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1The curious tendency of video game players to do completely unnecessary actions over and over and over again--regardless of their actual effect on gameplay.
2
3In {{Platformer}}s, some people will jump and DoubleJump even when they're not crossing platforms--they simply bound across the landscape. In an ActionAdventure game, they might turn an UnnecessaryCombatRoll into an Unnecessary Anything Roll, somersaulting everywhere they go. A FirstPersonShooter player with unlimited ammo might just unload rounds into the environment. An RPG player waiting for an OverlyLongFightingAnimation to finish might mash their buttons in time with the music.
4
5Reason? There generally is none. Gameplay advantage? Minimal. It's mostly just gamers pressing buttons to, well, press buttons--and maybe break up the monotony of long stretches of gameplay where there's not much else to do, like traveling over the HubLevel before getting the WarpWhistle, or to fill the time in RPG battles without {{Action Command}}s. Depending on your theological color, they may even be attempts to appease the mighty and fickle RandomNumberGod, especially when attempting a ToolAssistedSpeedrun.
6
7Common tics include:
8
9* Jumping (and double-jumping) incessantly while traveling.
10** That goes double if jumping at the end of the level or when the screen freezes. (e.g. FlipScreenScrolling)
11* Doing much the same as the above, only executing any sort of attack with forward momentum (such as a roll or spin).
12* If there's a delay between pushing a button and it making something happen (such as with an elevator), repeatedly pressing the button while waiting.
13* While waiting, attacking randomly.
14** Firing at walls and air, especially if ammo is not an issue.
15* Tapping buttons in the rhythm of the music.
16* Jumping through boss doors, if applicable.
17* Destroying everything destroyable onscreen even when there's no need to.
18* Adjusting the camera when there's no need to.
19* Finishing off [[ThatOneBoss Big]] [[BossInMookClothing Damn]] [[DemonicSpiders Enemies]] with [[CherryTapping hilariously weak attacks]]... or doing [[NoKillLikeOverkill just the opposite,]] even if they only have a sliver of health left.
20* Singing loudly the victory fanfare when it's played after a successful battle or a level.
21* Tilting the controller while turning in a racing game.
22* Moving one's head in a first person game when looking around corners, especially first person shooters.
23* Making sure the character faces the "right" way while on a moving platform or otherwise standing still.
24* Holding down the attack button in a game that doesn't let you run faster by holding down the attack button.
25
26If these tics become widespread enough in a fanbase, they may even inspire an UrbanLegendOfZelda about their effectiveness. See also VideoGameCrueltyPotential, VideoGameCaringPotential, DieChairDie, and KleptomaniacHero for especially common forms of this.
27----
28!!This list catalogues only some of the more well-known tics.
29
30* In most first-person shooter multiplayers, there's the infamous "teabagging": the act of crouching and standing up repeatedly on a defeated opponent's character in a way that it looks like you're putting your balls into his mouth. It serves no purpose other than humiliate the other player.
31* Play any RPG that is either turn-based or ATB. You'll inevitably fight a group of enemies that are so weak your first command will result in their destruction. You will issue that command. As it executes, you will not be able to refuse giving your other party members commands as their turn arrives. The fact that your enemies will not survive long enough for those commands to be carried out is irrelevant. You ''will'' do it.[[note]]Can be justified if there's an element of randomness that just ''might'' cause that first order to misfire. That said, [[FinaglesLaw the one time that actually happens is also usually the one time you forget to issue those orders]].[[/note]]
32* In nearly all platformers that allow it, using advanced jumps that overcompensate for the obstacle you're jumping over, such as a double-jump to clear a gap the player character could step over. You know, just to make sure! Examples include adding a spin in ''VideoGame/SuperMarioGalaxy'' and a rolling long jump in ''VideoGame/JakAndDaxter''.
33* Many players in ''VideoGame/EnslavedOdysseyToTheWest'' press the distract button simply because it's funny to see Monkey shout "HEY!" at the top of his lungs (and occasionally right in Trip's face or at a wall) for absolutely no reason.
34* ''VideoGame/MegaManClassic'' games:
35** Jumping while going through boss doors or any other screen transitions in.
36** If the tunnel to the boss room contains icy floor, building up speed by walking forward, then turning around and ''moonwalking'' through the boss doors.
37** The Flash-based ''Mega Man''-inspired PlatformHell game ''VideoGame/JinseiOwataNoDaibouken'' actually takes advantage of this tic by [[spoiler:placing SpikesOfDoom on the upper half of the door's other side, killing you instantly if you jump through rather than walking.]]
38** In the 8-bit games and ''VideoGame/MegaMan7'', slightly tapping the directional pad/button in the direction Mega Man is facing will cause his leg to twitch forward. He could also move a tiny bit if held down for a split second, but not long enough that he flat-out starts running. Doing it rapidly from left to right makes it look like he's dancing. Likewise, performing it in the same direction rapidly makes him look like he's being ''very'' cautious. This leg twitch animation that seems so minor was even featured for Mega Man's appearances in the ''VideoGame/SuperSmashBros'' series.
39** Dashing through the doors in the ''VideoGame/MegaManX'' series is common. Clinging to a wall so that your character would enter a door backwards is also something some people liked to do. Sliding through the doors is something people like to do in the classic series as well. It's impossible to jump or dash through the doors in the ''VideoGame/MegaManZero'' and ''VideoGame/MegaManZX'' series, though; In those games, your character does their walking animation regardless of what they were doing as they go through a door.
40*** Although in ''ZX Advent'', if you slide into a door they will move to the next room in mid-jump pose, which some players do just for that.
41** In games that let you charge the buster, and if you're playing as X in the X series, you'll always be charging a shot until you get to an enemy. Then you'll stop when you get to the boss, and then start again during the boss intro, maybe even stopping and starting again to see how many times to can reach a full charge during particularly lengthy intros.
42** Speaking of the ''VideoGame/MegaManX'' games, nobody ever walks in them, only dashing everywhere. ''VideoGame/MegaManX1'' had dashing as an upgrade and so you were forced to, but once you got it all bets were off. Some people, not liking having to constantly press the dash button, dash and then jump, usually at the end of the dash to prolong the speedboost. Also, during bosses, most of your time WILL be on the walls, only jumping down to attack, or to go to the other wall. As the series went on, bosses either had to use attacks that hit the air, remove the walls from the arena entirely or have different attack patterns depending on if you're on the wall or ground.
43** In the ''VideoGame/MegaManStarForce'' series, people will often use the lock on technique to attack enemies even when not necessary. [[LampshadeHanging Lampshaded]] by Omega-Xis who says it's not necessary but can make battles easier or [[RuleOfCool cooler]], as it's accompanied by dramatic camera angles (which can be turned off, but who'd do ''that''?) Also present for some people is waiting for the main melody of the battle theme to begin before picking Battle cards in the first round.
44* Shooting a few bullets from a gun in first-person shooters so you could pick up ammo clip which would otherwise be left behind.
45* ''Franchise/SuperMarioBros'':
46** Jumping after defeating a Koopaling in ''VideoGame/SuperMarioBros3'' so you could catch the wand mid-air. Believe it or not, this is actually slower than catching it when it lands; Mario takes longer to fall from the top of the screen, so speedruns always avoid doing it.
47** Similarly, jumping trying to catch Boom Boom's question mark orb in mid-air, despite it being ungrabbable until after it has touched the ground.
48** Triple-jumping, long jumping, backflipping or flying into the power stars/shines in the [[VideoGame/SuperMario64 3D]] ''[[VideoGame/SuperMarioSunshine Super]]'' ''[[VideoGame/SuperMarioGalaxy Mario]]'' [[VideoGame/SuperMarioGalaxy2 games]].
49** Rolling everywhere and dive-jumping to cross any gap in ''VideoGame/SuperMarioOdyssey'', even if it's entirely unnecessary.
50* ''VideoGame/{{Runescape}}'':
51** Moving the camera around, often by holding down the left or right button, which spins the camera like an OrbitalShot.
52** When players are idle, they often use the Rest function (which plays a "restful" animation, with the default simply being sitting down). Technically it allows you to recover run energy faster, but that is usually full in under 30 seconds, and is more often used to lounge.
53* Shooting a door repeatedly ''VideoGame/{{Metroid Prime|Trilogy}}'' games even though you only need one shot to load the next room.
54** This is because sometimes the first release of the first game, if none of the others, doesn't register the single shot and you actually ''did'' have to fire repeatedly, a very annoying factor when you were just trying to avoid killing your thousandth Chozo Ghost or mook Pirate. Eventually, most players just got into the habit of spamming shots so they didn't have to worry whether the first one would work.
55* ''Franchise/TheLegendOfZelda'' games:
56** [[RewardingVandalism Destroying every pot/sign you encounter]], even when it's not needed. Also, [[UnnecessaryCombatRoll obsessive rolling]], but that's a attempt to reach your destination [[https://www.youtube.com/watch?v=neEr2mc-wK8 faster.]]
57** Zigzagging in the top-down games.
58** In ''Link to the Past'', try and see how many people are constantly dashing with the Pegasus Boots, whether or not it's a good idea. See obsessive rolling above.
59** Humming along with the "item got" theme tune is pretty popular. Nintendo even added a character in ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'' that did this.
60** In the side-scrolling parts of ''VideoGame/ZeldaIITheAdventureOfLink'', jumping wherever you go. If you jump again at the instant you land, you only lose a little momentum or none at all, even if you're not touching the d-pad. Stabbing down may get added to the mix once it's unlocked.
61** [[https://www.youtube.com/watch?v=qd5hWN7qsn8&t=65 I'll save Zelda the only way I know how... SIDEJUMPING!]]
62** Some people like running away as far as possible after throwing a boomerang to see how long they can keep it from reaching the player.
63*** Or throwing the boomerang and leaving the room/area before it comes back to you.
64*** In ''A Link to the Past'', throwing the boomerang before collecting the pendant or crystal after a boss battle will cause it to spin in place.
65*** In the original ''Wind Waker'', you can throw the Boomerang behind the King of Red Lions and sail away from it, then set the camera in a nice position and watch as it flies back to you, gliding across the ocean water. This was removed in the HD rerelease, however, as you can't open the sail while the Boomerang is in flight.
66* In the ''VideoGame/GhostsNGoblins'' series, it's common to hold the up button when getting the key after beating a boss to get the "Nice catch!" message.
67* ''VideoGame/EVEOnline'' has this in the form of Station Spinning when the player docked up and is idling for any reason. You spin your camera around your ship, making the whole hangar 'spin' at high speeds. Acknowledged by the the game devs: They implemented a counter for how many times you've spun a complete circle as a joke. When a patch went live and the 'ship spinning' counter was removed, the player base nearly revolted, mandating its return.
68* ''Franchise/{{Pokemon}}'': Holding various combinations of buttons after throwing a ball. Everyone seems to have a variant on the ritual, one of the common ones being "Down + B". Pressing buttons has no effect on the the Random Number Generator, contrary to the many myths.
69** Similarly, when executing a move that attacks a random number of times (such as Fury Swipes or Double Slap), frantically tapping the A button in the belief that the maximum number of attacks will occur.
70** Ever since the "Running Shoes" functionality was added in Generation 3, the B button is ''always'' held down, even in buildings (where the Running Shoes don't work) and on the Bicycle. This still went on in Pokemon Heart Gold and Soul Silver, even though the games gave you a button to tap to keep the Running Shoes activated permanently.
71* Splitting up your Locorocos in ''VideoGame/LocoRoco'' all the time, just to hear them all singing along to the music like a children's choir.
72* Players who keep switching between weapons in ''VideoGame/CounterStrike,'' for no reason at all. There is a small benefit to doing so: if you reload a weapon then switch it, it skips the reloading animation while still topping your weapon off to full. It was discovered that reloading and switching back-and-forth was faster than merely allowing the reloading animation to play through.
73* A common tic for players of first person shooters in general is to constantly reload the guns when having no need. Usually rather soothing and works double with NoisyGuns.
74** A variant is to keep reloading after every burst of fire when there's no more enemies at the moment, which can get silly when one is doing it to replenish three or so bullets at a time. Sometimes there's a purpose for this, such as non-clip weapons like shotguns or grenade launchers which need to be loaded one at a time and are usually limited in capacity.
75** This can become problematic when a player starts reloading in the middle of a firefight without even taking cover despite having a half-full clip. Then again, there's often some reload-cancel mechanism (intended or not) in a FPS that will interrupt the animation while topping the clip off (see the Counter-Strike example above).
76** If there's a chain gun in the game that takes a second or two to gain spinning momentum before spraying bullets, expect the player to rhythmically tap the fire button to keep the barrel spinning at all times even when not firing. When the ammo runs out, the player will keep the button pressed to hear the spinning mechanism going a few more seconds, then die out on its own.
77* In ''VideoGame/{{Overwatch}}'s'' skirmishes and before matches, jumping up and down and spamming the "Hello" emote is extremely common, and it's considered impolite not to reply, and even ruder to attack an enemy in Skirmish who is spamming "Hello" and harmlessly bouncing around.
78** If you're playing as Reinhardt, it's practically ''required'' that you use his "[[TropeName Catchphrase!]]" voice line at some point during the match. Spamming Doomfist's "and they say chivalry's dead" voice line so it sounds like some annoying {{Jingle}} ("AN DEY SAY AN DEY SAY AN DEY SAY"), or Genji's "I NEED HEALING" [[MinorInjuryOverreaction if you suffer any kind of damage whatsoever]], are both pretty popular as well. Needless to say, Support players ''[[BerserkButton really]]'' hate the latter one.
79* Blowing on cartridges from the NES, SNES, GBA, etc. At some point you might also blow on USB devices.
80* Naked cartwheels in ''VideoGame/MetalGearSolid2SonsOfLiberty''. [[FanDisservice Why?]] [[FanService Oh,]] [[RuleOfCool no]] [[RuleOfFunny reason.]]
81* Taking the moment ''after'' you've defeated the enemy in a round of ''VideoGame/{{Tekken}}'' to do something cool.
82** Or just beating them while they're down, also known as Corpse Beating and present in ''VideoGame/SoulCalibur'' and some other fighting games.
83*** and another thing to be done is, while corpse beating, timing your attacks to make a "song" or spamming as fast as you can just so the death screams overlap. The latter is more common with enemies that frustrated you.
84*** After winning a round of ''[=SoulCalibur=]'', you have a second or two to RingOut yourself (or RingOut your opponent's corpse) without penalty.
85* In ''VideoGame/WiiSports'', there are a couple of times (like after winning/losing a tennis match) that your Mii is just standing there, either moping or arms raised, when you can make them swing the racquet spasmodically to no effect. It's hard to resist, since the alternative is just standing there.
86** Doubly so in ''VideoGame/WiiSportsResort''. Especially with the Swordplay event where the position of your sword maps directly to that of the Remote.
87** Boxing in the original game was prone to this; you could raise your hands or even give a taunting shrug before and after the match.
88* ''VideoGame/Left4Dead'' -- holding down CTRL as a Hunter after you've pounced, even if it's unnecessary, just to be sure you ''stay there''.
89** Also attacking your teammates as the Infected during the time in between when you can control yourself and when the loading begins when a round ends.
90* Tackling your opponent after they've scored a touchdown in ''Tecmo Super Bowl''.
91** Sometimes this actually causes them to fumble the ball, but it still doesn't matter, as the play is over.
92** Similarly, in the NFL Blitz series, most notably NFL Blitz 2000, players could body slam the downed ball carrier after the play. AKA, players DID body slam the downed ball carrier after the play.
93** In a related fashion, in FIFA games up to 2012, players could still control their player after play was stopped. How did most players choose to spend their extra time? Slide-tackling enemy team players in brutal fashion with no risk of getting booked.
94* In some (if not all) NHL games, there is no penalty for hitting your opponents after the whistle has blown to stop play.
95* ''VideoGame/JaggedAlliance 2'' players are known for hoarding equipment from all over the map into one sector, using teams of mules and/or the helicopter to speed the process up. This might actually be useful with ammo, explosives and attachments, but players tend to hoard ''everything'', including useless items and obsolete guns and ammo. After clearing the majority of the map, a hoard sector can easily contain thousands of items. The amount of effort required to properly hoard everything on the map is considerable, and could take several days if done all at once.
96* ''VideoGame/StarControl'' melee combat ends with a zoom-in on the victorious ship, and its race victory music playing. Players have the habit of having their ship do a "victory dance" by spinning the ship around itself. Experienced players tend to avoid doing this, knowing that it causes disorientation once the next battle starts.
97* ''Franchise/TombRaider''
98** In the original series, pulling levers would often show cut scenes of whatever door or platform said lever opened or moved, but you could still move Lara off-camera. Most players would at some point attempt to get as far away from the lever as possible before the camera cut back to Lara.
99** In the Croft Manor from the first game, if you went into the pool and then went out, Lara would remark that she needs to take off her wet clothes, and the level would end right there, leading you back to the title screen. Inevitably, many players would get out of the pool and then jump right back into it before Lara got a chance to deliver her line and effectively end the level.
100** In ''VideoGame/TombRaiderLegend'' players can make Lara perform continuous acrobatics by pressing '''OOXXOOXXOOXX...''' on the [=PS2=] version. (From tombraiderforums.com.)
101*** One commenter said , "''I finished Peru by doing this to no end (except for when it wasn't possible :-)''"
102* Jumping instead of walking in ''VideoGame/{{Iji}}'' will actually slow you down: Iji is immobile during one frame.
103** Not just jumping, but jumping into the ceiling lights, causing them to ''shatter''. Do it enough, and the game [[LampshadeHanging comments on it]].
104* Saying "SEEGAA" out loudly when SEGA's logo shows up.
105** On a related note, whispering "VideoGame/{{Bayonetta}}" softly when the game loads up.
106* Mimicking the old Platform/GameBoy startup ding. Buh-DING!
107* Pressing up on the D-pad rapidly in the 16-bit ''Franchise/SonicTheHedgehog'' games after defeating Dr. Robotnik to give the sprite the appearance that it's laughing (this works best with ''VideoGame/Sonic3AndKnuckles'', as either Sonic or Knuckles).
108** Pressing the spin dash motion multiple times. (You are fully charged after six presses, but it's fun to hear the revving noise...)
109** Pressing down while running at a signpost to roll past it. Though there's a game breaking glitch if you do that in Labyrinth Zone in ''Videogame/SonicTheHedgehog1991''. As if you didn't have [[ThatOneLevel enough]] [[WaterLevel reasons]] to [[ScrappyLevel hate it.]]
110** Exclusive to ''Sonic 3'' and ''S3&K'', doing Sonic's insta-shield every time you jump.
111* ''Franchise/TheElderScrolls''
112** Following the series' [[VideoGame3DLeap jump to 3D]], changing the camera angle while saving so the "save game" screenshot is a portrait of your character has become extremely common. 99% of the time, you'll just save over it without ever giving it a second look, but it doesn't stop players from doing it. One practical purpose it may serve is helping to "label" your save file if you're [[AltItis playing multiple characters at once]], but naming the file after the character and checking the date/timestamp are usually more than enough to cover this.
113** In ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' and ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'', jumping everywhere as you run seems to be common among players. At low levels, it takes so long by this method that it is much more of a tic than a real practice. However, doing so increases your Acrobatics skill, and once that is sufficiently high, it becomes the ''fastest'' way to travel on foot. (Serious [[LevelGrinding powerlevelers]] jump off high things to level this skill, instead).
114* Shooting the dog in ''VideoGame/DuckHunt''. And with [[TheScrappy very good reason]].
115* Shooting at each other after successfully completing the stage in ''VideoGame/BattleCity'' and ''Tank Force'' during multiplayer or shooting at the wall when playing alone.
116* Firing several shots at one target in older light gun games, particularly if the player is used to more modern games which avert the InstantDeathBullet.
117* ''VideoGame/MarioKart''
118** Pushing down the Wiimote on ''VideoGame/MarioKart Wii'' when the race starts.
119** Using the rearview mirror during the starting countdown in ''VideoGame/MarioKart8'', even in Time Trials where there's no opponents to look at.
120* Constantly using glide in ''Franchise/SpyroTheDragon'' instead of walking, or constantly jumping and holding the square button.
121** For that matter continuing to play the skateboard minigame in Year Of The Dragon after you have gotten everything in the level.
122** When you've managed to get somewhere high up that you're not supposed to (say, the giant gem at the top of Glimmer) it's very common to jump and headbash repeatedly, with a little flaming thrown in for good measure.
123* Grinding everywhere in ''VideoGame/TonyHawksProSkater'' even when you hardly get any score for it.
124** Continuing your combos way past the timer hitting 0:00 due to the game's loophole, even if you don't need the points.
125** In ''THUG'' onwards, getting off your board without landing a combo and waiting for the time to run out so you don't risk bailing it, meaning that you keep your (potentially huge) score.
126* Running in WWF/WWE ''Smackdown'' games, either to avoid the enemy's attacks or to use a running attack on them, which 9/10 gives you the advantage against them. Whipping your opponent into the stairs and putting them through the announce tables in ''Smackdown 2'' (as it doesn't result in a disqualification, no matter whether it's a hardcore match or not).
127* In 4X games like ''VideoGame/{{Civilization}}'', giving the AI insultingly high or low deals, such as demanding a tribute of 1 gold to keep the peace, or offering peace in exchange for all their stuff (especially as a counter-offer when the AI demands all of yours).
128* ''VideoGame/LeagueOfLegends'' players tend to click excessively while moving, especially when it doesn't affect their character's pathing. [[LampshadeHanging Lampshaded]] by Mordekaiser's quote "You only need to click once, fool!"
129** If playing in free-camera mode, it's a common tic to constantly tap the "focus on me" button (usually spacebar) even if the last re-focus was moments ago. The alternative is just switching to locked-camera mode during important teamfights, though most prefer to keep it free-camera so they can spot something outside their field of view.
130* Sprinting everywhere where you go in multiplayer shooter games even when you are just wandering aimlessly and therefore have no real need to move quickly (unless you are moving from cover to cover).
131* In ''VideoGame/TeamFortress2'', some game modes (payload maps, 2 control points) have preparation time. The RED defending team uses it to get into position, set up sentries and lay sticky traps. For the BLU attacking team, there isn't a lot to do besides TheMedic building Uber. Thus most players will be found running around aimlessly, firing off weapons, jumping randomly and letting off taunts.
132** Early on in the game's life, during these periods of preparation time, players on both sides would often crowd the gates blocking the two teams from each other before the match proper and perform taunts against each other. Then someone discovered that the Pyro's taunts (shooting a fireball) can clip through these gates and ''kill enemy players''.
133** This is also the main reason sprays tend to accumulate in the spawn area instead of marking spots in enemy territory that they've managed to get to, which was the closest thing they ever had to a purpose.
134** Switching back and forth between the knife as the Spy while making one's way across the battlements. There's something weirdly relaxing about watching that blade flick back and forth.
135** There's a small niche of Scout players who enjoy using the baseball bat or its variants almost to the point of exclusiveness; most of these Scouts will double jump sure as the day is long and swing their bat constantly just to keep them entertained during the long runs towards the enemy, unless they're carrying either the Boston Basher (which hurts him for swinging at empty air) or Atomizer (which hurts him if he accidentally triple-jumps).
136** There is ''always'' someone who'll idly play with the voice commands so as to hold a conversation with themselves, or spam the voice commands randomly instead of using them strategically, which has led to voice line memes such as "Pootis" and "[=MeeM=]" which come from the heavy's "Put dispenser here" and every class' "Medic!" voice lines respectively. Painis Cupcake is another similar case, the "Panis" in his name comes from Soldier's "'''Pain is''' weakness leaving the body" line.
137*** Needless to say Medics and Engineers (Who also happen to be the only people who have something to do and indeed often are in a rush during setup) hate having their respective lines spammed.
138** It's also possible to remove the delay between voice commands, which makes it easier to properly replicate the voice line memes by spamming the respective voice commands. Or [[ManipulativeEditing mix them]] to create entirely new sayings.
139** In the Mann vs. Machine game mode, people call the bots spies over and over as they approach the line.
140** It's quite common to see people switching rapidly between weapons as they head for the fight. Becomes even more fun if you're a Degreaser Pyro, which increases weapon switch speed. *flipflipflip*
141* ''VideoGame/{{Marathon}}'', the precursor to the ''Franchise/{{Halo}}'' series, was full of these. The most famous examples would be punching switches to activate them (instead of just tapping TAB) just because one could, and mercilessly slaughtering each and every BOB (unarmed friendlies) in a level, just for cruelty's sake.
142* Jumping in ''VideoGame/WorldOfWarcraft'': Doesn't help that the elven races and the worgen have a 50/50 chance of doing a midair flip/spin.
143** People in battlegrounds waiting for the battle to begin have much the same problem as above VideoGame/TeamFortress2 players. They also get infinite mana and have big shiny buffs. Especially Paladins, Druids, and Monks fighting to see which of them get to place the 5% stat buff.
144** When riding towards the enemy in [[TheWarSequence Alterac Valley]] many players tend to use the /train emote, [[ExactlyWhatItSaysOnTheTin which makes their character make train noises]].
145** When riding on the underground tram or a ship, it's not unusual for the players to start dancing to pass the time. If there's more than one player, then they'll start dancing in groups. Shaman players will even place down their totems to add to the ambience.
146** In the Darkmoon Faire, using the /cheer emote during the Elite Tauren Chieftains concert to get the "Pumped Up!" buff. Yes, it raises all of your stats but lasts a measly 5 minutes which is not enough time to do anything really important. Still, it makes you feel, well, pumped up.
147* ''Franchise/{{Castlevania}}''
148** In the original ''VideoGame/CastlevaniaI'', pressing the A and B buttons after you grabbed the red orb caused Simon to start jumping and whipping at the air, so, a lot of players did it while waiting for the start of the next level. This is so iconic that one of Simon's victory screens in ''VideoGame/SuperSmashBrosUltimate'' has him recreating this scene!
149** Back Dashing was a mechanic introduced in ''[[VideoGame/CastlevaniaSymphonyOfTheNight Symphony of the Night]]''. It allows a player to dash backwards and was supposed to emulate a vampire's super speed, seeing as Alucard is half-vampire. Sure enough, everybody started using it to get everywhere backwards and faster. They even gave it to Juste Belmont in ''[[VideoGame/CastlevaniaHarmonyOfDissonance Harmony of Dissonance]]'', who's a human (albeit magical), and he also gained a forward dash (doesn't stop some people from doing it backwards). Later games gave it a more sensible equivalent (a backwards moving spin-shuffle in ''[[VideoGame/CastlevaniaPortraitOfRuin Portrait of Ruin]]'', a backwards role in ''[[VideoGame/CastlevaniaOrderOfEcclesia Order of Ecclesia]]''), but that doesn't stop the fact that it's there. They also diminished the usefulness by creating lag between dashes, which still doesn't stop people from doing it, only {{speedrun}}ners. They even gave it to characters that ''didn't have it'' in ''[[VideoGame/CastlevaniaHarmonyOfDespair Harmony of Despair]]'', even 8-bit Simon and Julius who had a much more useful forward dash.
150** Back dash canceling also counts. An attack animation, especially a long one, can be cancelled by dashing backwards. People who stopped back dashing as their main method of transportation may find themselves canceling out of even really quick attacks where the time between attacks is negligible (and might even cause it to take longer to attack again if the weapon has short reach) or even if it only takes one attack to kill an enemy. With ''[[VideoGame/CastlevaniaHarmonyOfDespair Harmony of Despair]]'', it was discovered, or made popular, that the Back Dash itself can be cancelled by crouching, and so everyone started attacking, back dashing and then crouching and then standing again to attack again for infinite back dash cancelling... but then they started doing it on the main, non-multiplayer games where it only helps speedrunners.
151** ''[[VideoGame/CastlevaniaSymphonyOfTheNight Symphony of the Night]]'' also introduced flying kicks, which always come with the DoubleJump upgrade. Eventually, some people use it as a main method of damage dealing, and so they awarded bonus damage for doing it from high up in the Sorrow games (which made it a game breaker when combined with the Medusa Head soul that freezes you in the air), and later added equipment that increased damage the more you used it without touching the ground.
152** Jumping after defeating a boss in most ''Franchise/{{Castlevania}}'' games so you could catch the soul crystal. Some players also try freeze framing into a certain frame of the attack animation. Encouraged in ''[[VideoGame/CastlevaniaHarmonyOfDissonance Harmony of Dissonance]]'', where you are given rankings, and ''[[VideoGame/CastlevaniaBloodlines Bloodlines]]'', where you're awarded bonus points for doing it.
153** Some people also like doing flying kicks at an angle to hit the ground, which had a unique sliding animations in some games.
154** Lastly, in ''[[VideoGame/CastlevaniaPortraitOfRuin Portrait of Ruin]]'', some people like constantly switching/calling in partners while walking, which caused the Mantra of [[SayMyName "Charlotte! Jonathan!"]] to become a small {{meme}}.
155*** This also applies to Julius Mode in ''[[VideoGame/CastlevaniaDawnOfSorrow Dawn of Sorrow]]'' where, once you have all three teammates, you'll get a constant stream of "Yoko!" "Arikado!" "Yuriusu!"
156** The initial loading screen in ''Symphony'' shows "Now Loading" in a fluttering, flag-like wave. You can use the d-pad to alter the intensity of this fluttering. It's a trivial, yet oddly compulsive, challenge to make it completely stop moving before the game finishes loading (as you only see it once per load).
157* Any platform games with boss fights or major items that the player must collect. It's not uncommon to see players make their characters jump up and down repeatedly to signify their happiness at their find or victory.
158* In ''VideoGame/SpiralKnights'', some players will wait until everyone else in their party boards the elevator then use certain charge attacks or the shield bash to rush clear across the elevator while still activating it.
159** Similarly, some players will get on the elevator holding up vials collected in the clockworks to simulate fireworks when the elevator starts up.
160* [[{{Speedrun}} Speedrunners]] who play the ''VideoGame/BatmanArkhamSeries'' have developed a habit of killing time in elevators by "batflapping": wiggling the analog stick back and forth (or mashing A and D) which causes Batman's character model to [[SpecialEffectsFailure revert to its neutral T-pose position]].
161* Fans of the ''VideoGame/GodOfWar'' franchise tend to use roll-canceling to move faster, i.e. using Square to cancel the lag time between rolls performed with the right stick.
162* The last portion of Level 3 (Westside) in the SNES port of ''VideoGame/FinalFight'', just after the Andore family battle, uses the same music as the aforementioned cage match. Breaking the door with a jump-kick timed to coincide with the downbeat of measure five is completely unnecessary, but ohhh so satisfying!
163* ''VideoGame/SuperSmashBros'':
164** Jumping off the stage after dealing the deathblow on your opponent's final stock, but before the match ends. As you might expect, this often [[HoistByHisOwnPetard backfires horribly]] as many players end up losing because their opponent just barely survived the attack, or they simply mistimed how long it would take for them to die. Safer tics in the same situation include taunting or performing an attack or other pose that will look cool during the slow-motion effect that occurs when the match finishes.
165** On the [[VideoGame/DonkeyKong 75m]] stage, it's an unwritten rule that players have to pick up Pauline's items whenever they appear to get the [[ThePointsMeanNothing completely meaningless]] bonus points. Similarly, on the VideoGame/DuckHunt stage, it's a common goal to defeat every duck that flies by, regardless of if chasing it down interrupts the current fight (though if items are turned on, defeated ducks have a chance to drop one, so this tic isn't ''entirely'' useless).
166* ''VideoGame/PhantasyStarOnline'':
167** After players get used to the wonky camera, expect any who are armed with a melee weapon to run over and start slashing at the dragon's corpse after it dies, even though it has absolutely zero in-game effect.
168** Virtually every player pulls up the menu while moving between rooms (or, in extreme cases, at any time while not in combat). This is because when anything classified as a threat is targeted within melee range the player character will slow down to a walk as part of a defensive stance even if the target isn't a living being. While the menu is active characters are unable to target anything and thus will not be slowed down. Most players develop it as a habit pretty quickly, but players will even do it when traversing already-cleared rooms or rooms they know there are no traps in.
169* In ''VideoGame/{{SSX}}'', jumping and doing flip tricks across the finish line. Even if you don't intend to land the trick and the camera simply zooms in on you faceplanting, you already finished the event, so it doesn't matter if you bail.
170* ''VideoGame/FinalFantasyXIV'' has a few:
171** Jumping everywhere. Jumping has no use in most places, but players will jump all over out of sheer habit. Likewise, jumping while trying to avoid an AOE attack, despite the fact that jumping doesn't affect your momentum.
172** Using dancing emotes when waiting for a player or the party to ready up before a duty begins.
173** Players using an overly elaborate or funny message when they activate a skill via macros. This is acknowledged by the developers in one fight where the boss will be [[SuddenlyShouting shouting their ultimate skill name]] in the same way most players would do when they use their limit breaks.
174** Using dancing emotes when going idle.
175* ''VideoGame/{{Destiny}}'' and [[VideoGame/Destiny2 its sequel]] have a lot of these, and they frequently get [[LeaningOnTheFourthWall lampshaded and mocked in the lore]]. Some of the more notable:
176** Spamming dance emotes in inappropriate situations, up to and including [[SkewedPriorities in the middle of combat]] or ''[[DrivesLikeCrazy while driving vehicles]]''.
177** Using the selfie emote to take photos with fellow players, [=NPCs=], and even ''[[GoKartingWithBowser bosses]]''.
178** Goofing around in the HubCity in general. Rare is it for you to not see Guardians playing with the bouncy ball, dancing, climbing things they shouldn't ([[BlackComedy and then falling to their deaths]]), and pestering vendors.
179** Using the point emote to dramatically/threateningly point at bosses. At least one of them, Crota, [[DevelopersForesight will point back]]!
180* ''Franchise/{{Splatoon}}'' has squidbagging, which is essentially a more kid-friendly version of teabagging; you rapidly shift back-and-forth between kid and squid form after you splat an opposing player so they'll see it on their killcam views. Allied players doing it all together in a group as a form of celebration, most frequently after beating all the waves in [[PlayerVersusEnvironment Salmon Run]], is known as having a squid party. Once Octolings became playable avatars in [[VideoGame/Splatoon2 the second game]]'s ''Octo Expansion'' DLC, the terms "seabagging" and "sea party" started arising as race-neutral alternatives.
181* In the ''VideoGame/DonkeyKongCountry'' games, the second and third games respectively. Players will typically stick Diddy Kong/Kiddy Kong in the lead to use as a [[OneHitPointWonder meat shield]] for Dixie Kong, who has the more useful helicopter spin glide ability, unless she is [[NintendoHard absolutely]] [[ThatOneLevel necessary]].
182----
183
184!!Developers who know those tics
185
186* The ''VideoGame/{{Back to the Future|1989}}'' NES game gives you extra bonus points if you jump at right time when completing the level.
187* ''VideoGame/BlazBlueCalamityTrigger'' allows you to continue hitting an opponent after the time runs out. It even awards an achievement for completing a 20-hit combo after the end of a battle. This was eliminated in ''Continuum Shift'' because Bang players would waste their opponents' time by going into [[SuperMode Fu-rin-ka-zan]] after the end of a match.
188* In ''VideoGame/CallOfDutyGhosts'', Care Packages are awarded for completing Field Orders which can drop after killing an enemy. One of the orders is to "humiliate your next kill", which is done by teabagging them.
189* ''VideoGame/DeepRockGalactic'' players have a habit of pinging certain items with their laser pointers to have their dwarves say funny voice lines. Two of the most famous tics involve repeatedly pinging a lump of compressed gold to have the dwarves chant "WE'RE RICH" (the "richual") or say "Mushroom!" in fascination when confronted with a particular example of xenofungus. The devs noticed, and as of Season Three, there's a chance for MissionControl to chime in after players ping those objects too often. [[spoiler:Even the Rivals' Nemesis killbot might [[VoiceChangeling repeat those lines]] while trying to lure dwarves into range of its CombatTentacles.]]
190-->'''Mission Control:''' Yes, yes, "you're rich," time to get a move on! I've got Management breathing down my neck here!\
191'''Mission Control:''' ENOUGH about the mushroom! We all ''know'' it's a mushroom, we get it!
192* In ''VideoGame/Disgaea3AbsenceOfJustice'' (at least the Vita version), you actually get a Trophy for excessive pointless jumping.
193* In ''VideoGame/DissidiaFinalFantasy'', one of [[VideoGame/FinalFantasyVI Kefka's]] victory quotes is humming the classic victory fanfare. Just like the players do, every single time.
194* ''VideoGame/InfinityBlade'' gives you bonus experience for attacking your opponent more after they run out of health.
195* Players of older ''VideoGame/MarioKart'' games often tilted their controllers to emulate a steering wheel, even though it didn't do anything without motion controls. ''VideoGame/MarioKartWii'' introduced "tilt controls" to the series as a control option to capitalize on this, wherein you can use the controller's gyro sensor to steer the car. ''Wii'' in particular even came bundled with a plastic steering wheel you could put your Wiimote in. That said, people still do this even if they choose not to use tilt controls.
196* The ''VideoGame/MarvelVsCapcom'' series allows you to beat up your opponent for a few seconds after the match is over, and some of its games give you bonus points if your character is in a particularly amusing frame when it stops.
197* The [=PS3=] version of ''VideoGame/NiNoKuni'' has a jump button as one of its possible sidequest rewards. The game itself acknowledges that [[JokeItem the ability is pointless]] and that it exists primarily to give the player something to do with their fingers.
198* In ''VideoGame/PacLand'', you can get extra bonus points when jumping at right times when completing the level.
199* ''VideoGame/PennyArcadeAdventures'' gives extra points for overkills.
200* ''VideoGame/SoulSeries'' is another fighting series that allows you to continue laying on damage after the timer runs out. Though if the winner was determined by ring out, expect that player to join the loser.
201* In ''VideoGame/Splatoon2'', enemy Octolings in the main single-player campaign, as well as [[spoiler:Agent 3 and Inner Agent 3]] in the ''Octo Expansion'' campaign, will ocasionally squidbag after they manage to splat the player.
202* The creators of the ''Franchise/SuperMarioBros'' series know the jumping tic well, where how well you jump at the end of the level in the 2D entries (and some 3D entries) determines how many points you get. Starting in ''VideoGame/SuperMarioWorld'', getting the maximum height on the flagpole or goalpost rewards you with a OneUp; while ''VideoGame/SuperMarioBros3'' can reward you with several if you to properly time the jump to get the same icon three levels in a row.
203* ''VideoGame/SuperSmashBros'':
204** In both ''VideoGame/SuperSmashBros64'' and ''VideoGame/SuperSmashBrosMelee'', you get extra points for taunting in 1-Player mode after you beat your opponent, as well as finishing levels at certain times too. So, complete a side-scrolling stage at 0:56 and you'll get nothing, 0:59 however...
205** Computer-controlled opponents will occasionally taunt the same way human players do, usually after they manage to land a strong hit that sends you off-stage or [=KOs=].
206* The makers of ''VideoGame/TonyHawksProSkater'' decided to never fix the aforementioned ability to continue comboing after the timer runs out, due to fans doing this so much.
207----
208
209!!Non-gaming Examples
210
211* Football (Soccer to North Americans) players setting up for a free-kick tend to pick up the ball, roll it slightly, and put it right back down before kicking. If a few players switch places at the ball before this happens, sometimes each one will do the same exact thing.
212** Goalkeepers who ritually kick the goalposts with their feet before taking a goal-kick.
213** Goalkeepers who are facing a penalty kick that ''always'' complain that the opposition player hasn't put the ball on the penalty spot correctly.
214*** The referees that will ''always'' give a yellow card to said goalkeeper for the complaint which they see as wasting time.
215* Some Aussie Rules Football/Soccer players suffer a similar tic where before taking a kick at goal, they they carefully pluck and throw a few strands of grass. The usefulness of this for gauging wind could be argued, but when doing it in a fully-enclosed stadium with no environmental factors, it becomes this trope.
216* Free throw rituals in basketball: players tend to fiddle around with the ball or perform some other particular action before taking their shot in order to relax and/or build a sense of rhythm/consistency in this dead ball situation.
217* Player tics are so ingrained in baseball that it's considered an integral and rich part of the game's very tradition.
218* Hockey has its own set of rituals. Goalies are particularly notorious for it. To wit:
219** Any time after a goalie has been scored on, expect them to nonchalantly stand up and take a drink from their water bottle, all while steadfastly ignoring the opposing players celebrating nearby.
220** Goalies typically begin each period by roughing up the ice with their skates, then alternately tapping each goal post twice after settling in.
221** With the exception of scoring a goal in the middle of your team getting blown out, it's practically a rule that you have to give the entire bench a drive-by fist bump.
222** Whenever a puck is shot over the glass, expect every opposing player's arm to go up to draw the ref's attention to it, even if they've already called it.
223** This even applies to TV networks covering hockey, and there are a series of set shots that you can expect to see every time a particular situation arises, regardless of which network is doing the covering. Did someone score on a powerplay? Wait three seconds and watch as the camera cuts over to the penalized player sheepishly leaving the penalty box. The aforementioned goalie water-bottle-slug after a goal? We know about it because you're guaranteed to see it a few seconds after the goal is scored. Are we coming to the end of a close game? Watch for the tight-angle shot of the goalie sprinting for the bench for an extra attacker. Did a team just score in overtime or a shootout? Give it about 15 seconds and you'll get a replay of the bench watching in anticipation, then spontaneously erupting in cheers.
224* Pressing the button at a pedestrian crossing. You only need to do it once, but most people do it multiple times for no particular reason. People may do it even if they know the buttons don't work.
225** On a similar note, elevators. Few can resist the urge to press the up/down button (as appropriate), even when they can see it's already lit up.
226** Some people like pressing both up and down, because it doesn't actually change the elevator direction. Also extends to pressing the buttons for BOTH elevators if they're lined up vertically.
227** People also like to press the "close door" button when they board the elevator in the hopes of making the doors close faster.[[note]]In some elevators it does. However, it's not uncommon for some people to press the close door button even if they've been using that elevator for years and ''know'' it won't make any difference.[[/note]]
228** Jumping right before the elevator stops so you fall to the ground faster if the elevator was going down, or it takes longer if the elevator was going upwards, mostly if nobody's looking. Some people also like pretending to open the door as if with super strength, or telekinesis/[[Franchise/StarWars the Force]] if not actually touching it.
229** In general, people love pressing things multiple times until something happens.
230* On tiled pavement or similarly patterned ground, avoiding to step on the cracks/gaps between tiles.
231* Similarly to gaps between tiles, making sure not to step outside the stripes on zebra crossings.
232* Computer users often develop a habit of moving the mouse in tight circles or figure eights when waiting for the computer to do something, though it's also a simple way to make sure that the computer hasn't frozen.
233** Also popular: double (or triple) clicking on text segments to highlight/deselect them despite no plans to copy/paste.
234** Throw in dragging to make selection boxes on the desktop while waiting for something to load. Extra points if you use them to frame some part of your desktop background.
235** Whenever you see a looping loading animation such as the bars on vista or the circle dots in Youtube, you'll probably follow it with your mouse.
236** Hovering the mouse over text you're reading. A digital replacement for the RealLife tic of following text with your finger.
237* Smartphones:
238** Pulling it out just to check the time, then [[AttentionDeficitOhShiny unlocking it, flicking back and forth on the homescreen a bit, and maybe checking Facebook/Twitter/whatever.]] Bonus points if you pull it out again 5 seconds later because you forgot what time it was or didn't actually check the time.
239** Flicking up and down a page for no reason other than to watch it coast and/or watch the position indicator bar thingy appear and disappear.
240** Or, for that matter, swiping anything swipable. All the time.
241* If you've ever used a payphone, you pressed the coin return and checked for change before inserting a quarter of your own. It never worked, but you tried anyway. ''Admit it.''
242** This can be expanded to any machine that takes coins, including arcade games and vending machines. Every now and again someone forgets their refund, or their change.
243*** ''WesternAnimation/{{Recess}}'' referenced this once: Randall is talking about his day and says he "decided to play the slots" -- cue flashback-Randall pulling the coin return lever and sticking his fingers into the coin return slot of the lobby payphone and coming up empty. "Lady Luck wasn't with me."
244* Game show ''Series/PressYourLuck'' has contestants yell "STOP!" whenever they hit the buzzer during board play, despite the fact that all you need to do is simply hit the button to stop the board. Likewise, every contestant will shout "No Whammies!" several times before yelling "STOP!" to hit the buzzer. Very likely encouraged by the producers to make the show more exciting for the contestants and the audience.

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