History Main / ThatOneAttack

15th Jan '17 1:14:00 PM gophergiggles
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* [[TheDragon Sabata's]] homing spin attack in ''VideoGame/{{Boktai}}''. It's unblockable, unstoppable, and lasts for a ''really'' long time. Since Sabata's invincible while using it, the battle just sort of stops while you keep running around praying he doesn't corner you and drain about 3/4 of your health. The worst part of it is it breaks up what is otherwise a ''really'' cool idea for a fight: a cat and mouse battle in the dark with an opponent who you would otherwise stand no chance of beating.
31st Dec '16 2:36:08 PM DarkHunter
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* ''VideoGame/JetForceGemini'''s second fight with Mizar has the infamous "electric jump rope". It's probably 80% of the reason the Mizar rematch is [[ThatOneBoss hair-pullingly tough to fight.]]


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* ''VideoGame/JetForceGemini'''s second fight with Mizar has the infamous "electric jump rope", which does extremely high damage and the speed at which it moves is random; it'll be incredibly quick in one case and then move at a snail's pace in the next. The awkward camera angles depending on where Mizar is make things even trickier. Worse, since Mizar has no set pattern to his attacks, it's entirely possible to encounter this move multiple times in a row. It's probably 80% of the reason the Mizar rematch is [[ThatOneBoss hair-pullingly tough to fight.]]
31st Dec '16 12:38:32 AM erforce
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** Bass from VideoGame/MegaManBattleNetwork 4 and onwards gets his Buster Rake upgraded. Instead of shooting rolling shiny balls down the rows, this one actually rakes your side of the field several times, is insanely hard to dodge, and the faster he gets, the harder it is to dodge, all the way up to being completely undodgeable. Sure, a single Panel Grab chip will eliminate this, but few people actually bother with it. And in his final forms, every hit deals over a hundred damage, which piles up fast. No matter how high your HP counter is, it's all reserved to tank Buster Rake. He also LOVES to finish off low HP with this. In Battle Network 6, this attack gets buffed even further as it no longer triggers MercyInvincibility.
** Shadowman in Battle Network 2 has a ''nasty'' habit of unleashing Muramasa on the player, an attack that deals damage equal to the amount of lost HP. He only uses it when at [[DesperationAttack low health]] with little warning, resulting in a nasty OneHitKill since it deals over 1000 damage this way.
** In Battle Network 5, Shademan's attack in Liberations has practically infinite range; it can hit anyone next to a Dark Panel. It doesn't matter if he's still within locked panels or if you're on the opposite side of the map, ''he can still hit you''.

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** Bass from VideoGame/MegaManBattleNetwork 4 ''VideoGame/MegaManBattleNetwork 4'' and onwards gets his Buster Rake upgraded. Instead of shooting rolling shiny balls down the rows, this one actually rakes your side of the field several times, is insanely hard to dodge, and the faster he gets, the harder it is to dodge, all the way up to being completely undodgeable. Sure, a single Panel Grab chip will eliminate this, but few people actually bother with it. And in his final forms, every hit deals over a hundred damage, which piles up fast. No matter how high your HP counter is, it's all reserved to tank Buster Rake. He also LOVES to finish off low HP with this. In Battle Network 6, this attack gets buffed even further as it no longer triggers MercyInvincibility.
** Shadowman in Battle ''Battle Network 2 2'' has a ''nasty'' habit of unleashing Muramasa on the player, an attack that deals damage equal to the amount of lost HP. He only uses it when at [[DesperationAttack low health]] with little warning, resulting in a nasty OneHitKill since it deals over 1000 damage this way.
** In Battle ''Battle Network 5, 5'', Shademan's attack in Liberations has practically infinite range; it can hit anyone next to a Dark Panel. It doesn't matter if he's still within locked panels or if you're on the opposite side of the map, ''he can still hit you''.



** Rewinding to Battle Network 3, there's Kingman's Plan B. He uses an Area Grab to reduce your running room, moves his Pawns as close to you as possible, and summons a Knight in your side of the field. Let him live long enough, and he'll do it again, this time using only one Pawn and ''two Knights'', again in your field.
** Gutsman in Battle Network 3 is a tricky step-up from his battles in the previous 2 games, but if left at low HP for too long, he uses his own [[LimitBreak Program Advance]]. For several seconds, he turns invincible and begins launching several {{Rocket Punch}}es at you, each one not triggering MercyInvincibility, and made harder to dodge if he destroyed your terrain moments before. You have to wait this out, which more or less destroys your S-Rank if you ever see him use this attack.
* Players of ''YggdraUnion'' often cringe when the word 'Genocide' is mentioned. It's the signature move of ThatOneBoss Gulcasa which kills off his allies, giving him an exponential boost in power for every unit killed. To make matters worse, this move shatters your meter, preventing you from using any cards to defend yourself with. Finally, if he manages to take out all your characters with this move during a skirmish, your morale takes quite a plunge. And you have to face this guy quite a few times. It's possible to get a character that is effectively immune to Genocide, but the route split happens ''before'' you first encounter Gulcasa.

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** Rewinding to Battle ''Battle Network 3, 3'', there's Kingman's Plan B. He uses an Area Grab to reduce your running room, moves his Pawns as close to you as possible, and summons a Knight in your side of the field. Let him live long enough, and he'll do it again, this time using only one Pawn and ''two Knights'', again in your field.
** Gutsman in Battle ''Battle Network 3 3'' is a tricky step-up from his battles in the previous 2 games, but if left at low HP for too long, he uses his own [[LimitBreak Program Advance]]. For several seconds, he turns invincible and begins launching several {{Rocket Punch}}es at you, each one not triggering MercyInvincibility, and made harder to dodge if he destroyed your terrain moments before. You have to wait this out, which more or less destroys your S-Rank if you ever see him use this attack.
* Players of ''YggdraUnion'' ''VideoGame/YggdraUnion'' often cringe when the word 'Genocide' is mentioned. It's the signature move of ThatOneBoss Gulcasa which kills off his allies, giving him an exponential boost in power for every unit killed. To make matters worse, this move shatters your meter, preventing you from using any cards to defend yourself with. Finally, if he manages to take out all your characters with this move during a skirmish, your morale takes quite a plunge. And you have to face this guy quite a few times. It's possible to get a character that is effectively immune to Genocide, but the route split happens ''before'' you first encounter Gulcasa.



* There are more than one here, but the Megiddo technique from ''PhantasyStarIV'' deserves notice. It was a staple attack-all ever since the second game, and suddenly, the final boss has it like your main character. (In addition to sucking up souls or whatever before performing.) Absolutely devastating when the boss decides to remove your buffs, and man can it spam like there's no tomorrow.

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* There are more than one here, but the Megiddo technique from ''PhantasyStarIV'' ''VideoGame/PhantasyStarIV'' deserves notice. It was a staple attack-all ever since the second game, and suddenly, the final boss has it like your main character. (In addition to sucking up souls or whatever before performing.) Absolutely devastating when the boss decides to remove your buffs, and man can it spam like there's no tomorrow.



* In ''EpicBattleFantasy III'', there's Doomsday, used by [[BossInMooksClothing Cosmic Monolith]]. It deals huge dark-elemental damage to everything on the field - but Cosmic Monolith actually absorbs dark, meaning it can bring your whole party to near death while healing itself. The attack is used every three turns, so if you can't outdamage the healing (taking into account that you also have to recover your health in meantime), you're screwed. An optional fight with two Cosmic Monoliths is actually harder than the FinalBoss.
** ''EpicBattleFantasy IV'' has a few, but one of the worst is used by the Clay Idols (which are otherwise a pushover mook). They have an attack that drains a character's MP. What makes it so nasty is that the amount it drains is completely ridiculous; a single hit can steal roughly 90% of a character's MP total, essentially forcing that character into backup so that their MP can (slowly) regenerate and making them practically useless for the rest of the battle, or else forcing you to run away and restore your MP out of battle. For this reason, it's generally recommended to take out Clay Idols on sight, before even buffing (which you would normally spend most of the first turn doing).

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* ''VideoGame/EpicBattleFantasy''
**
In ''EpicBattleFantasy ''Epic Battle Fantasy III'', there's Doomsday, used by [[BossInMooksClothing Cosmic Monolith]]. It deals huge dark-elemental damage to everything on the field - but Cosmic Monolith actually absorbs dark, meaning it can bring your whole party to near death while healing itself. The attack is used every three turns, so if you can't outdamage the healing (taking into account that you also have to recover your health in meantime), you're screwed. An optional fight with two Cosmic Monoliths is actually harder than the FinalBoss.
** ''EpicBattleFantasy IV'' ''Epic Battle Fantasy 4'' has a few, but one of the worst is used by the Clay Idols (which are otherwise a pushover mook). They have an attack that drains a character's MP. What makes it so nasty is that the amount it drains is completely ridiculous; a single hit can steal roughly 90% of a character's MP total, essentially forcing that character into backup so that their MP can (slowly) regenerate and making them practically useless for the rest of the battle, or else forcing you to run away and restore your MP out of battle. For this reason, it's generally recommended to take out Clay Idols on sight, before even buffing (which you would normally spend most of the first turn doing).



* ''VideoGame/DeadOrAlive 4''. Alpha-152. Okay, got her... GOT HER... NO! That stupid attack where she grabs you, knocks you down, then smacks you across the face a few times which removes 70% or so of your health! Resist... urge... to... toss... 360... out... window.
** In ''Dead or Alive 2'', Tengu can use a wind attack. It can knock you over, do a large amount of damage, and worst of all, is the only ranged attack in the game. The good news is that it can be blocked if you're far enough away, the worse news is there's nothing stopping him from using it over and over again to keep you from closing the gap.

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* ''VideoGame/DeadOrAlive 4''.''VideoGame/DeadOrAlive''
** ''VideoGame/DeadOrAlive4''.
Alpha-152. Okay, got her... GOT HER... NO! That stupid attack where she grabs you, knocks you down, then smacks you across the face a few times which removes 70% or so of your health! Resist... urge... to... toss... 360... out... window.
** In ''Dead or Alive 2'', ''VideoGame/DeadOrAlive2'', Tengu can use a wind attack. It can knock you over, do a large amount of damage, and worst of all, is the only ranged attack in the game. The good news is that it can be blocked if you're far enough away, the worse news is there's nothing stopping him from using it over and over again to keep you from closing the gap.



* The suicide attack by the Egg Viper in ''VideoGame/SonicAdventure'', if only because of the horrid camera angle. Some of the Sonic Rush battles (and the Sky Canyon boss in ''SonicAdvance 2'') have instant death attacks, or attacks which are nearly impossible to avoid consistently.

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* The suicide attack by the Egg Viper in ''VideoGame/SonicAdventure'', if only because of the horrid camera angle. Some of the Sonic Rush battles (and the Sky Canyon boss in ''SonicAdvance 2'') ''VideoGame/SonicAdvance2'') have instant death attacks, or attacks which are nearly impossible to avoid consistently.



* The charging tackle Meta Ridley in ''MetroidPrime'' does when he's on the ground. It's not too hard to avoid at first, but later on, especially in Hard mode, he seems to be able to guess where you'll be. Cue frustration. In fact, physical attacks in general are pretty annoying in ''{{Metroid}} Prime'' as you may get cornered.
** The whole reason the Boost Guardian in ''Metroid Prime 2: Echoes'' is ThatOneBoss is precisely because of That One Attack. He's a ''piece of cake'' otherwise, even on Hard mode.

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* ''VideoGame/MetroidPrimeTrilogy''
**
The charging tackle Meta Ridley in ''MetroidPrime'' ''VideoGame/MetroidPrime'' does when he's on the ground. It's not too hard to avoid at first, but later on, especially in Hard mode, he seems to be able to guess where you'll be. Cue frustration. In fact, physical attacks in general are pretty annoying in ''{{Metroid}} ''Metroid Prime'' as you may get cornered.
** The whole reason the Boost Guardian in ''Metroid Prime 2: Echoes'' ''VideoGame/MetroidPrime2Echoes'' is ThatOneBoss is precisely because of That One Attack. He's a ''piece of cake'' otherwise, even on Hard mode.



* In ''[[VideoGame/CastlevaniaOrderOfEcclesia Castlevania: Order of Ecclessia]]'', Dracula throws long streams of bats that bypass MercyInvincibility and will shred your HP down to nothing in seconds if you get caught off guard. If you can avoid that, then it'll be the bloody soul steals out of nowhere, which do a lot to you and give him a bit more health back. ''[[VideoGame/CastlevaniaPortraitOfRuin Portrait of Ruin]]''[='s=] bosses normally have a single attack that is much more difficult to work against than the others too.

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* ''Franchise/{{Castlevania}}''
**
In ''[[VideoGame/CastlevaniaOrderOfEcclesia Castlevania: Order of Ecclessia]]'', Dracula throws long streams of bats that bypass MercyInvincibility and will shred your HP down to nothing in seconds if you get caught off guard. If you can avoid that, then it'll be the bloody soul steals out of nowhere, which do a lot to you and give him a bit more health back. ''[[VideoGame/CastlevaniaPortraitOfRuin Portrait of Ruin]]''[='s=] bosses normally have a single attack that is much more difficult to work against than the others too.



** Death is the series' go-to guy for ThatOneBoss fights, so it stands to reason that he'll usually have one of these in his arsenal. Aside from the constantly spawning mini-scythes, the move that really takes the cake are the giant skulls in ''[[VideoGame/CastlevaniaChroniclesOfSorrow Dawn of Sorrow]]'', which deal insane amounts of damage, take up most of the screen, and [[KaizoTrap are the only projectiles in the game that don't disappear when Death is beaten.]]
** He also has one in ''[[VideoGame/CastlevaniaChroniclesOfSorrow Aria of Sorrow]]'', where he rolls his scythe along the floor, walls and ceiling at high speeds. It too deals huge amounts of damage, and depending on where the player is standing in the room, it's anywhere from easy to nigh-impossible to dodge.
* In ''VideoGame/MegaManX5'', the fight with Zero has him throwing nearly-full-screen {{Sword Beam}}s that you have to dodge in sequence. Capcom acknowledged this by making this attack Zero's Level 3 Hyper Combo in ''VideoGame/MarvelVsCapcom3''.

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** Death is the series' go-to guy for ThatOneBoss fights, so it stands to reason that he'll usually have one of these in his arsenal. Aside from the constantly spawning mini-scythes, the move that really takes the cake are the giant skulls in ''[[VideoGame/CastlevaniaChroniclesOfSorrow ''[[VideoGame/CastlevaniaDawnOfSorrow Dawn of Sorrow]]'', which deal insane amounts of damage, take up most of the screen, and [[KaizoTrap are the only projectiles in the game that don't disappear when Death is beaten.]]
** He Death also has one in ''[[VideoGame/CastlevaniaChroniclesOfSorrow ''[[VideoGame/CastlevaniaAriaOfSorrow Aria of Sorrow]]'', where he rolls his scythe along the floor, walls and ceiling at high speeds. It too deals huge amounts of damage, and depending on where the player is standing in the room, it's anywhere from easy to nigh-impossible to dodge.
* ''VideoGame/MegaManX''
**
In ''VideoGame/MegaManX5'', the fight with Zero has him throwing nearly-full-screen {{Sword Beam}}s that you have to dodge in sequence. Capcom acknowledged this by making this attack Zero's Level 3 Hyper Combo in ''VideoGame/MarvelVsCapcom3''.



** Bamboo Pandamonium's desperation attack in ''X8''. Like every boss with such a move, he telegraphs it, but that won't help you; the punch he throws is sudden, fast, its hitbox takes up over half the screen, and deals an ''obscene'' amount of damage. On Normal and Hard, if you've not bought enough life gauge upgrades, you dodge it or you lose a character.

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** Bamboo Pandamonium's desperation attack in ''X8''.''VideoGame/MegaManX8''. Like every boss with such a move, he telegraphs it, but that won't help you; the punch he throws is sudden, fast, its hitbox takes up over half the screen, and deals an ''obscene'' amount of damage. On Normal and Hard, if you've not bought enough life gauge upgrades, you dodge it or you lose a character.



** And going to the [[VideoGame/MegaManClassic classic series]], Wily's second form in ''[[VideoGame/MegaMan7 7]]'' is often considered one of the most unfairly difficult fights in the series, and the majority of that reason is because of one attack that he spams constantly, summoning four differently-colored balls of energy that lunge forward at Mega Man three times. The attack is nigh-impossible to dodge (you have the best chance if Mega Man and Wily are on the extreme opposite ends of the screen, but it still requires perfect timing), does anywhere from a decent amount of damage to taking out huge chunks of the player's life bar (especially if they get frozen by the blue sphere and can't break free fast enough to escape from Wily's follow-up attack) and is used every time he teleports. You know it's terrible when "Just get hit by one of the yellow spheres because they do less damage" is a perfectly reasonable strategy.

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** * And going to the [[VideoGame/MegaManClassic classic series]], Wily's second form in ''[[VideoGame/MegaMan7 7]]'' ''VideoGame/MegaMan7'' is often considered one of the most unfairly difficult fights in the series, and the majority of that reason is because of one attack that he spams constantly, summoning four differently-colored balls of energy that lunge forward at Mega Man three times. The attack is nigh-impossible to dodge (you have the best chance if Mega Man and Wily are on the extreme opposite ends of the screen, but it still requires perfect timing), does anywhere from a decent amount of damage to taking out huge chunks of the player's life bar (especially if they get frozen by the blue sphere and can't break free fast enough to escape from Wily's follow-up attack) and is used every time he teleports. You know it's terrible when "Just get hit by one of the yellow spheres because they do less damage" is a perfectly reasonable strategy.



* The final battle with Nelo Angelo (a.k.a. [[spoiler:Vergil]]) from ''VideoGame/DevilMayCry'' has him throwing out his deadliest attack, summoning blue energy swords around you and using them on you like ReverseShrapnel.
** Hell Lusts from ''3'' have an uppercut attack. Admittedly it isn't ''too'' powerful, but it has ridiculous priority[[note]]How ridiculous? Death won't stop a Lust getting the move off.[[/note]], the demons love to use it while you're busy fighting others and they sometimes feint it by just doing the starting dash without actually striking, meaning prediction is difficult. [[http://www.youtube.com/watch?v=pItTKI43P5o Behold]] [[http://www.youtube.com/watch?v=j91mP3UtaBQ the]] [[http://www.youtube.com/watch?v=cBdKLPouoOw horror]].
** Also from ''3 '' Vergil's Helm Breaker in the last mission, specially after he says [[TurnsRed "you're going down"]]. The move consists of him teleporting above you and striking you with his sword four to five times in a row, each from a lower height than the last. He may repeat this 2 or 3 times and since he is with his Devil Trigger on he will be recovering health the whole time.
** Again from ''3 '', during the final fight, Vergil has a combo that consists of two swings, a upward swing that launches you in the air (and also hits you if you are above him), he then teleports above you, does a Helmet Breaker and finishes with a Stinger. If you are hit by any of his attacks past the very first swing, it's practically impossible to escape from the combo as well. The last two attacks hurt really bad, even on Normal and on higher difficulties can take a quarter of a fully upgraded health bar. He also loves to spam it, so you better learn to avoid it or DIE.
** He also has the abillity to project purple orbs to damage you, its fairly easy to dodge it in the first and second battle but on the third it becomes almost luck-based.

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* ''Franchise/DevilMayCry''
**
The final battle with Nelo Angelo (a.k.a. [[spoiler:Vergil]]) from ''VideoGame/DevilMayCry'' ''VideoGame/DevilMayCry1'' has him throwing out his deadliest attack, summoning blue energy swords around you and using them on you like ReverseShrapnel.
** Hell Lusts from ''3'' ''VideoGame/DevilMayCry3DantesAwakening'' have an uppercut attack. Admittedly it isn't ''too'' powerful, but it has ridiculous priority[[note]]How ridiculous? Death won't stop a Lust getting the move off.[[/note]], the demons love to use it while you're busy fighting others and they sometimes feint it by just doing the starting dash without actually striking, meaning prediction is difficult. [[http://www.youtube.com/watch?v=pItTKI43P5o Behold]] [[http://www.youtube.com/watch?v=j91mP3UtaBQ the]] [[http://www.youtube.com/watch?v=cBdKLPouoOw horror]].
** *** Also from ''3 '' Vergil's Helm Breaker in the last mission, specially after he says [[TurnsRed "you're going down"]]. The move consists of him teleporting above you and striking you with his sword four to five times in a row, each from a lower height than the last. He may repeat this 2 or 3 times and since he is with his Devil Trigger on he will be recovering health the whole time.
** *** Again from ''3 '', during the final fight, Vergil has a combo that consists of two swings, a upward swing that launches you in the air (and also hits you if you are above him), he then teleports above you, does a Helmet Breaker and finishes with a Stinger. If you are hit by any of his attacks past the very first swing, it's practically impossible to escape from the combo as well. The last two attacks hurt really bad, even on Normal and on higher difficulties can take a quarter of a fully upgraded health bar. He also loves to spam it, so you better learn to avoid it or DIE.
** **** He also has the abillity to project purple orbs to damage you, its fairly easy to dodge it in the first and second battle but on the third it becomes almost luck-based.



* {{KOEI}} has quite a few across its [[VideoGame/DynastyWarriors three]] [[VideoGame/SamuraiWarriors signature]] [[WarriorsOrochi series]], most of them handed out by high level characters or officers possessed of a situational super-buff.

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* {{KOEI}} Creator/{{KOEI}} has quite a few across its [[VideoGame/DynastyWarriors three]] [[VideoGame/SamuraiWarriors signature]] [[WarriorsOrochi [[VideoGame/WarriorsOrochi series]], most of them handed out by high level characters or officers possessed of a situational super-buff.
1st Dec '16 12:34:38 PM X2X
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** Any S-Rank ability in ''Soulcalibur IV'' could qualify, but the worst is Auto Impact S, especially when combined with Impact Edge, Impact Heal, or both. It allows the enemy to randomly get Guard Impacts (thereby interrupting your attack and making you vulnerable to a counterattack), even if they do nothing that would merit one. At S-Rank, it happens ''a lot''. Impact Edge hurts you when you get Impacted, and Impact Heal restores health on a successful Guard Impact. Combine them for maximum frustration. It's also worth noting that [[TheComputerIsACheatingBastard only the computer can have S-Ranked abilities]
** Nightmare's Critical Edge is also That One Attack in the sequel, ''Soulcalibur V''. Unlike many of the Critical Edge attacks, it can outright counter an incoming move instead of interrupting it, so you're going to be eating it unless you were blocking before he released it. Also, unlike most Critical Edge moves, which tend to do 25% or so of the health bar, Nightmare can devour ''75% of your Health'' with this one attack and go on to use his multiple options for punishing downed characters. Dark Reconquista only deals that obscene an amount of damage ''if'' the player lets Nightmare remain idle while gathering power (which takes about a full second's worth of time) instead of activating the move's built-in Guard Impact (which can't be triggered by throws or {{unblockable|Attack}}s). If it's a counter and/or a Clean Hit, the Critical Edge stings more on top of that. Potentially, the move can beat out even Algol's alternate CE that requires [[LimitBreak both bars of meter]] for the title of strongest attack in the game. Triggering the move off of the counter (usually) does significantly less. One's knowledge of how to dissect Nightmare [[AwesomeButImpractical makes all the difference in how effective the attack is]].
** [[spoiler:Elysium]]'s Critical Edge as well. It's a machine gun that fires invisible bullets. And if it hits you while you're on the floor, it causes you to levitate so you can be hit by [[spoiler:her]] other attacks easier.

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** Any S-Rank ability in ''Soulcalibur IV'' could qualify, but the worst is Auto Impact S, especially when combined with Impact Edge, Impact Heal, or both. It allows the enemy to randomly get Guard Impacts (thereby interrupting your attack and making you vulnerable to a counterattack), even if they do nothing that would merit one. At S-Rank, it happens ''a lot''. Impact Edge hurts you when you get Impacted, and Impact Heal restores health on a successful Guard Impact. Combine them for maximum frustration. It's also worth noting that [[TheComputerIsACheatingBastard only the computer can have S-Ranked abilities]
abilities]].
** Nightmare's Critical Edge is also That One Attack in the sequel, ''Soulcalibur V''. Unlike many of the Critical Edge attacks, it can outright counter an incoming move instead of interrupting it, so you're going to be eating it unless you were blocking before he released it. Also, unlike most Critical Edge moves, which tend to do 25% or so of the health bar, Nightmare can devour ''75% of your Health'' health'' with this one attack and go on to use his multiple options for punishing downed characters. However, Dark Reconquista only deals that obscene an amount of damage ''if'' the player lets Nightmare remain idle while gathering power (which takes about a full second's worth of time) instead of activating the move's built-in Guard Impact (which can't be triggered by throws or {{unblockable|Attack}}s). If it's a counter and/or a Clean Hit, the Critical Edge stings more on top of that. Potentially, the move can beat out even Algol's alternate CE that requires [[LimitBreak both bars of meter]] for the title of strongest attack in the game. Triggering the move off of the counter (usually) does significantly less. One's knowledge of how to dissect Nightmare [[AwesomeButImpractical makes all the difference in how effective the attack is]].
** [[spoiler:Elysium]]'s Critical Edge as well. It's a machine gun that fires invisible bullets. And if it hits you while you're on the floor, it causes you to levitate so you can be hit by [[spoiler:her]] their other attacks easier.



* One cannot bring up Akuma or the ''[[VideoGame/CapcomVsWhatever Vs.]]'' series without mention of the sheer nightmare that is the [[DeathFromAbove Misogi]] from ''[[VideoGame/CapcomVsSNK2MarkOfTheMillennium Capcom vs. SNK 2]]''. Available only to [[OriginalGeneration that game's version of Shin Akuma]] (fueled by the [[VideoGame/TheKingOfFighters Orochi power]]), Misogi is an instantaneous cross-up from above that ''homes in on the player at absurd speeds''. If it connects (and it probably will), [[http://www.youtube.com/watch?v=ZDFTNRD3rhU the unlucky party]] [[OneHitKill is as good as dead]]. If they do manage to block, much like Final Bison's Final Psycho Crusher or Gill's Seraphic Wing, you're ''still'' screwed due to the litigious amount of [[ScratchDamage chip damage]] it deals. Worse still, the move can't be [[VideoGame/StreetFighterIII Parried]] or [[VideoGame/FatalFury Just Defended]] in ''[=CvS2=]'', and for its encore appearance in ''[[VideoGame/SNKVsCapcomSVCChaos SVC Chaos]]'', ''[[UnblockableAttack it's unblockable]]'' (because apparently the super's ''other'' properties weren't bad enough). You can avoid it with one of the scant few teleport specials or [[http://www.youtube.com/watch?v=T2ghZxB3oLY (attempt to) counter it if you're courageous,]] but if not, all you can do is cross your fingers and hope you timed your roll/dodge properly. Even worse, Shin Akuma is ''still'' considered the '''easier''' of the two {{True Final Boss}}es. This is because the alternative is God Rugal (Rugal Bernstein after draining Akuma's power into himself). The Genocide Cutter is ''even stronger now'' and God Rugal additionally has the single most damaging Super Combo in the game, fittingly named "'''[[ExactlyWhatItSaysOnTheTin END]]'''."

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* One cannot bring up Akuma or the ''[[VideoGame/CapcomVsWhatever Vs.]]'' series without mention of the sheer nightmare that is the [[DeathFromAbove Misogi]] from ''[[VideoGame/CapcomVsSNK2MarkOfTheMillennium Capcom vs. SNK 2]]''. Available only to [[OriginalGeneration that game's version of Shin Akuma]] (fueled by the [[VideoGame/TheKingOfFighters Orochi power]]), Misogi is an instantaneous cross-up from above that ''homes in on the player at absurd speeds''. If it connects (and it probably will), [[http://www.[[https://www.youtube.com/watch?v=ZDFTNRD3rhU the unlucky party]] [[OneHitKill is as good as dead]]. If they do manage to block, much like Final Bison's Final Psycho Crusher or Gill's Seraphic Wing, you're ''still'' screwed due to the litigious amount of [[ScratchDamage chip damage]] it deals. Worse still, the move can't be [[VideoGame/StreetFighterIII Parried]] or [[VideoGame/FatalFury Just Defended]] in ''[=CvS2=]'', and for its encore appearance in ''[[VideoGame/SNKVsCapcomSVCChaos SVC Chaos]]'', ''[[UnblockableAttack it's unblockable]]'' (because apparently the super's ''other'' properties weren't bad enough). You can avoid it with one of the scant few teleport specials or [[http://www.[[https://www.youtube.com/watch?v=T2ghZxB3oLY (attempt to) counter it if you're courageous,]] but if not, all you can do is cross your fingers and hope you timed your roll/dodge properly. Even worse, Shin Akuma is ''still'' considered the '''easier''' of the two {{True Final Boss}}es. This is because the alternative is God Rugal (Rugal Bernstein after draining Akuma's power into himself). The Genocide Cutter is ''even stronger now'' and God Rugal additionally has the single most damaging Super Combo in the game, fittingly named "'''[[ExactlyWhatItSaysOnTheTin END]]'''."
28th Nov '16 5:06:29 PM MrUnderhill
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** Pikachu's Down-B, Thunder, can be dread-inducing if you haven't mastered air dodging (or you're playing ''64'', where you ''can't'' air dodge). It does a good deal of damage and knockback, covers [[AntiAir considerable vertical space]], and unlike most projectiles, the hitbox starts a good distance ''away'' from Pikachu and travels inwards, so it'll hit you even faster if you're already in the air, often [[OneHitKO sending you off screen for an instant KO]].

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** Pikachu's Down-B, Thunder, can be dread-inducing if you haven't mastered air dodging (or you're playing ''64'', where you ''can't'' air dodge). It does a good deal of damage and knockback, covers [[AntiAir considerable vertical space]], and unlike most projectiles, the hitbox starts a good distance ''away'' from Pikachu and travels inwards, so it'll hit you even faster if you're already in the air, often [[OneHitKO sending you off screen just far enough off-screen for an instant KO]].KO.
28th Nov '16 5:04:54 PM MrUnderhill
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** Pikachu's Down-B, Thunder, can be dread-inducing if you haven't mastered air dodging (or you're playing ''64'', where you ''can't'' air dodge). It does a good deal of damage and knockback, covers [[AntiAir considerable vertical space]], and unlike most projectiles, the hitbox starts a good distance ''away'' from Pikachu and travels inwards, so it'll hit you even faster if you're already in the air, often [[OneHitKO sending you off screen for an instant KO]].
20th Nov '16 3:22:54 PM Exusia
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* [[spoiler:Demon Lord]] Trevor in ''VideoGame/ExitFate'' has Annihilation Ray, which does a fixed 5000 damage. That is much more HP than any of your characters can realistically have, and it can't be weakened with Shield.

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* [[spoiler:Demon Lord]] Trevor Trevor, and later Mephisto in ''VideoGame/ExitFate'' has have Annihilation Ray, which does a fixed 5000 damage. That is much more HP than any of your characters can realistically have, and it can't be weakened with Shield.
19th Nov '16 3:38:41 PM AriRockefeller
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** Note must go to Shin Akuma's version of the SGS in ''Super VideoGame/StreetFighterIV'' (particularly its upgraded Wrath of the Raging Demon Ultra), which is a zero-frame grab (i.e. if you're right next to Akuma, you're a goner) with high priority over nearly everything (including other Ultras!), comes out incredibly fast compared to past incarnations and the playable Akuma's version, covers the entire screen, and uses the Ashura Senku for the slide itself, allowing Akuma to ''phase through'' moves that would normally cancel the SGS.

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** Note must go to Shin Akuma's version of the SGS in ''Super VideoGame/StreetFighterIV'' (particularly its upgraded Wrath of the Raging Demon Ultra), which is a zero-frame grab (i.e. if you're right next to Akuma, you're a goner) with high priority over nearly everything (including other Ultras!), which comes out incredibly fast compared to past incarnations and the playable Akuma's version, covers the entire screen, and uses the Ashura Senku for the slide itself, allowing Akuma to ''phase through'' moves that would normally cancel the SGS.SGS. It also has high priority over nearly everything, including other Ultras--except for [[LethalJokeCharacter Dan Hibiki's Shisshou Buraiken (Ultra 1)]] and that's ONLY on the first few frames.



** Any S-Rank ability in ''Soulcalibur IV'' could qualify, but the worst is Auto Impact S, especially when combined with Impact Edge, Impact Heal, or both. It allows the enemy to randomly get Guard Impacts (thereby interrupting your attack and making you vulnerable to a counterattack), even if they do nothing that would merit one. At S-Rank, it happens ''a lot''. Impact Edge hurts you when you get Impacted, and Impact Heal restores health on a successful Guard Impact. Combine them for maximum frustration. It's also worth noting that [[TheComputerIsACheatingBastard only the computer can have S-Ranked abilities]].

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** Any S-Rank ability in ''Soulcalibur IV'' could qualify, but the worst is Auto Impact S, especially when combined with Impact Edge, Impact Heal, or both. It allows the enemy to randomly get Guard Impacts (thereby interrupting your attack and making you vulnerable to a counterattack), even if they do nothing that would merit one. At S-Rank, it happens ''a lot''. Impact Edge hurts you when you get Impacted, and Impact Heal restores health on a successful Guard Impact. Combine them for maximum frustration. It's also worth noting that [[TheComputerIsACheatingBastard only the computer can have S-Ranked abilities]].abilities]
6th Nov '16 12:55:31 AM Fnord
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** While the new version of Karazahn is meant to be brutal from start to finish, Attumen the Huntsman in particular has inspired more healer rage on the forums than all the other bosses combined. Why? A fun little mechanic called "Intangible Presence." It places a ghost on one member of the party, which deals heavy damage over time to everyone. If the healer doesn't dispel it quickly, the party will probably wipe. Every time the healer dispels the wrong person, however, they explode, dealing about a quarter of a typical DPS or healer's health to everyone. The cooldown on dispels also means that cleansing the wrong character guarantees another 8 seconds of the DoT, meaning the party will probably wipe. Of course, the "obey the mechanic or die" check is pretty standard for high-end dungeons and raids. The real problem is how difficult it is to see the ghost which is, well, rather intangible. This problem is only compounded with certain specs that have graphical effects that make it more difficult to see, like shadow priest and bear druid, to say nothing of certain trinkets whose effects actually look a whole lot like the ghost.
1st Nov '16 10:32:38 AM cdenton
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** The FinalBoss Lucifer has a physical attack that deals over 100 {{HP}} of damage to your entire party in one move, in a game where the only upper-tier healing spell can heal just one person at a time and there is no resurrection spell. Think that's still not too bad? It's by far ''his main move.''

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** The FinalBoss Lucifer has a physical attack that deals over 100 {{HP}} of damage to your entire party in one move, in a game where the only upper-tier healing spell can heal just one person at a time time, healing items in general are relatively rare and not sold in stores, and there is are no resurrection spell.items. Think that's still not too bad? It's by far ''his main move.''
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http://tvtropes.org/pmwiki/article_history.php?article=Main.ThatOneAttack