the point of the battle is to SheatheYourSword -- gamers would have no idea that the move was depleting his hit points.
** ''VideoGame/FinalFantasyXIV'' has a strange, retroactive spin on AI-exclusive abilities. Certain [=NPCs=] and enemies have classes that match (or closely resemble) those available to the player, but their moveset is based on the class's abilities at the time the [=NPCs=] were implemented. This means that you can catch [=NPCs=] using abilities such as Featherfoot, Hawk's Eye and Internal Release - abilities that used to be available to players, but aren't any more.

to:

** Due to the Darkness ability being DummiedOut from Cecil's commands in the first SNES release of ''VideoGame/FinalFantasyIV'', the mirror Cecil's usage of it turns into this. This also makes it a bit harder to understand that the point of the battle is to SheatheYourSword -- gamers would have no idea that the move was depleting his hit points.
** ''VideoGame/FinalFantasyXIV'' has a strange, retroactive spin on AI-exclusive A.I.-exclusive abilities. Certain [=NPCs=] and enemies have classes that match (or closely resemble) those available to the player, but their moveset is based on the class's abilities at the time the [=NPCs=] were implemented. This means that you can catch [=NPCs=] using abilities such as Featherfoot, Hawk's Eye and Internal Release - abilities that used to be available to players, but aren't any more.



* When you fight Bowser in ''VideoGame/SuperMarioRPG'', he has an attack that lets him shoot the spikes on his shell as projectiles (curiously, this is the ''only'' time he's shown doing this in the ''entire'' franchise). You can't use this attack when he joins your party later on.

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* ''VideoGame/SuperMarioRPG'':
* When you fight Bowser in ''VideoGame/SuperMarioRPG'', Bowser, he has an attack that lets him shoot the spikes on his shell as projectiles (curiously, this is the ''only'' time he's shown doing this in the ''entire'' franchise). You can't use this attack when he joins your party later on.



** Free-Run is something only AI controlled allies could do. Neither Enemies nor Human-Controlled Characters could Free-Run, but your AI-controlled friends could free run all day. This was fixed in [[VideoGame/TalesOfSymphoniaDawnOfTheNewWorld the sequel]], where the player could now use Free Run.

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** Free-Run is something only AI controlled A.I.-controlled allies could do. Neither Enemies nor Human-Controlled Characters could Free-Run, but your AI-controlled A.I.-controlled friends could free run all day. This was fixed in [[VideoGame/TalesOfSymphoniaDawnOfTheNewWorld the sequel]], where the player could now use Free Run.



* ''VideoGame/XenobladeChronicles2'': GuestStarPartyMember [[spoiler:Jin]] has a blatantly illegal moveset, with far more artes than the interface has commands for. [[spoiler:In chapter one, it's {{Foreshadowing}}, in chapter eight, it's [[CrutchCharacter a crutch]].]]

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* ''VideoGame/XenobladeChronicles2'': GuestStarPartyMember [[spoiler:Jin]] has a blatantly illegal moveset, with far more artes Artes than the interface has commands for. [[spoiler:In chapter one, Chapter 1, it's {{Foreshadowing}}, {{Foreshadowing}}; in chapter eight, Chapter 8, it's [[CrutchCharacter a crutch]].]]



[[folder:Fighting Game ]]

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[[folder:Fighting Game ]]Game]]



* In ''VideoGame/DragonBallXenoverse'' and ''VideoGame/DragonBallXenoverse2'', certain Parallel Quests have the AI using versions of Vegeta in his Saiyan Saga and Namek Saga armors and Captain Ginyu [[GrandTheftMe in Goku's body]] who can all turn into Super Saiyans, despite the former canonically not obtaining the transformation until the Android Saga and the latter being fought and defeated a bit of time before it was introduced. Meanwhile, the player cannot do the same without modding.

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* In ''VideoGame/DragonBallXenoverse'' and ''VideoGame/DragonBallXenoverse2'', certain Parallel Quests have the AI A.I. using versions of Vegeta in his Saiyan Saga and Namek Saga armors and Captain Ginyu [[GrandTheftMe in Goku's body]] who can all turn into Super Saiyans, despite the former canonically not obtaining the transformation until the Android Saga and the latter being fought and defeated a bit of time before it was introduced. Meanwhile, the player cannot do the same without modding.



** When I-No first appeared in ''XX'', her Boss mode had a special Overdrive, Megalomania, unusable by players, that made her completely invincible and fired a bunch of heart-shaped balls at you that took away around 60-80% of your health. Starting with ''Slash'', however, it's available in her EX form, but your Burst meter must be full, and it's much weaker. Except in [[GameBreaker Gold Mode]] when it's not.

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** When I-No first appeared in ''XX'', ''[[VideoGame/GuiltyGearXX XX]]'', her Boss mode had a special Overdrive, Megalomania, unusable by players, that made her completely invincible and fired a bunch of heart-shaped balls at you that took away around 60-80% of your health. Starting with ''Slash'', however, it's available in her EX form, but your Burst meter must be full, and it's much weaker. Except in [[GameBreaker Gold Mode]] when it's not.



** Ky gets one when faced as Bridget's stage 9 Extreme route opponent in Arcade mode. Stuck in his [[SuperMode Dragon Install]] form, he can perform a new Overdrive attack not available to him outside this fight.

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** Ky gets one when faced as Bridget's stage Stage 9 Extreme route Route opponent in ''[[VideoGame/GuiltyGearStrive -STRIVE-]]''[='s=] Arcade mode.Mode. Stuck in his [[SuperMode Dragon Install]] form, he can perform a new Overdrive attack not available to him outside this fight.



* [[VideoGame/KillerInstinct Killer Instinct on the SNES]] has this in the form of the boss and secretly player-usable Eyedol.[[note]] Choose Cinder as your character, and at the Vs Screen, press and hold Right on the D-Pad. While holding Right, press LP, LK, FP, MK, MP, FK — the sequence works regardless of button configuration. If done correctly, a voice will say "Eyedol".[[/note]] As a boss, his "Energy Stomp" usually comes at the end of a multi-hit combo where he sends you flying with his huge club, and slowly recharges his HP as long as he's stomping. When you, the player, use him, doing the Energy Stomp does locks you in place for a free hit by your opponent, even if used in exactly the same way as when he's in boss form, and its only use is powering up his fireball attack to shoot three projectiles instead of just one. It's most obvious in Eyedol (Player-controlled) vs Eyedol (Boss) matches.
* In ''VideoGame/TheKingOfFightersXV'', [[SNKBoss Omega Rugal]] has a level 2 Super where he begins [[MenacingStroll walking menacingly]], making him invulnerable to almost every attack and counter except for command grabs. Shoot a projectile? Deflected in almost every case, with a giant Haoken and a laser beam doing nothing at all. Attack him or get close to him? He counters back at you. There are only 3 known moves that bypass this: Heidern's Level 3, another Rugal's Level 3, and Re Verse's desperation grab.

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* [[VideoGame/KillerInstinct Killer Instinct ''VideoGame/KillerInstinct'' on the SNES]] has this in the form of the boss and secretly player-usable Eyedol.[[note]] Choose Cinder as your character, and at the Vs Screen, Vs. screen, press and hold Right on the D-Pad.D-pad. While holding Right, press LP, LK, FP, MK, MP, FK — the sequence works regardless of button configuration. If done correctly, a voice will say "Eyedol".[[/note]] As a boss, his "Energy Stomp" usually comes at the end of a multi-hit combo where he sends you flying with his huge club, and slowly recharges his HP as long as he's stomping. When you, the player, use him, doing the Energy Stomp does locks you in place for a free hit by your opponent, even if used in exactly the same way as when he's in boss form, and its only use is powering up his fireball attack to shoot three projectiles instead of just one. It's most obvious in Eyedol (Player-controlled) vs Eyedol (Boss) matches.
* In ''VideoGame/TheKingOfFightersXV'', [[SNKBoss Omega Rugal]] has a level Level 2 Super where he begins [[MenacingStroll walking menacingly]], making him invulnerable to almost every attack and counter except for command grabs. Shoot a projectile? Deflected in almost every case, with a giant Haoken and a laser beam doing nothing at all. Attack him or get close to him? He counters back at you. There are only 3 known moves that bypass this: Heidern's Level 3, another Rugal's Level 3, and Re Verse's desperation grab.



** From ''Soulcalibur II'', BigBad Inferno mimics a random fighter from the roster of playable characters every round and only uses moves also usable by players, except for his own special move, which he can use with any moveset: he jumps into the air and starts spinning, then rushes across the stage while airborne and continually spinning. Deals heavy damage, but at least it's easy to predict and sidesteppable and despite the fiery trail, it can be blocked (attacks wreathed in fire [[UnblockableAttack cannot be blocked]]) since it's not a power move, the fire actually coming from Inferno's own character model.
*** Inferno also has a unique throw where he throws the character high, and when they come down, he impales them on his weapon for massive damage. Many players cite this as the reason they lost to him.



** From ''Soulcalibur II'', BigBad Inferno mimics a random fighter from the roster of playable characters every round and only uses moves also usable by players, except for his own special move, which he could use with any moveset: he jumps into the air and starts spinning, then rushes across the stage while airborne and continually spinning. Deals heavy damage, but at least it's easy to predict and sidesteppable and despite the fiery trail, it can be blocked (attacks wreathed in fire [[UnblockableAttack cannot be blocked]]) since it's not a power move, the fire is from Inferno's own character model.
*** Inferno also has a unique throw where he throws the character high, and when they come down, he impales them on his weapon for massive damage. Many players cite this as the reason they lost to him.
* ''VideoGame/StreetFighterII'':
** Computer controlled opponents [[TheComputerIsACheatingBastard could ignore the time portion of all charge moves]].
** Interestingly '''inverted''' in the arcade version of ''Street Fighter II: Champion Edition'', where an A.I.-controlled Sagat would never use the Tiger Knee special. Meanwhile, the player character had no problem doing this. Apparently it was an unfinished special move that lacked new sprites, sounds and needed a unique button combination. It was later fixed for ''Street Fighter II: Turbo'' and every incarnation since.

to:

* ''Franchise/StreetFighter'':
** From ''Soulcalibur II'', BigBad Inferno mimics a random fighter from the roster of playable characters every round and only uses moves also usable by players, except for his own special move, which he could use with any moveset: he jumps into the air and starts spinning, then rushes across the stage while airborne and continually spinning. Deals heavy damage, but at least it's easy to predict and sidesteppable and despite the fiery trail, it can be blocked (attacks wreathed in fire [[UnblockableAttack cannot be blocked]]) since it's not a power move, the fire is from Inferno's own character model.
*** Inferno also has a unique throw where he throws the character high, and when they come down, he impales them on his weapon for massive damage. Many players cite this as the reason they lost to him.
* ''VideoGame/StreetFighterII'':
** Computer controlled
Computer-controlled opponents [[TheComputerIsACheatingBastard could can ignore the time portion of all charge moves]].
** Interestingly '''inverted''' in the arcade version of ''Street Fighter ''VideoGame/StreetFighter II: Champion Edition'', where an A.I.-controlled Sagat would never use the Tiger Knee special. Meanwhile, the player character had no problem doing this. Apparently it was an unfinished special move that lacked new sprites, sounds and needed a unique button combination. It was later fixed for ''Street Fighter II: Turbo'' and every incarnation since.



** Gill, the final boss of ''VideoGame/StreetFighterIII'', is playable in ''VideoGame/StreetFighterV'' and has to play by the same rules as everyone else, but when reprising his final boss role in 3's arcade ladder, Gill can use both V-Skills (you get to choose one for your character), has both V-Triggers always on (you get to choose one and can only activate it after filling the V-Gauge), and gets his other two Critical Arts from 3.
* The ''VideoGame/{{Tekken}}'' and ''[[VideoGame/SoulSeries Soulcalibur]]'' series brush up against this (both are Namco fighting game series). Both games occasionally have unlisted moves that only the A.I. has access to.
** A good example of this is in ''Tekken 5'', where the final boss Jinpachi Mishima can stun the player at any point in the match. When he became playable in the UsefulNotes/PlayStation3 version of ''Tekken 5: Dark Resurrection'', the stun could only be used as a counter attack, while as a boss, he could still use it at any time.

to:

** Gill, the final boss of ''VideoGame/StreetFighterIII'', is playable in ''VideoGame/StreetFighterV'' and has to play by the same rules as everyone else, but when reprising his final boss role in 3's arcade ladder, the ''SFIII'' Arcade Ladder, Gill can use both V-Skills (you get to choose one for your character), has both V-Triggers always on (you get to choose one and can only activate it after filling the V-Gauge), and gets his other two Critical Arts from 3.
''III''.
* The ''VideoGame/{{Tekken}}'' and Like sister [[Creator/BandaiNamcoEntertainment Namco]] fighting game series ''[[VideoGame/SoulSeries Soulcalibur]]'' series brush Soulcalibur]]'', ''Franchise/{{Tekken}}'' brushes up against this (both are Namco fighting game series). Both games from time to time, occasionally have having unlisted moves that only the A.I. has access to.
**
to. A good example of this is in ''Tekken 5'', ''VideoGame/Tekken5'', where the final boss Jinpachi Mishima can stun the player at any point in the match. When he became playable in the UsefulNotes/PlayStation3 version of ''Tekken 5: Dark Resurrection'', the stun could only be used as a counter attack, while as a boss, he could still use it at any time.



* This trope is pretty much the whole point of the story mode of the ''VideoGame/{{Touhou}}'' fighting games, ''Immaterial and Missing Power'' and its sequel ''Scarlet Weather Rhapsody''. Each AI opponent you fight possesses special spellcard attack patterns for you to dodge, intermixed with bouts of normal combat, and the spellcards ignore all the normal limitations the player has. This reaches the point where it works less like a fighting game than a multi-form boss battle. Which makes sense, given the BulletHell games that it's based on. That said, this doesn't apply to Arcade and Versus mode. Special mention goes to certain spell cards that are much better when the computer uses them in story mode. Youmu's Double Pain briefly creates a duplicate Youmu that can be used for a short attack. When A.I. Youmu uses it in story mode, the duplicate wanders around and attacks until the player manages to beat the spellcard. It doesn't disappear between player heath bars, and can even attack during what would otherwise be a pause in the action.

to:

* This trope is pretty much the whole point of the story mode of the ''VideoGame/{{Touhou}}'' fighting games, ''Immaterial and Missing Power'' and its sequel ''Scarlet Weather Rhapsody''. Each AI opponent you fight possesses special spellcard attack patterns for you to dodge, intermixed with bouts of normal combat, and the spellcards ignore all the normal limitations the player has. This reaches the point where it works less like a fighting game than a multi-form boss battle. Which makes sense, given the BulletHell games that it's based on. That said, this doesn't apply to Arcade and Versus mode. Special mention goes to certain spell cards that are much better when the computer uses them in story mode. Youmu's Double Pain briefly creates a duplicate Youmu that can be used for a short attack. When A.I. Youmu uses it in story mode, Story Mode, the duplicate wanders around and attacks until the player manages to beat the spellcard. It doesn't disappear between player heath bars, and can even attack during what would otherwise be a pause in the action.action.



** In ''Halo 2'', AI-controlled [[TankGoodness Wraiths]] can use two plasma cannons on the hull in addition to the main plasma mortar. The player can't. Also, the Shadow APC could only be driven by Covenant, even though the player can control the turret.

to:

** In ''Halo 2'', AI-controlled A.I.-controlled [[TankGoodness Wraiths]] can use two plasma cannons on the hull in addition to the main plasma mortar. The player can't. Also, the Shadow APC could only be driven by Covenant, even though the player can control the turret.



[[folder:Metroidvania ]]

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[[folder:Metroidvania ]]
[[folder:Metroidvania]]



* In ''VideoGame/SonicTheHedgehog2'', Tails, when controlled by the A.I., can use his tails to fly in order to catch up with Sonic. Many players wondered how to do the same when using Tails as the player character--but this wasn't possible until [[VideoGame/Sonic3AndKnuckles the next game in the series]].

to:

* ''Franchise/SonicTheHedgehog'':
**
In ''VideoGame/SonicTheHedgehog2'', Tails, when controlled by the A.I., can use his tails to fly in order to catch up with Sonic. Many players wondered how to do the same when using Tails as the player character--but this wasn't possible until [[VideoGame/Sonic3AndKnuckles the next game in the series]].



** This also applies to the character battles in ''VideoGame/SonicAdventure2'' (although the extra attacks do become usable in 2-Player Mode), ''VideoGame/{{Sonic Rush|Series}}'', ''VideoGame/Sonic3AndKnuckles'', ''VideoGame/SonicTheHedgehog2006'', and ''[[VideoGame/SonicStorybookSeries Sonic and the Black Knight]]''.

to:

** This also applies to the character battles in ''VideoGame/SonicAdventure2'' (although the extra attacks do become usable in 2-Player Mode), ''VideoGame/{{Sonic Rush|Series}}'', ''VideoGame/Sonic3AndKnuckles'', ''VideoGame/SonicTheHedgehog2006'', and ''[[VideoGame/SonicStorybookSeries Sonic and the Black Knight]]''.''VideoGame/SonicAndTheBlackKnight''.



** In ''[[VideoGame/MegaManX5 X5]]'', X and Zero [[DuelBoss fight one-on-one]] towards the end of the game, with the character you didn't choose controlled by the AI. Zero uses attacks no Maverick has ever used before, and he as a playable character can't use them. X uses his [[InfinityPlusOneSword Ultimate Armor]] regardless of whether or not you obtained it, and also uses moves from the previous game, which don't carry over when ''you'' play as him, and also spams them far faster than they were ever capable of being used.

to:

** In ''[[VideoGame/MegaManX5 X5]]'', X and Zero [[DuelBoss fight one-on-one]] towards the end of the game, with the character you didn't choose controlled by the AI.A.I. Zero uses attacks no Maverick has ever used before, and he as a playable character can't use them. X uses his [[InfinityPlusOneSword Ultimate Armor]] regardless of whether or not you obtained it, and also uses moves from the previous game, which don't carry over when ''you'' play as him, and also spams them far faster than they were ever capable of being used.



[[folder:Racing Game ]]

* ''VideoGame/SuperMarioKart'': The game does this with each character having nicely documented moves in the manual specifically that only the A.I. can use against you. For example, Bowser throws fireballs, Peach and Toad throw {{poison mushroom}}s, and the Mario Bros. can use stars practically at will. This was likely implemented for game balance, since A.I. racers cannot use regular items.

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[[folder:Racing Game ]]

Game]]

* ''VideoGame/SuperMarioKart'': The game does this with each character having nicely documented moves in the manual specifically that only the A.I. can use against you. For example, Bowser throws fireballs, Peach and Toad throw {{poison mushroom}}s, {{Poison Mushroom}}s, and the Mario Bros. can use stars practically at will. This was likely implemented for game balance, since A.I. racers cannot use regular items.



[[folder:Real Time Strategy ]]

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[[folder:Real Time Strategy ]]
Strategy]]



[[folder:Roguelike ]]

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[[folder:Roguelike ]]
[[folder:Roguelike]]



[[folder:Shoot 'em Up ]]

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[[folder:Shoot 'em Up ]]
Up]]



[[folder:Sports Games ]]

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[[folder:Sports Games ]]
Games]]



* ''NES Nintendo World Cup'' has the Tournament Mode. In that mode many teams have advantages over the player.

to:

* ''NES Nintendo World Cup'' has the Cup'':
**
Tournament Mode. In that mode mode, many teams have advantages over the player.player.
%% Can someone please elaborate a bit more here, if possible?



* In an NFL game by Konami on the Game Boy, the player could only move nearly half as fast as the AI players did.

to:

* In an NFL game by Konami Creator/{{Konami}}'s ''NFL Football'' on the Game Boy, UsefulNotes/GameBoy, the player could can only move nearly half as fast as the AI A.I. players did.



[[folder:Simulation Games ]]

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[[folder:Simulation Games ]]
Games]]



[[folder:Strategy RPG ]]

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[[folder:Strategy RPG ]]
RPG]]



[[folder:Western RPG ]]

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[[folder:Western RPG ]]
RPG]]
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* In ''VideoGame/{{Civilization}} 2'', the AI can also produce military units at will, units with multiple abilities[[note]]For example, they did not need a Diplomat to bribe your military unit; any regular unit could do it[[/note]], stealth units[[note]]For example, unlike run-of-the-mill units, stealth bombers and trade convoys could move past enemies without attacking; the AI will give this ability to ALL their units[[/note]], and teleportation nukes[[note]]If you had any of the 8 spaces around a city without some sort of unit on it, the AI could magically create a NUKE and teleport it to one of these squares and send it into the heart of the city regardless of special anti-nuke SDI units in the city[[/note]]. This could happen at the standard difficulty as well, but to a much smaller degree.

to:

* In ''VideoGame/{{Civilization}} 2'', the AI can also produce military units at will, units with multiple abilities[[note]]For abilities,[[note]]For example, they did not need a Diplomat to bribe your military unit; any regular unit could do it[[/note]], it[[/note]] stealth units[[note]]For units,[[note]]For example, unlike run-of-the-mill units, stealth bombers and trade convoys could move past enemies without attacking; the AI will give this ability to ALL their units[[/note]], units[[/note]] and teleportation nukes[[note]]If nukes.[[note]]If you had any of the 8 spaces around a city without some sort of unit on it, the AI could magically create a NUKE and teleport it to one of these squares and send it into the heart of the city regardless of special anti-nuke SDI units in the city[[/note]]. city[[/note]] This could happen at the standard difficulty as well, but to a much smaller degree.



* ''VideoGame/{{Okami}}'' plays around with this. The player character is [[PhysicalGod Amaterasu]], who in the backstory had a previous self who was called Shiranui. This previous self appears to assist Amaterasu for one battle, and in that one battle demonstrates complete superiority. It can run faster than you, jump higher than you, attacks differently than you, its Power Slash inflicts DeathOfAThousandCuts instead of a single hit, its Galestorm sends the boss reeling whereas yours is like a spring breeze to it, and its Cherry Bomb is basically a nuke. Oh, and it's about 3 times bigger than yours. Did we mention it can '''fly'''? Did we mention it has an ''incredibly'' overpowered FinishingMove? Did we mention you can't do any of this? [[spoiler: It turns out that they aren't the same being after all - Amaterasu is the reincarnation of Shiranui, but Shiranui is male and considers himself her father according to the sequel ''VideoGame/{{Okamiden}}''.]]

to:

* ''VideoGame/{{Okami}}'' plays around with this. The player character is [[PhysicalGod Amaterasu]], who in the backstory had a previous self who was called Shiranui. This previous self appears to assist Amaterasu for one battle, and in that one battle demonstrates complete superiority. It can run faster than you, jump higher than you, attacks differently than you, its Power Slash inflicts DeathOfAThousandCuts instead of a single hit, its Galestorm sends the boss reeling whereas yours is like a spring breeze to it, and its Cherry Bomb is basically a nuke. Oh, and it's about 3 times bigger than yours. Did we mention it can '''fly'''? Did we mention it has an ''incredibly'' overpowered FinishingMove? Did we mention you can't do any of this? [[spoiler: It [[spoiler:It turns out that they aren't the same being after all - Amaterasu is the reincarnation of Shiranui, but Shiranui is male and considers himself her father according to the sequel ''VideoGame/{{Okamiden}}''.]]



* In ''VideoGame/SpaceQuestVI'', you're playing Stooge Fighter against a guy who somehow manages to pull crazy moves that cost a sixth of your health. [[spoiler: However, the guy really is cheating in game, you can unlock the cheat if you learn it yourself in game.]]

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* In ''VideoGame/SpaceQuestVI'', you're playing Stooge Fighter against a guy who somehow manages to pull crazy moves that cost a sixth of your health. [[spoiler: However, [[spoiler:However, the guy really is cheating in game, you can unlock the cheat if you learn it yourself in game.]]



* Father Gascoigne, the first mandatory boss from ''VideoGame/BloodBorne'' is a hunter like you, and he wields the Hunter's Axe and Hunter's Pistol, weapons that you can access from the start of the game. However, Gascoigne has a number of moves the player can't replicate with these weapons. He can fire the pistol like a blunderbuss, fire it while wielding the axe with both hands, perform an uppercut with the axe that scrapes along the floor in a shower of sparks, do a one-handed lunge with the extended axe and best of all, he can[[spoiler: turn into a massive werewolf!]]

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* Father Gascoigne, the first mandatory boss from ''VideoGame/BloodBorne'' is a hunter like you, and he wields the Hunter's Axe and Hunter's Pistol, weapons that you can access from the start of the game. However, Gascoigne has a number of moves the player can't replicate with these weapons. He can fire the pistol like a blunderbuss, fire it while wielding the axe with both hands, perform an uppercut with the axe that scrapes along the floor in a shower of sparks, do a one-handed lunge with the extended axe and best of all, he can[[spoiler: turn can [[spoiler:turn into a massive werewolf!]]



** Seymour in ''VideoGame/FinalFantasyX'' joins your party briefly, with a nice selection of magic. However, later on [[spoiler: when you fight him as a boss]] he can now cast multiple spells simultaneously and summon Anima. However it should be noted that besides those, he has the same exact spells as he did when you controlled him... at first.

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** Seymour in ''VideoGame/FinalFantasyX'' joins your party briefly, with a nice selection of magic. However, later on [[spoiler: when [[spoiler:when you fight him as a boss]] he can now cast multiple spells simultaneously and summon Anima. However it should be noted that besides those, he has the same exact spells as he did when you controlled him... at first.



* In ''VideoGame/KingdomHearts358DaysOver2'', [[spoiler: Saïx]] and [[spoiler:Riku]] each have two completely different movesets: the one used by them as playable characters and the one they use when you fight them as bosses. All of the Organization members also have the power to immediately warp to you in the case they are left behind, an ability that there is no way for you to use when playing as them.

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* In ''VideoGame/KingdomHearts358DaysOver2'', [[spoiler: Saïx]] [[spoiler:Saïx]] and [[spoiler:Riku]] each have two completely different movesets: the one used by them as playable characters and the one they use when you fight them as bosses. All of the Organization members also have the power to immediately warp to you in the case they are left behind, an ability that there is no way for you to use when playing as them.



** ''VideoGame/ShinMegamiTenseiIV'' continues this proud tradition with some attacks from previous game like Macca/Wastrel Beam, a few new ones like the Minotaur's Labrys Strike, and a few moves that work differently when bosses use them ([[spoiler:Sanat as a boss can inflict the Lost status when attacking with Gaea Rage, while player-controlled Sanat cannot]]).

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** ''VideoGame/ShinMegamiTenseiIV'' continues this proud tradition with some attacks from previous game like Macca/Wastrel Beam, a few new ones like the Minotaur's Labrys Strike, and a few moves that work differently when bosses use them ([[spoiler:Sanat them. [[spoiler:Sanat as a boss can inflict the Lost status when attacking with Gaea Rage, while player-controlled Sanat cannot]]).cannot]].

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Putting fighting game examples in alphabetical order, and adding new examples.



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* {{Subverted|Trope}} in ''Franchise/BlazBlue'': Some of the major bosses (original Nu, Hazama, varieties of TrueFinalBoss) are against the Unlimited version of that character, and seem to have secret Distortion Drives beyond the normal ones. However, once the player unlocks said Unlimited character, they can use those Distortion Drives as well. The catch? The AI knows what the secret button inputs are!
* In the ''VideoGame/DeadOrAlive'' series, Alpha-152's AI has the ability to [[TeleportSpam teleport]] from neutral. When she's playable in ''Dimensions'' and ''5'', it's only possible to teleport with her when countering, parrying or if you're knocked into the wall in a specific manner.



** Ky gets one when faced as Bridget's stage 9 Extreme route opponent in Arcade mode. Stuck in his [[SuperMode Dragon Install]] form, he can perform a new Overdrive attack not available to him outside this fight.
* In ''[[VideoGame/GundamVsSeries Gundam vs. Gundam NEXT]]'', the TrueFinalBoss version of the [[Anime/MobileSuitGundamSEEDDestiny Strike Freedom Gundam]] possesses a unique [[VideoGame/FinalFantasyVII Omnislash]]-style attack combining high-speed {{Diagonal Cut}}s with its {{Attack Drone}}s and requires incredible reflexes to avoid. On top of that, it comes in two stages; after losing 1/3 of its life it summons the support mecha METEOR and spams the battlefield with {{BFG}}s and [[MacrossMissileMassacre missiles]]; knock it down another 1/3, and the METEOR explodes but Freedom enters a SuperMode that lasts until either you or it dies (while the player-controlled version only lasts about 4 seconds). This was partly averted years later with ''Extreme Vs. Maxi Boost'', which added a METEOR summon move to the Strike Freedom's moveset.
* In ''VideoGame/JoJosBizarreAdventureHeritageForTheFuture'', the story mode NPC-only version of Vanilla Ice uses unique special and super moves, causing much more damage, although they are more predictable.
* {{Exaggerated|Trope}} in ''VideoGame/KartFighter'' -- most of Luigi's special moves can only be used by the computer.
* [[VideoGame/KillerInstinct Killer Instinct on the SNES]] has this in the form of the boss and secretly player-usable Eyedol.[[note]] Choose Cinder as your character, and at the Vs Screen, press and hold Right on the D-Pad. While holding Right, press LP, LK, FP, MK, MP, FK — the sequence works regardless of button configuration. If done correctly, a voice will say "Eyedol".[[/note]] As a boss, his "Energy Stomp" usually comes at the end of a multi-hit combo where he sends you flying with his huge club, and slowly recharges his HP as long as he's stomping. When you, the player, use him, doing the Energy Stomp does locks you in place for a free hit by your opponent, even if used in exactly the same way as when he's in boss form, and its only use is powering up his fireball attack to shoot three projectiles instead of just one. It's most obvious in Eyedol (Player-controlled) vs Eyedol (Boss) matches.
* In ''VideoGame/TheKingOfFightersXV'', [[SNKBoss Omega Rugal]] has a level 2 Super where he begins [[MenacingStroll walking menacingly]], making him invulnerable to almost every attack and counter except for command grabs. Shoot a projectile? Deflected in almost every case, with a giant Haoken and a laser beam doing nothing at all. Attack him or get close to him? He counters back at you. There are only 3 known moves that bypass this: Heidern's Level 3, another Rugal's Level 3, and Re Verse's desperation grab.



* [[VideoGame/KillerInstinct Killer Instinct on the SNES]] has this in the form of the boss and secretly player-usable Eyedol.[[note]] Choose Cinder as your character, and at the Vs Screen, press and hold Right on the D-Pad. While holding Right, press LP, LK, FP, MK, MP, FK — the sequence works regardless of button configuration. If done correctly, a voice will say "Eyedol".[[/note]] As a boss, his "Energy Stomp" usually comes at the end of a multi-hit combo where he sends you flying with his huge club, and slowly recharges his HP as long as he's stomping. When you, the player, use him, doing the Energy Stomp does locks you in place for a free hit by your opponent, even if used in exactly the same way as when he's in boss form, and its only use is powering up his fireball attack to shoot three projectiles instead of just one. It's most obvious in Eyedol (Player-controlled) vs Eyedol (Boss) matches.



* Various ''VideoGame/{{Skullgirls}}'' characters gain the ability to charge up their [[AssistCharacter ensemble attacks]] when controlled by the A.I., something that could originally only be done by players when properly tagged in. Peacock's ShadowOfImpendingDoom attack, for example, limits the player's assist to dropping a teacup on the opponent. The A.I. can drop an {{anvil|OnHead}}. This has since been fixed so that players can use any variant of a charged move as a support attack.
* ''VideoGame/SoulSeries'':
** ''Soulcalibur III'' gives computer players the ability to block anytime they aren't in the process of being thrown through the air. Facing away from you? They can block. Knocked to the ground? They will mysteriously blink from prone to blocking faster than a human player could stand up.
** From ''Soulcalibur II'', BigBad Inferno mimics a random fighter from the roster of playable characters every round and only uses moves also usable by players, except for his own special move, which he could use with any moveset: he jumps into the air and starts spinning, then rushes across the stage while airborne and continually spinning. Deals heavy damage, but at least it's easy to predict and sidesteppable and despite the fiery trail, it can be blocked (attacks wreathed in fire [[UnblockableAttack cannot be blocked]]) since it's not a power move, the fire is from Inferno's own character model.
*** Inferno also has a unique throw where he throws the character high, and when they come down, he impales them on his weapon for massive damage. Many players cite this as the reason they lost to him.



* ''VideoGame/SoulSeries'':
** ''Soulcalibur III'' gives computer players the ability to block anytime they aren't in the process of being thrown through the air. Facing away from you? They can block. Knocked to the ground? They will mysteriously blink from prone to blocking faster than a human player could stand up.
** From ''Soulcalibur II'', BigBad Inferno mimics a random fighter from the roster of playable characters every round and only uses moves also usable by players, except for his own special move, which he could use with any moveset: he jumps into the air and starts spinning, then rushes across the stage while airborne and continually spinning. Deals heavy damage, but at least it's easy to predict and sidesteppable and despite the fiery trail, it can be blocked (attacks wreathed in fire [[UnblockableAttack cannot be blocked]]) since it's not a power move, the fire is from Inferno's own character model.
*** Inferno also has a unique throw where he throws the character high, and when they come down, he impales them on his weapon for massive damage. Many players cite this as the reason they lost to him.



* In the ''VideoGame/DeadOrAlive'' series, Alpha-152's AI has the ability to [[TeleportSpam teleport]] from neutral. When she's playable in ''Dimensions'' and ''5'', it's only possible to teleport with her when countering, parrying or if you're knocked into the wall in a specific manner.
* Various ''VideoGame/{{Skullgirls}}'' characters gain the ability to charge up their [[AssistCharacter ensemble attacks]] when controlled by the A.I., something that could originally only be done by players when properly tagged in. Peacock's ShadowOfImpendingDoom attack, for example, limits the player's assist to dropping a teacup on the opponent. The A.I. can drop an {{anvil|OnHead}}. This has since been fixed so that players can use any variant of a charged move as a support attack.
* {{Exaggerated|Trope}} in ''VideoGame/KartFighter'' -- most of Luigi's special moves can only be used by the computer.
* In ''[[VideoGame/GundamVsSeries Gundam vs. Gundam NEXT]]'', the TrueFinalBoss version of the [[Anime/MobileSuitGundamSEEDDestiny Strike Freedom Gundam]] possesses a unique [[VideoGame/FinalFantasyVII Omnislash]]-style attack combining high-speed {{Diagonal Cut}}s with its {{Attack Drone}}s and requires incredible reflexes to avoid. On top of that, it comes in two stages; after losing 1/3 of its life it summons the support mecha METEOR and spams the battlefield with {{BFG}}s and [[MacrossMissileMassacre missiles]]; knock it down another 1/3, and the METEOR explodes but Freedom enters a SuperMode that lasts until either you or it dies (while the player-controlled version only lasts about 4 seconds). This was partly averted years later with ''Extreme Vs. Maxi Boost'', which added a METEOR summon move to the Strike Freedom's moveset.

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* In ''VideoGame/ThemsFightinHerds'' does this for each player character when faces as bosses in Story Mode:
** Velvet can completely envelop herself in a tornado of ice and generate a wind that blows
the ''VideoGame/DeadOrAlive'' series, Alpha-152's AI has the ability to [[TeleportSpam teleport]] player back, while she throws ice shards from neutral. When a safe distance. If the player gets close enough to attack her, she'll [[WimpFight feebily try to swat them away]].
** Paprika can now hide [[TheFourthWallWillNotProtectYou against the screen]]. From there, she'll either disappear then roll in from either side, or turn around and tackle the player. Her belly flop was also introduced here before becoming part of her normal moveset.
** In her second stage, Oleander gets an attack that creates a pillar of dark magic where
she's playable in ''Dimensions'' standing, stunning the player. In her final stage, she can ''fly'' and ''5'', it's only possible to teleport with her when countering, parrying or if you're knocked into the wall in shoot fireballs, and gets a specific manner.
* Various ''VideoGame/{{Skullgirls}}'' characters gain the ability to charge up their [[AssistCharacter ensemble attacks]] when controlled by the A.I., something that could originally only be done by players when properly tagged in. Peacock's ShadowOfImpendingDoom
''devastating'' full-screen OneHitKill attack, for example, limits while Fred grows massive in size and can punch the player's assist to dropping a teacup on the opponent. The A.I. can drop an {{anvil|OnHead}}. This has since been fixed so that players can use any variant of a charged move as a support attack.
* {{Exaggerated|Trope}} in ''VideoGame/KartFighter'' -- most of Luigi's special moves can only be used by the computer.
* In ''[[VideoGame/GundamVsSeries Gundam vs. Gundam NEXT]]'', the TrueFinalBoss version
player from either side of the [[Anime/MobileSuitGundamSEEDDestiny Strike Freedom Gundam]] possesses a unique [[VideoGame/FinalFantasyVII Omnislash]]-style attack combining high-speed {{Diagonal Cut}}s with its {{Attack Drone}}s and requires incredible reflexes to avoid. On top of that, it comes in two stages; after losing 1/3 of its life it summons the support mecha METEOR and spams the battlefield with {{BFG}}s and [[MacrossMissileMassacre missiles]]; knock it down another 1/3, and the METEOR explodes but Freedom enters a SuperMode that lasts until either you or it dies (while the player-controlled version only lasts about 4 seconds). This was partly averted years later with ''Extreme Vs. Maxi Boost'', which added a METEOR summon move to the Strike Freedom's moveset.screen.



* In ''VideoGame/JoJosBizarreAdventureHeritageForTheFuture'', the story mode NPC-only version of Vanilla Ice uses unique special and super moves, causing much more damage, although they are more predictable.
* {{Subverted|Trope}} in ''Franchise/BlazBlue'': Some of the major bosses (original Nu, Hazama, varieties of TrueFinalBoss) are against the Unlimited version of that character, and seem to have secret Distortion Drives beyond the normal ones. However, once the player unlocks said Unlimited character, they can use those Distortion Drives as well. The catch? The AI knows what the secret button inputs are!
* In ''VideoGame/TheKingOfFightersXV'', [[SNKBoss Omega Rugal]] has a level 2 Super where he begins [[MenacingStroll walking menacingly]], making him invulnerable to almost every attack and counter except for command grabs. Shoot a projectile? Deflected in almost every case, with a giant Haoken and a laser beam doing nothing at all. Attack him or get close to him? He counters back at you. There are only 3 known moves that bypass this: Heidern's Level 3, another Rugal's Level 3, and Re Verse's desperation grab.

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** He gets Judgement on the player side in the later non Gamecube versions of the game, meaning all moves the boss version has can also be used by the player. However boss Zelos has access to all possible moves, both Strike and Technical, which isn't possible for the player as you can only have one or the other.

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** He gets Judgement on the player side in the later non Gamecube non-[=GameCube=] versions of the game, meaning all moves the boss version has can also be used by the player. However boss Zelos has access to all possible moves, both Strike and Technical, which isn't possible for the player as you can only have one or the other.



* In ''VideoGame/DragonBallXenoverse'' and ''VideoGame/DragonBallXenoverse2'', certain Parallel Quests have the AI using versions of Vegeta in his Saiyan Saga and Namek Saga armors and Captain Ginyu [[GrandTheftMe in Goku's body]] who can all turn into Super Saiyans, despite the former canonically not obtaining the transformation until the Android Saga and the latter being fought and defeated a bit of time before it was introduced. Meanwhile, the player cannot do the same without modding.



* SubvertedTrope in ''Franchise/BlazBlue'': Some of the major bosses (original Nu, Hazama, varieties of TrueFinalBoss) are against the Unlimited version of that character, and seem to have secret Distortion Drives beyond the normal ones. However, once the player unlocks said Unlimited character, they can use those Distortion Drives as well. The catch? The AI knows what the secret button inputs are!
* In ''VideoGame/TheKingOfFightersXV'', [[SNKBoss Omega Rugal]] has a level 2 Super where he begins [[MenacingStroll walking menacingly]], making him invulnerable to almost every attack and counter except for command grabs. Shoot a projectile? Deflected in almost every case, with a giant Haoken and a laser beam doing nothing at all. Attack him or get close to him? He counters back at you. There are only 3 known moves that bypass this: Heidern's Level 3, another Rugal's Level 3, and Re Verse's desperation grab.

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* SubvertedTrope {{Subverted|Trope}} in ''Franchise/BlazBlue'': Some of the major bosses (original Nu, Hazama, varieties of TrueFinalBoss) are against the Unlimited version of that character, and seem to have secret Distortion Drives beyond the normal ones. However, once the player unlocks said Unlimited character, they can use those Distortion Drives as well. The catch? The AI knows what the secret button inputs are!
* In ''VideoGame/TheKingOfFightersXV'', [[SNKBoss Omega Rugal]] has a level 2 Super where he begins [[MenacingStroll walking menacingly]], making him invulnerable to almost every attack and counter except for command grabs. Shoot a projectile? Deflected in almost every case, with a giant Haoken and a laser beam doing nothing at all. Attack him or get close to him? He counters back at you. There are only 3 known moves that bypass this: Heidern's Level 3, another Rugal's Level 3, and Re Verse's desperation grab.



*** In ''Pirate Queen's Quest'', Risky faces Shantae herself as the FinalBoss. Shantae's attack include an enlarged elephant drop, mermaid bubble spam, swooping harpy attacks, multidirectional monkey bullets, rushing crab claws, darkness-inducing bat flights, and the 'mouse lightning rod'. Risky has all her pirate's tools, however.

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*** In ''Pirate Queen's Quest'', Risky faces Shantae herself as the FinalBoss. Shantae's attack attacks include an enlarged elephant drop, mermaid bubble spam, swooping harpy attacks, multidirectional monkey bullets, rushing crab claws, darkness-inducing bat flights, and the 'mouse lightning rod'. Risky has all her pirate's tools, however.
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fix KOF notes


* In ''VideoGame/TheKingOfFightersXV'', [[SNKBoss Omega Rugal]] has a level 1 Super that makes him invulnerable to almost every attack and counters. Shoot a projectile? Deflected in almost every case, with a giant Haoken and a laser beam doing nothing at all. Attack him or get close to him? He counters back at you. There are only 3 known moves that bypass this: Heidern's Level 3, another Rugal's Level 3, and Re Verse's desperation grab.

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* In ''VideoGame/TheKingOfFightersXV'', [[SNKBoss Omega Rugal]] has a level 1 2 Super that makes where he begins [[MenacingStroll walking menacingly]], making him invulnerable to almost every attack and counters.counter except for command grabs. Shoot a projectile? Deflected in almost every case, with a giant Haoken and a laser beam doing nothing at all. Attack him or get close to him? He counters back at you. There are only 3 known moves that bypass this: Heidern's Level 3, another Rugal's Level 3, and Re Verse's desperation grab.
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** Gill, the final boss of ''VideoGame/StreetFighterIII'', is playable in ''VideoGame/StreetFighterV'' and has to play by the same rules as everyone else, but when reprising his final boss role in 3's arcade ladder, Gill can use both V-Skills (you get to choose one for your character), has both V-Triggers always on (you get to choose one and can only activate it after filling the V-Gauge), and gets his other two Critical Arts from 3.
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Wick swap


** In ''VideoGame/MortalKombat2'', the CPU jumps '''while the character is still in a prone position''' to counter any hope of continuing a combo after a knockdown. The CPU can also throw you in the middle of a projectile attack, which the player simply cannot do. But that's not all; the CPU can also throw you in the middle of just about any other special move, making specials such as Raiden's torpedo complete suicide! They'll also pull off impossible knockdown-to-throw combos that the player can't even attempt to do, instantly throwing you if you fall to the ground and they're right next to you, shaving a quarter of your life bar in the process. If the CPU gets you into a corner, they can chain throw you to death by repeatedly throwing you into the corner, something that is impossible to escape and once again simply not possible for a human player to do. Finally, if the player traps them into a corner by spamming projectiles at them, they'll eventually slide across the ground while crouched down to avoid the projectiles and surprise surprise, throw the player.
** Continuing the tradition from ''II'', the A.I. in ''VideoGame/MortalKombat3'' has the ability to throw the player as the player performs a projectile move. The computer can also perform certain combos that human players are prevented from using, and some of the computer's combos do more damage than the exact same combo performed by a human player. The CPU can also launch multiple projectiles in quick succession, such as Cyrax's net. ''Trilogy'' includes playable bosses, and the projectile spam carries over to them too. Motaro's projectile is a charge attack but the CPU obviously ignores this and launches two at a time; there even appears to be a unique frame for this.

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** In ''VideoGame/MortalKombat2'', the ''VideoGame/MortalKombatII'': The CPU jumps '''while the character is still in a prone position''' to counter any hope of continuing a combo after a knockdown. The CPU can also throw you in the middle of a projectile attack, which the player simply cannot do. But that's not all; the CPU can also throw you in the middle of just about any other special move, making specials such as Raiden's torpedo complete suicide! They'll also pull off impossible knockdown-to-throw combos that the player can't even attempt to do, instantly throwing you if you fall to the ground and they're right next to you, shaving a quarter of your life bar in the process. If the CPU gets you into a corner, they can chain throw you to death by repeatedly throwing you into the corner, something that is impossible to escape and once again simply not possible for a human player to do. Finally, if the player traps them into a corner by spamming projectiles at them, they'll eventually slide across the ground while crouched down to avoid the projectiles and surprise surprise, throw the player.
** ''VideoGame/MortalKombat3'': Continuing the tradition from ''II'', the A.I. in ''VideoGame/MortalKombat3'' this game has the ability to throw the player as the player performs a projectile move. The computer can also perform certain combos that human players are prevented from using, and some of the computer's combos do more damage than the exact same combo performed by a human player. The CPU can also launch multiple projectiles in quick succession, such as Cyrax's net. ''Trilogy'' includes playable bosses, and the projectile spam carries over to them too. Motaro's projectile is a charge attack but the CPU obviously ignores this and launches two at a time; there even appears to be a unique frame for this.
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Up To Eleven is a defunct trope


* ''[[VideoGame/InazumaEleven Inazuma Eleven 3:]][[UpdatedRerelease The Ogre]]'' has Neo Raimon, Red Team, and White Team. They have a superior version of Inazuma Japan's players, let's take Endou as an example. Neo Raimon Endou has Omega the Hand G5 (which is event exclusive), Konshin! (a move that powers up your move by 20% at the expense of more GP), Chowaza! (same concept as Konshin! but it takes 20% more TP instead of GP), and Power Element (same concept as the skills before, but it's a 50% boost; and it only activates if your typing is effective against theirs). This applies to just about every Inazuma Japan member in the three teams mentioned before.

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* ''[[VideoGame/InazumaEleven Inazuma Eleven 3:]][[UpdatedRerelease ''VideoGame/InazumaEleven 3: [[UpdatedRerelease The Ogre]]'' has Neo Raimon, Red Team, and White Team. They have a superior version of Inazuma Japan's players, let's take Endou as an example. Neo Raimon Endou has Omega the Hand G5 (which is event exclusive), Konshin! (a move that powers up your move by 20% at the expense of more GP), Chowaza! (same concept as Konshin! but it takes 20% more TP instead of GP), and Power Element (same concept as the skills before, but it's a 50% boost; and it only activates if your typing is effective against theirs). This applies to just about every Inazuma Japan member in the three teams mentioned before.



** In ''VideoGame/StreetFighterAlpha 3'', the final boss for most characters is M. Bison. Bison is playable in the game, but as a final boss he's stronger and has access to the Psycho Drive, which turns his Psycho Crusher UpToEleven. Some of the ports/{{Updated Rerelease}}s and ''[[CompilationRerelease Street Fighter Alpha Anthology]]'' mitigate this, either by having [[SNKBoss Final Bison]] as an unlockable character or granting the player access to hidden [=ISMs=] that, when used on Bison, give him the Final Psycho Crusher.

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** In ''VideoGame/StreetFighterAlpha 3'', the final boss for most characters is M. Bison. Bison is playable in the game, but as a final boss he's stronger and has access to the Psycho Drive, which turns amplifies his Psycho Crusher UpToEleven.Crusher. Some of the ports/{{Updated Rerelease}}s and ''[[CompilationRerelease Street Fighter Alpha Anthology]]'' mitigate this, either by having [[SNKBoss Final Bison]] as an unlockable character or granting the player access to hidden [=ISMs=] that, when used on Bison, give him the Final Psycho Crusher.
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Improper tense


* ''VideoGame/SuperMarioKart'' officially did this, with each character having nicely documented moves in the manual specifically that only the A.I. could use against you. For example, Bowser threw fireballs, Peach and Toad threw {{poison mushroom}}s, and the Mario Bros. could use stars practically at will. This was likely intended for game balance, since A.I. racers could not use regular items.

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* ''VideoGame/SuperMarioKart'' officially did this, ''VideoGame/SuperMarioKart'': The game does this with each character having nicely documented moves in the manual specifically that only the A.I. could can use against you. For example, Bowser threw throws fireballs, Peach and Toad threw throw {{poison mushroom}}s, and the Mario Bros. could can use stars practically at will. This was likely intended implemented for game balance, since A.I. racers could not cannot use regular items.
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* In ''VideoGame/TheKingOfFightersXV'', [[SNKBoss Omega Rugal]] has a level 1 Super that makes him invulnerable to almost every attack and counters. Shoot a projectile? Deflected in almost every case, with a giant Haoken and a laser beam doing nothing at all. Attack him or get close to him? He counters back at you. There are only 3 known moves that bnypass this: Heidern's Level 3, Omega Rugal's Level 3, and Re Verse's desperation grab.

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* In ''VideoGame/TheKingOfFightersXV'', [[SNKBoss Omega Rugal]] has a level 1 Super that makes him invulnerable to almost every attack and counters. Shoot a projectile? Deflected in almost every case, with a giant Haoken and a laser beam doing nothing at all. Attack him or get close to him? He counters back at you. There are only 3 known moves that bnypass bypass this: Heidern's Level 3, Omega another Rugal's Level 3, and Re Verse's desperation grab.
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It may not be practical, but they have exactly the same capabilities as P Cs or NP Cs and therefore shouldn't be here.


* ''[[TabletopGame/DungeonsAndDragons Dungeons & Dragons]]'' third edition went well out of its way to let you play as almost any monster in the books, though due to the painfully restrictive rules for playing monster [=PCs=], they end up being either completely useless (with powers that work well against humanoids like typical player character races but are useless against undead and demons) or so seriously compared to whatever they're fighting. Discussed in Libris Mortis, a supplemental book about undead.
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* In ''VideoGame/TheKingOfFightersXV'', [[SNKBoss Omega Rugal]] has a level 1 Super that makes him invulnerable to almost every attack and counters. Shoot a projectile? Deflected in almost every case, with a giant Haoken and a laser beam doing nothing at all. Attack him or get close to him? He counters back at you. There are only 3 known moves that bnypass this: Heidern's Level 3, Omega Rugal's Level 3, and Re Verse's desperation grab.
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YMMV


** In ''VideoGame/StreetFighterAlpha 3'', the final boss for most characters is M. Bison ([[FanNickname Dictator]]). Bison is playable in the game, but as a final boss he's stronger and has access to the Psycho Drive, which turns his Psycho Crusher UpToEleven. Some of the ports/{{Updated Rerelease}}s and ''[[CompilationRerelease Street Fighter Alpha Anthology]]'' mitigate this, either by having [[SNKBoss Final Bison]] as an unlockable character or granting the player access to hidden [=ISMs=] that, when used on Bison, give him the Final Psycho Crusher.

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** In ''VideoGame/StreetFighterAlpha 3'', the final boss for most characters is M. Bison ([[FanNickname Dictator]]).Bison. Bison is playable in the game, but as a final boss he's stronger and has access to the Psycho Drive, which turns his Psycho Crusher UpToEleven. Some of the ports/{{Updated Rerelease}}s and ''[[CompilationRerelease Street Fighter Alpha Anthology]]'' mitigate this, either by having [[SNKBoss Final Bison]] as an unlockable character or granting the player access to hidden [=ISMs=] that, when used on Bison, give him the Final Psycho Crusher.
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* The Hunter in the ''VideoGame/Left4Dead'' series has a leaping ability he will use if you shoot him from a distance, throwing himself to safety. When you control the Hunter in VS Mode, you can't do the same instant leap ability yourself, but in a strange twist, if there there is an A.I. Hunter in VS Mode, the computer can't use this ability either! This was most likely having the ability disabled for VS Mode to prevent players from making easy escapes and Valve most likely forgot to have this check on the A.I. What is also strange, is a human-controlled Hunter in Campaign Mode can do this. This is probably because they simply enabled the move in campaign, but not in Versus, since you can't play as infected in campaign without cheats. The A.I. Hunter in Versus still seems to think he can use this move, and tends to run in circles when he's shot, resulting in ArtificialStupidity.

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* The Hunter in the ''VideoGame/Left4Dead'' series has a defensive leaping ability he will use if you shoot him from a distance, throwing himself to safety. When you control the Hunter in VS Mode, you can't do the same instant leap ability yourself, but in a strange twist, if there there is an A.I. Hunter in VS Mode, the computer can't use this ability either! either: [[ArtificialStupidity The A.I. Hunter in Versus still seems to think he can use this move, and tends to run in circles when he's shot]]. This was most likely having the ability disabled for VS Mode to prevent players from making easy escapes and Valve most likely forgot to have this check on the A.I. What is also strange, is a human-controlled Hunter in Campaign Mode can do this. This is probably because they simply enabled the move in campaign, but not in Versus, since you can't play as infected in campaign without cheats. The A.I. Hunter in Versus still seems to think he can use this move, and tends to run in circles when he's shot, resulting in ArtificialStupidity.
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** ''Risky's Revenge'' has [[spoiler:Nega-Shantae utilizing TeleportSpam elephant drops, swooping harpy attacks and mermaid bubble spam, on top of CollisionDamage still being in effect]]. Worse still, [[spoiler:since Nega-Shantae is made from Shantae's drained magic, Shantae is locked in human form the whole fight]].
** In ''Half-Genie Hero: Pirate Queen's Quest'', Risky faces Shantae herself as the FinalBoss. Shantae's attack include an enlarged elephant drop, mermaid bubble spam, swooping harpy attacks, multidirectional monkey bullets, rushing crab claws, darkness-inducing bat flights, and the 'mouse lightning rod'. Risky has all her pirate's tools, however.
** In ''Half-Genie Hero: Friends to the End'', Bolo, Sky and Rottytops have to deal with [[spoiler:Nega-Shantae again, with every attack Risky had to put up with, plus spider venom spam and drop attacks]]. The three together are far less durable than Risky, however, so even with Rottytops' [[HealThyself cache of brains]], you're in for a bad time.

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** ''Risky's Revenge'' ''VideoGame/ShantaeRiskysRevenge'' has [[spoiler:Nega-Shantae utilizing TeleportSpam elephant drops, swooping harpy attacks and mermaid bubble spam, on top of CollisionDamage still being in effect]]. Worse still, [[spoiler:since Nega-Shantae is made from Shantae's drained magic, Shantae is locked in human form the whole fight]].
** ''VideoGame/ShantaeHalfGenieHero'':
***
In ''Half-Genie Hero: Pirate ''Pirate Queen's Quest'', Risky faces Shantae herself as the FinalBoss. Shantae's attack include an enlarged elephant drop, mermaid bubble spam, swooping harpy attacks, multidirectional monkey bullets, rushing crab claws, darkness-inducing bat flights, and the 'mouse lightning rod'. Risky has all her pirate's tools, however.
** *** In ''Half-Genie Hero: Friends ''Friends to the End'', Bolo, Sky and Rottytops have to deal with [[spoiler:Nega-Shantae again, with every attack Risky had to put up with, plus spider venom spam and drop attacks]]. The three together are far less durable than Risky, however, so even with Rottytops' [[HealThyself cache of brains]], you're in for a bad time.

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[[folder:[=4X=]]]

* In ''VideoGame/{{Civilization}} 2'', the AI can also produce military units at will, units with multiple abilities[[note]]For example, they did not need a Diplomat to bribe your military unit; any regular unit could do it[[/note]], stealth units[[note]]For example, unlike run-of-the-mill units, stealth bombers and trade convoys could move past enemies without attacking; the AI will give this ability to ALL their units[[/note]], and teleportation nukes[[note]]If you had any of the 8 spaces around a city without some sort of unit on it, the AI could magically create a NUKE and teleport it to one of these squares and send it into the heart of the city regardless of special anti-nuke SDI units in the city[[/note]]. This could happen at the standard difficulty as well, but to a much smaller degree.
* In ''VideoGame/SidMeiersAlphaCentauri'', enemy units can use probe team abilities (such as taking control of your units) even if they aren't dedicated probe teams.

[[/folder]]



[[folder:Beat Em Up ]]

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[[folder:Beat Em 'em Up ]]



[[folder:First Person Shooter ]]

* In ''VideoGame/{{BioShock|1}}'', enemies with guns could melee you with their weapons while the only weapon you had with a melee attack was the wrench. ''VideoGame/{{BioShock 2}}'' fixes this, letting you melee with any weapon, although the drill does the most melee damage. In both games, the enemies can throw grenades at random, where you are only allowed to do so when using the Launcher.

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[[folder:First Person [[folder:First-Person Shooter ]]

* In ''VideoGame/{{BioShock|1}}'', enemies with guns could melee you with their weapons while the only weapon you had with a melee attack was the wrench. ''VideoGame/{{BioShock 2}}'' ''VideoGame/BioShock2'' fixes this, letting you melee with any weapon, although the drill does the most melee damage. In both games, the enemies can throw grenades at random, where you are only allowed to do so when using the Launcher.



[[folder:Four X ]]

* In ''VideoGame/{{Civilization}} 2'', the AI can also produce military units at will, units with multiple abilities[[note]]For example, they did not need a Diplomat to bribe your military unit; any regular unit could do it[[/note]], stealth units[[note]]For example, unlike run-of-the-mill units, stealth bombers and trade convoys could move past enemies without attacking; the AI will give this ability to ALL their units[[/note]], and teleportation nukes[[note]]If you had any of the 8 spaces around a city without some sort of unit on it, the AI could magically create a NUKE and teleport it to one of these squares and send it into the heart of the city regardless of special anti-nuke SDI units in the city[[/note]]. This could happen at the standard difficulty as well, but to a much smaller degree.
* In ''VideoGame/SidMeiersAlphaCentauri'', enemy units can use probe team abilities (such as taking control of your units) even if they aren't dedicated probe teams.

[[/folder]]



** Sonic, protagonist of the whole series, suddenly being able to [[https://www.youtube.com/watch?v=Z-AMPfjtoVk&t=9m41s summon tornadoes]] when he's fought as a stage boss is an odd example. While unable to do this in [[VideoGame/SonicRushSeries Sonic Rush]], this is a part of every Speed character's move set in VideoGame/SonicHeroes.

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** Sonic, protagonist of the whole series, suddenly being able to [[https://www.youtube.com/watch?v=Z-AMPfjtoVk&t=9m41s summon tornadoes]] when he's fought as a stage boss is an odd example. While unable to do this in [[VideoGame/SonicRushSeries Sonic Rush]], ''VideoGame/{{Sonic Rush|Series}}'', this is a part of every Speed character's move set in VideoGame/SonicHeroes.''VideoGame/SonicHeroes''.



* ''VideoGame/SuperMarioKart'' officially did this, with each character having nicely documented moves in the manual specifically that only the A.I. could use against you. For example, Bowser threw fireballs, Peach and Toad threw poison mushrooms, and the Mario Bros. could use stars practically at will. This was likely intended for game balance, since A.I. racers could not use regular items.

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* ''VideoGame/SuperMarioKart'' officially did this, with each character having nicely documented moves in the manual specifically that only the A.I. could use against you. For example, Bowser threw fireballs, Peach and Toad threw poison mushrooms, {{poison mushroom}}s, and the Mario Bros. could use stars practically at will. This was likely intended for game balance, since A.I. racers could not use regular items.



[[folder:Shoot Em Up ]]

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[[folder:Shoot Em 'em Up ]]

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* In ''VideoGame/CommandAndConquerTiberianDawn'', whenever the computer uses the airstrike superweapon, unlike the player it can fully control the bombers, allowing them to track fleeing targets and even switch to another target once the first one is dead.

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* In ''VideoGame/CommandAndConquerTiberianDawn'', whenever ''VideoGame/CommandAndConquerTiberianDawn'':
** Whenever
the computer uses the airstrike superweapon, unlike the player it can fully control the bombers, allowing them to track fleeing targets and even switch to another target once the first one is dead.dead.
** Buildings can normally be placed only next to another. The computer can rebuild lost structures where they used to be even if they were freestanding, unlike the player.
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Added DiffLines:

** In ''VideoGame/ShinMegamiTenseiNINE'', when more than one member of a party uses the same skill at the same time, it forms a [[CombinationAttack combo skill]]. Skills of all elements except [[NonElemental Almighty]] can be used in combos, however, since the protagonist is the only party member who can use Gun skills, Gun combo skills are only seen in boss fights against groups of human enemies.

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