Tournament gaming is quite prone to this. If you're holding back from using tactics that are legal yet you consider dirty, you're probably gonna get called a scrub and toasted by someone who will use them without a second thought.
Spawn camping in online shooters is based on this. Due to the reluctance of many servers to kick or ban a player for their first offense of breaking server rules, players may camp until the server gives them a warning. Even if the server specifically forbids it, the player can always feign ignorance and claim not to have known or can camp again but just a little bit further away from where they were before.
Any weapon in a Pv P FPS game that has insane power, such as shotguns or grenade launchers. People who get blasted by such weapons tend to call the players who use them as cheaters or relying on a crutch to win, but unless the developers place a nerf on said weapons, complainers get told that they can use the "cheap" weapons as well in order to win.
Ryuji Yamazaki from Fatal Fury stomps people when they are on the ground and kicks dirt in their faces.
That's not even going into his Drill super, which revolves around brutalizing the opponent as much as possible while they can't fight back. In one variant, he pulls out his knife and stabs them several dozen times.
Something similar goes for, well, everyone in BlazBlue. All characters can use a crouching medium/kick attack on downed opponents to lift them off the ground and set them up for the next painful combo. That said, some characters have moves that are meant to be used on knocked down opponents.
Ragna The Bloodedge can pull his downed opponent back up on their feet and sock them in the gut. NoelVermillion can shoot the opponent a lot of times while they're down. IronTager, though more civilized than most BB characters, magnetizes his opponents stuck to one of his fingers and pulls them up into the air. This move also magnetizes his opponent afterwards, making it difficult to avoid his follow-up attack... BlazBlue: Chrono Phantasma also added Azrael who can jump on his opponent if he feels like it... But they all pale in comparison to YuukiTerumi who skips right over combat pragmatism and settles for downright Video Game Cruelty Potential. It's not enough that he has two moves that lets him curbstomp a downed opponent, no, some of his Victory Poses has him keep stomping. Terumi also has both an easier time gaining meter than anyone else and literally more super moves than special moves; a good Terumi player will take every opportunity to charge and use them. Arakune is fairly weak until his Curse is active, at which point he can start summoning projectiles in the form of various insects from multiple directions. No amount of nerfing over the course of the series has stopped players of other characters from complaining that Arakune's bees are cheap if not outright unfair, and no amount of complaining has stopped Arakune players from watching their combo counter steadily rise.
Perhaps the most surprising example of pragmatism in the Guilty Gear universe is...Ky Kiske. As it turns out, his general style of play (methodical, measured, focused on layered tactics and solid fundamentals) is how he fights when it's a duel, whether for sport or honor. If it's a real fight, or a war, well...perhaps he puts it best:
Ky: You want to try again; I didn't give you enough warning; you'd be fine if you were ready. Excuses like that have no value. Unfairness and deceit are superior. The difference between life and death.
It should be noted that the man he's lecturing to is Sol Badguy, someone who once annihilated a creature the size of Mt. Everest when he was being lazy. This is the man who, when he first saw Ky fight for real, then found himself challenged by Ky to a duel, was by his own admission scared shitless.
Kefka from Final Fantasy VI is this. Probably the most telling examples of this would be his encounters at Doma and his fight with Leo.
In Doma, he sent a fake message from the Emperor to General Leo, calling him back to Vector. General Leo had to that point been both a fair fighter against his opponents and A Father to His Men. No unnecessary casualties and no underhanded tactics. With Leo gone, Kefka just goes and poisons the water supply of Doma with a gleeful attitude, killing everyone inside Doma Castle in mere minutes, including a future party member's family and some of his own men.
Later in the game, General Leo works alongside the party to help pacify the Espers after they had rampaged around the Empire. Kefka comes out of nowhere to attack Leo. Leo and Kefka fight for a short time, but Kefka retreats. Shortly after, the Emperor himself shows up to affirm Leo's desire to see Kefka brought down, but then promptly stabs him, dealing a killing blow and revealing himself to have been Kefka the whole time.
The protagonists of the Assassin's Creed series tend to be brutally efficient combatants
A big part of Altair's fighting style in Assassin's Creed I is his willingness to be a brutal combatant. Included in his many nasty killing animations is punching a mook in the face to spin him around and then stabbing him in the lower back, through the hip, and out his crotch. Another involves breaking an opponent's leg by kicking out a knee, and another has him kick them in the crotch, and as they drop to their knees, stabbing them in the top of their head with his short blade.
Let's not forget his gruesome hidden blade counterattacks, which are so underhanded many players don't even realize they exist.
Unfortunately for him, by Brotherhood the polearm-wielding Seeker guards (and possibly other guards) will sometimes throw sand at Ezio's eyes or at your allies, while any guard is capable of grabbing Ezio — leaving him unable to block or counter any enemy attack unless he escapes first — and armored Regular guards will sometimes mount horses so as to charge and swing at Ezio, the only melee attack in the game that Ezio can not Counter with the Hidden Blade. Papal Guards will sometimes use a pistol, which like other projectile attacks can not be blocked or countered.
Although the guards get pragmatic-er, Ezio still wins the fighting dirty award for calling in henchmen to shank people.
One of the first tasks Haytham is required to do upon his arrival in the Colonies is to buy a sword and a pistol. This combination proves highly lethal, as Haytham (and by extension Connor) can opt to simply pull a pistol out of his coat and shoot an enemy. It's almost humorous to see the protagonist leaping around and violently slashing with swords and tomahawks, then calmly turn and shoot the last man standing.
Connor also isn't beyond fighting dirty, going for a nut shot in the fight against Haytham.
Desmond steps up to the plate, being perfectly willing to use a handgun after a foe mocks him for just using a blade. So he kills him and takes his gun, allowing the player a taste of just what an assassin of Desmond's caliber can do with a semi-auto pistol. And when that proves inefficient, he whips out the Apple of Eden, Old-Altair style.
It runs in the family. Haytham's father Edward doesn't shy away from brutal tactics either. Then again, he's a pirate, so why would he? Honorable pirates don't survive the Caribbean. One of the trailers show him killing a defeated enemy using the ship's wheel. Also, the final requirement to take over a fort is to kill its commander, who is unarmed and begging for mercy.'
Being street brawlers turned crime lords, the Frye twins are no stranger to streetfighting tactics. Even better is the fact that revolvers are now the primary firearms of the time, meaning that pulling out your gun to shoot at the rival crime boss you're chasing is a viable method.
Kratos of God of War Series is pretty damned brutal, willing to stab Cyclopses in the eye, slashing their knees to open them up for attack, slam and throw enemies around and even rip enemies apart with his bare hands. The final battle of the second game has him pulling off an I Surrender, Suckers on Zeus, asking to be executed which he takes as an opportunity to give Zeus a No-Holds-Barred Beatdown. By the third game he's able to use enemies as battering rams.
Theseus breaks off direct combat to snipe Kratos and calls up minotaurs to aid him. Perseus turns himself invisible and reflects light with his shield into Kratos' eyes. Hercules calls up troops to aid him and throws chunks of the battlefield at Kratos.
Micaiah gets another one later in the game, where she shows she is quite willing to resort to dirty tactics like pouring oil on her enemies and lighting them on fire when the situation calls for it. Granted, this doesn't work so well when the Hawk King decides to retaliate with his own dirty strategy.
Virion, from Fire Emblem Awakening gets a spot of this in his supports with The Avatar. Playing a war strategy game, Virion constantly wins because he sacrifices his units, while the Avatar tries to keep them all alive (Similar to what the player does over the course of the game).
That said, sacrificing their own allies seems to be the only tactic the Avatar won't stoop to. Everything else is fair game, including pitfall traps, sneak attacks, and setting half their navy on fire and ramming it into the enemy fleet. And that's not counting the numerousGame Breakers you're free to exploit during actual gameplay.
In Blazing Sword, this comes up in a support conversation; Legault mentions to Isadora that this is (apparently) how the Black Fang assassins fight, and even messes with her sword sometime during the conversation so she can't draw it.
The monsters in Sacred Stones use all kinds of attacks from claws from the entombed to bites from a hellhound.
The Amazon from Pro Wrestling is notorious for this. Some of the moves he uses to fight the other wrestlers include biting them, choking them and stabbing them with a fork.
In Super Smash Bros, many characters fight this way. But special mention goes to Wario. Some of his moves are: headbutts, shoulder strikes, clapping in the opponent´s body with his oversized hands, punch them in the groin, sit on them, gnaw on them like a shark eating his prey and fart on their faces.
In the Super Smash Bros. series in general, players are encouraged to attack opponents from behind, seek out advantageous terrain, send opponents into obstacles, and think more warily about misdirection than traditional fighting games. In the Distant Planet stage, for instance, a Bulborb will sometimes open wide on the lower-right corner of the screen. A good throw can send an unsuspecting adversary into its mouth, and it will chomp down and inflict an instant KO. There is nothing a Super Smash Bros. fighter won't do to get an edge in battle.
Kirby and the Villager can do this in every game. Kirby can absorb the standard specials of every character, while Villager can use all kinds of projectiles by catching them and flinging them back at the opponent.
Isaac Clarke from Dead Space wouldn't know "finesse" if it tried to claw his face off. Everything from frenzied curb stomping to strangulation while beating his victim around the head with a gun, the man can and will take any advantage offered in melee. Of course, when fighting a bunch of zombies, the idea of "rules of combat" go out the window, but Isaac still qualifies by virtue of the sheer brutality he gets up to.
Isaac is less about brutality than panic-flailing. He is understandably freaked out by what's going on, and when attacked, he flails, panics, then gets a temporary advantage and freaks out, killing his opponent. Isaac is an engineer in a bad situation, he doesn't have any techniques or experience in that would help him; in essence, he fights dirty because he has no reasonable alternative.
Isaac's animations for getting out of grapples usually consist of pushing the necromorph back, punching it in the face and yelling till it ends up on the ground and then stamping on its spine. One particularly brutal example involves him stomping on a crawling enemy, and using the leverage to rip off its stinger-tipped tail with his bare hands. A more humorous example features him punting necromorph babies.
Isaac's weapons, in the first and second game, are repurposed tools, which just happen to be more effective than conventional weapons in dealing with the necromorphs, who can only be killed by cutting off their limbs. By the third game, humanity has apparently adopted highly modular weapons due to the necromorph invasion, largely based on those exact same tools.
Wario and Waluigi are these. Even though they live in a world where most characters can perform flashy super attacks (including them), they often resort to cheating and dirty tactics. Whether it's tossing bombs, brute force, blinding the opponent or set some monsters on their tracks, these two will stop at nothing to beat the competition.
This is the main theme of the Dark-type (or "Evil-type" in Japanese). While a few Dark-type moves utilize actual darkness, the majority are made up of underhanded tactics and actions, like Fake Tears, Bite, Torment, and Feint Attack.
The dirtiest Dark-type attack of them all is Beat Up, which works by having all the other Pokémon in the party gang up on the opponent. It's not called the Aku ("evil") type in Japanese for nothing.
The two types of Pokémon who take double damage from Dark-type moves are Ghosts (who are ironically rather timid) and Psychics (whose minds are broken by the sheer malice). But Fighting-types are trained combatants, and don't fall for such crap.
Bug-types and Fairy-types also have an advantage against Dark-types, the former likely due to the fact that Dark-type tricks are designed for Pokémon without the sensory advantages insects have, and Fairies likely because they represent the supernatural force of good.
Another contender for the most unfair fighter is the Poison-type. Their modus operandi is right there in the name.
Apparently, according to many of their moves, Poison-types don't really like fighting upfront. Instead attacking by spitting/throwing up (Acid Spray, Gastro Acid), spewing gases (Smog, Poison Powder, Poison Gas), or setting up traps (Toxic Spikes).
Even some non-Dark and Poison moves can get pretty dirty. As early as Pokémon Red and Blue's first route, you encounter Pidgeys that use Sand Attack to throw sand into your Pokémon's eyes, reducing their accuracy. Then later on, there's Mud-Slap (throwing mud at the opponent) and Feint (which bypasses guarding moves like Protect).
The Pokémon Croagunk and Toxicroak are like this, and learn a lot of Dark-type attacks despite not being Dark-type themselves. However, it's for survival, and some of those species are said to be laid back and perhaps good. That may come from being Fighting-type though, most of them are honourable.
In terms of protagonists, Wes could definitely be considered this. He's an ex-criminal who, in the introduction, blows up his former team's base, steals their Snag Machine, and then steals their Shadow Pokemon away from them.
And on the villains' end, Ghetsis in Pokémon Black and White apparently waited while you battled N so he could mind-break and attack the winner while all their Pokemon were still weak. This, after you'd already spanner'd the rest of his masterful plot.
In Pokémon Black 2 and White 2, he just orders Kyurem to freeze the player character directly, instead of giving them the chance to beat him in a Pokemon battle (though this tactic fails).
Out of all the Dark-type Elite Four members, Grimsley displays this trope best. While Johto/Kanto's Karen and Hoenn's Sidney seem to like how cool they are, Grimsley has a firm belief that everything is fair game in battle, especially considering he used to come from a wealthy family that became impoverished. He even encourages the player to indulge in the same practice. The quotes section of the trope page has a gem from him that sums up his philosophy on battle:
Grimsley: A beautiful loss is still a loss, and an ugly win is still a win!
The Punisher game has this as a feature. If the player runs into an enemy, there are many choices. Hold him hostage, interrogate him, knock him out, shoot him in the head or just outright drive a k-bar into his brain. One of the many twists is the Punisher distracts the enemy by handing over his own gun, then it's knife-face time.
Metal Gear Solid is based around this trope. Solid Snake, Big Boss and Raiden are all expected to use whatever equipment they can scavenge (since their missions are black operations) in as many ways as possible. Basic examples include holding an enemy hostage in a firefight, knocking them out with sleeping darts, and distracting them by leaving Playboy magazines lying around. More advanced examples include "cheating" against various bosses. Snake can kill Sniper Wolf in complete safety with remote controlled missiles. Raiden can neutralize the bullet dodging Vamp by placing claymore mines in his path. Big Boss can land a cheap shot against Colonel Volgin by wearing a mask modeled after his lover, or skip The End entirely by assassinating him in his wheelchair. Each game has dozens of examples of this kind of trickery, and you are expected to discover and use these tactics. This however does not stop Big Boss from claiming somewhat ironically:
I'm no assassin. Shooting a soldier with their guard down isn't my style.
If you have inhuman strength in most games, it means you will use some kind of sword or other weapon. Of course, if you don't think about using a massive Gatling gun meant to be used in combat planes, like Vulcan Raven in the first Metal Gear Solid.
Considering who he's fighting, he might have handicapped himself by bringing only one tank to that earlier fight in the minefield.
Olga Gurlukovich is pretty fine at this too during her battle aboard the tanker. She does things like shoot the ropes to a tarp so the wind catches it to give herself cover, and repeatedly shoots a light so it aims right at you to blind you.
Perfect World's Assassin class. They can turn invisible at will (Shadow Walk or Shadow Escape), teleport to you from longer than the range of a bow (Shadow Jump), do the same thing while stunning you for 3 seconds (Shadow Teleport), immobilize, seal, sleep, or stun you while doing probably illegal amounts of damage (Tackling Slash, Throatcut, Deep Sting, and Headhunt respectively - especially Headhunt), increase their already ridiculously high crit rate by a huge amount while doing damage (Power Dash), dodge 1/4 of all your skills (Focused Mind), and are not fun to fight in PK unless you're a really good barbarian. At least the fight is fast. Unless you're a really good Barbarian.
Speaking of Assassins, Blade & Soul gives us their own. In a world of martial artists, all who have some degree of this trope (Blade Dancers force-choking an enemy and throwing them against a wall to fight later comes to mind, as well as a few Destroyer air combos) the Assassin makes this their primary means of murder. Almost entirely fighting from stealth, the Assassins boast every dirty trick the developers could think of:air combos taken straight out of [[Naruto]] Poison clouds, landmines, flashbangs, wires, nets, and of course a smoke bomb. The effectiveness of these and the sheer frequency of the Assassin's abuse of this trope is the source of many grumblings in the Pv P world.
Honorable mention to the Warlock class as well. Chains from the floor, a giant demon blocking you from counterattacking, and even the ability to sacrifice his own mook to unload a new level of pain on you.
Sword of the Stars has the Tarka, whose concept of "honor in battle" involves walking away with as few casualties as possible while leaving their enemies dead. Consequently they can and will employ almost any dirty trick in the book for an advantage; their favourite techs in-game are mines and torpedoes, and the game's novel has a Tarka commander betraying her own allies during a fight so that the telepaths they're fighting will be unable to learn her real battleplan from them — a battleplan that involves basically gift-wrapping the main character and handing him over to them on a silver platter so she can sneak up and stab them in their backs while they're preoccupied with... "processing" him.
StarCraft II is a prime case. Throughout a match's early- to mid- game, players typically target their opponent's workers or key structures with hit-and-run tactics, trying to gain an upper hand.
While all three races have some ability to do this, the Terran seem largely geared specifically for it, as is fitting for the Crapsack World they live in. They have several units designed specifically for early game harassment and are easily able to deploy large armies in fast flying dropships, all of which can do immeasurable damage and retreat before you've had a chance to fight back.
In games that are played competitively or offer environment for competitive play, playing dirty and using mechanics that are considered overpowered by a large number of players is usually the norm. The game usually has a way of dealing with it or they are just things harder to counter than to employ, so they are 'overpowered' in lower levels of skill.
The Elites come off as a rather brutal example. They are proud warrior-race guys who have no problem with turning invisible in the middle of a fight. They may take pride in combat, but that doesn't mean they're (completely) stupid when it comes to that combat, despite their occasional Honor Before Reason tendencies.
Humanity are huge on combat pragmatism, mostly because they absolutely have to. Since they're facing such a bad technology gap, they have to come up with devious and unusual strategies to make up for it. But even when they don't, their Office of Naval Intelligence still often uses particularly brutal methods. For example, they kidnapped 75 children, replaced them with short lived clones, gave said children intense military training, then subjected them to drug enhancement therapies which left about half of them dead or seriously crippled. All in order to make the ultimate soldier: the SPARTAN-IIs (including the Master Chief himself). And that was all done before humanity even knew the Covenant existed.
The Spartans themselves fit this trope as well (particularly in the expanded universe); they might be capable of all sorts of ridiculous combat feats, but why bother directly fighting a horde of enemies when simply nuking them would work even better?
After the war with the Covenant is underway, ONI comes up with a slightly different program. At least the SPARTAN-IIs were designed to survive any conditions and come out on top, with most of those who lived through the augmentations surviving well into middle age. The SPARTAN-IIIs were trained to be cheap and disposable suicide soldiers, with most of them dead by the time they hit prematurely induced puberty.
While most of the boxers of Punch-Out!! have rather unconventional movesets, to put it mildly there are characters who use Martial Arts alongside boxing (Dragon Chan) as well as weapons (Hoy Quarlow). AranRyan in the Wii version however is the biggest example, using elbow strikes, head butts, putting horseshoes inside his gloves and later on using a boxing glove whip against you that lets him get a free hit in upon knocking him out.
It's hard to get more pragmatic than [PROTOTYPE]'s Alex Mercer. Anything that isn't nailed down or on fire can be thrown at enemies, any civilians unlucky enough to be within range of his wild flailing get torn to shreds, and he heals himself by eating anyone still standing. He is also a shapeshifter, and not even slightly above becoming a soldier and accusing another soldier of being him to get them shot, or taking the shape of a commanding officer and ordering "his" troops to bomb each other, or playing dead to escape when cornered.
This is taken further in [PROTOTYPE 2]; rather fighting fairly, it's possible to stealth inject a mook, prompting them to explode tentacles all over that latch onto and pull everything and everyone nearby inwards, crushing anyone unlucky enough to be close.
In World of Warcraft Rogues are one of the dirtiest fighters in the game. They can become invisible in combat (Vanish), they have several abilities that incapacitate opponents, such as Blind, Kidney Shot, Backstab, Ambush, Cheap Shot, Garrote, and poisons on their weapons.
It doesn't help that players behind the class are fond of attacking you while you're low on health or already engaged in combat, further capitalizing on their advantage.
In fairness, players of every class will do that.
Really, many classes fight dirty when their spells are taken literally. Priests can use psychic-magic based abilities to mentally torment enemies to death, not to mention the ability to infect enemies with a literal Devouring Plague.
Okay World of Warcraft PvP players, raise your hand if you've come across someone of the opposite faction battling with something, waited until their health was low, then attacked for the honor points. Rogues need not reply, assuming you haven't already stealthed and snuck up behind me.
Players with the Engineering profession can take this to new heights, being able to use flamethrowers and rocket launchers in a high fantasy setting. This is taken to the fullest heights with the Big Daddy bomb, the highest ranked bomb in the profession to date, which does massively increased damage if the enemy is out of combat, meaning that a level 70ish character can creep near an enemy respawn point, let everyone respawn, then hit the whole area with up to 15,000 damage, which is enough to one-shot most characters at that level.
Dampierre from Soul Calibur: Broken Destiny loves to fight dirty. Along with his pair of hidden-below-the-forearm blades, he will also throw sucker punches during throws, and even fake injury right before springing up and attacking again.
In Spelunky, one of the protagonist's main abilities is the ability to pick up and throw anything. Priceless golden idols, enemy corpses, Distressed Damsels, you name it, he can throw it. Damsels can also be used for a host of things besides the reward you get for rescuing them, including the infamous"damsel bomb" trick. Other pragmatic tricks include getting a Ballistic Discount at a shop, and luring enemies into the vicious Death Traps meant for you.
Some of Batman's moves in Batman: Arkham Asylum easily qualify for this trope. One of his delicate ways of saying 'stay down' is to wrench someone's lower leg by ninety degrees to the sound of breaking bones. That's gotta hurt.
Aside from Batman's vow to never take a life, most of Arkham Asylum's combat is like this. In freeflow combat he routinely breaks bones, dislocates joints, turns enemy weapons against them and generally does whatever most expediently neutralizes the threat. When facing thugs with guns? Use stealth, environmental traps, misdirection and psychological warfare to whittle them down one by one without a shot being fired (if you're good).
The salarians in Mass Effect always start their wars with no warning, either hitting an enemy pre-emptively or assaulting their targets out of the blue. The Codex entry for their military doctrine even explicitly states that they view the concept of warning your enemy you're about to attack by declaring war is insane and stupid.
The same codex entry states explicitly that Salarians believe that a war should be won before it begins.
Hence part of their problem in 3 is their sheer lack of experience on how to deal with prolonged war with entrenched Reaper forces.
Shepard him/herself - a Renegade can sometimes punch/shoot potential problems through dialogue options. The Renegade Action Commands in the second game more or less consist of attacking or threatening suddenly. And punching that reporter.
And now, in the sequel, there are optional Quick Time interrupts in which Shepard can cut people off by shooting them, punching them in the face, throwing them out skyscraper windows, etc. This has the bonus of making certain scenes a lot shorter, not to mention easier. In one case, doing this will take out a half dozen opponents, leaving you to face only one. And all without taking damage, thanks to the magic of cutscenes.
And due to way the morality system works in the series, there's barely anything stopping a Paragon Shepard from being a full Combat Pragmatist themselves. When the situation presents itself, s/he can take a Renegade option to even the odds (or greatly tip them) in a firefight with no effect on their Paragon ranking.
Infiltrators in particular have no moral objections to becoming completely invisible, using their omni-tools to set enemies on fire, setting enemies on fire while cloaked, shooting people clean through walls with heavy sniper rifles, hacking turrets to go after the engineers deploying them, and even - with the correct DLC for 3 - mind-controlling enemies into beating the snot out of each other.
Humans in Mass Effect have an equally pragmatic doctrine - they go after enemy supply lines and the like, leaving their forces to "wither on the vine". Unfortunately, this means humans have the same problem the salarians do in that their doctrine is ineffective against the Reapers, who do not have supply lines or any reliance on infrastructure.
Humans are also said to be fond of Disproportionate Retribution. They don't have the manpower to guard each of their colonies, so they have a centralized rapid reaction force that can bring swift and terrible retaliation upon the attackers. Word travels around, so the human colonies are usually left alone...
Humanity's tactic of keeping fleets of warships in arms reach of their colonies is said to have caught the Turians off-guard during the First Contact War. They thought that the vessels in orbit around Shanxi represented the bulk of Human military strength, only to have a collective Oh, Crap! when they noticed an entire Fleet of angry Human Warships pouring through the Relay. There are two "Battles of Shanxi" for a reason.
Inverted with the Geth (minus the Heretics), at least when fighting other geth. Due to their nature they tell each other everything, even plans for attack. Legion finding out that the Heretics have been spying on the other geth horrifies them.
The Cerberus Daily News goes into detail on just how vicious the turians are in combat, particularly when dealing with a rebellious province in one of their colonies. Since every turian is a soldier, turian military doctrine does not distinguish between civilian and soldier, and in a turian vs. turian war, they bomb their own cities indiscriminately. A common practice in these types of engagements is to establish "safe camps" near a combat zone, where enemy adult turians who do not wish to fight can surrender and move to to remain out of combat. Any able-bodied enemy turian who isn't in the safe camp when combat commences is a legitimate target. This tendency was also shown when the humans were fighting the turians at Shanxi; the turians were not particularly concerned about civilian casualties and were consistently bombing human squads from orbit, destroying entire city blocks to kill individual fireteams. Against the Reapers, the turians take advantage of Reaper capital ships being larger and more powerful than theirs by exiting FTL extremely close to them, allowing them to turn and lock on faster than the Reapers can.
And then there's their handling of Tuchanka.
Joker: You gotta love the turians. After they beat you down and sterilize you, they strap a big old bomb to your planet. Y'know, just in case you get uppity again some day.
Cerberus Daily News reports on the corporate invasion of Garvug shows humans being pragmatic to chessmaster levels. When three human run companies raise an army and use it to prop up a puppet government on Garvug, a Krogan warlord starts an insurgency. Rather than stick around and grind it out in a long, bloody and costly counterinsurgency campaign, the companies "manufacture" a rift between them, one company pulls out outright, another one announces via a public shareholders meeting that they are pulling out, and even let their stock price tank. Once they pull out and the insurgents recapture Garvug's seat of government, the corporate forces deploy a cruiser fleet out of nowhere, and devastate Garvug's capital, inflicting massive casualties on the insurgency including its leader, and obliterating it. The withdrawal was an elaborate ruse to draw the insurgents out of hiding, concentrate them in one location, then finish them off.
Kai Leng in Mass Effect 3 is not above calling in a gunship to provide cover-fire while he recharges his shields or calling in reinforcements in boss battles.
This is basically the plan driving the plot of The Arrival DLC for Mass Effect 2. The Alliance plans on blowing up a mass relay, which would temporarily stop the Reapers. Mass relays are pretty much nearly impossible to destroy through conventional means, and an Alliance Fleet showing up in batarian space would spark a war. So the Alliance team covertly straps engines to a small planetoid to fire it at the relay Ironically, strapping rockets to a small moon to perform a Colony Drop was the same trick the Batarians used in the Bring Down the Sky DLC from the first game, which was narrowly averted by Shepard. Clearly humans learnt from the incident.
The Reapers themselves don't have as much need for this trope because of their technological superiority, but they still use it if an opportunity arises. In a typical cycle, they initiate their invasion at the heart of galactic government, both decapitating the enemy immediately and gaining pretty much all the intelligence they'll possibly need. Once this is done, they lock down the mass relays so only Reapers can use them, preventing any sort of organized resistance against them, let alone real warfare. They turn the dead of other species into their own ground troops, reducing both their numbers and morale. The atypical cycle we see in the games has them making quick work of the batarian homeworld which is close to their arrival point, and then rushing towards Palaven and Earth to immediately start beating down the races they expect to be the biggest problems.
Miguel from Tekken is a pretty dirty fighter, even having one move that starts off with you laughing at the opponent unguarded and then just punching them in the face for a one-hit KO.
King is pretty pragmatic himself, with those crazy grapple combos, even grappling opponents while they're in mid-air.
Also, pretty much any character that isn't human or that has superhuman capabilities can be considered a combat pragmatist.
Yoshimitsu, for example, who comes to a fighting tournament in a suit of protective armor, the ability to teleport behind his enemies & regain health during a fight... oh yeah, and he uses a SWORD! In some versions of the game, it's practically a lightsaber!
Apparently stomping on enemies is a divine move, as is attacking enemies in the crotch as both are in his Roulette Wheel (which has moves such as God Charge and Divine Smash). The latter is useless against women and Camp Gays though.
End Credits: "Don't act like you don't like the Ball Buster!"
The MMO Dungeon Fighter Online epitomises this trope with the "Brawler" subclass. The Brawler throws sand in the opponents eyes, uses bladed fist weapons (though any fighter class can equip them, the Brawler specializes with them), poisons said weapons, throws nets at opponents, and more.
And that's relatively tame, considering that Gunners are willing to use flamethrowers and airstrikes in the same situations.
The Knight can kick sand on her opponent's eyes too, dubbing this technique Lion Kick. But in her defense, her skill description is: "Originally, it is a dirty trick among gladiators of the Imperial Coliseum. It's adapted into the Knights' battle training for its impressive efficiency.", and: "...The Knights worship chivalry. But when it comes to protecting their country and leader, they are willing to throw everything behind."
The bosses in Dawn of War II will always call reinforcements when you fight them. Particularly nasty is the Avatar of Khaine, which likes to call in lots of tanks.
Kind of justified considering that you can Deep Strike.
Wrestling skill in Dwarf Fortress, aside from the obvious locks, throws and chokeholds, lets you do such interesting things as gouging out eyes, twisting your weapon in the wound, and tearing off parts of the other guy's face. The AI doesn't make very efficient use of it, while the community has distilled the most efficient techniques into a Fantastic Fighting Style.
This being Dwarf Fortress, ways to set up elaborate and extremely brutal deathtraps for your fortress abound, and the instructions for any one of them can be found on the forums or wiki, often with diagrams. One of the easiest "traps" to develop is the "Dwarven Atom Smasher": Build a drawbridge over solid ground, trick enemies into walking beneath it, and lower the drawbridge onto your foe. The main drawback to this method is that the enemy's belongings are also crushed, so you don't get any loot for your dwarves, and extremely large or strong enemies won't be crushed. In order of increasing complexity from there are pitfalls, drowning traps, magma traps, "Goblin Grinders" forcing your enemies (or cats or other undesirables) to walk in circles endlessly across repeating spike traps, and the "Dwarven Checkerboard", which isolates demons and then covers them in magma and water to encase them in obsidian, possibly allowing you to ride out what was supposed to be a game-ender. Being terribly, terribly unfair to your foes is the way to survive in this game, as the game ain't playing fair either.
A rather humorous example in Adventure Mode: werebeasts are extremely difficult to defeat in beast form unless you have weapons of the right material, but since they're only monster one night per lunar cycle and you know where they are anyway you can just attack them while they're a naked peasant.
In Street Fighter IV, Balrog and Cody both qualify. Granted, the rules of the tournament are shaky at best, but in Cody's case it's probably safe to say pulling a knife or hitting people in the spine with a pipe are probably against it (though, in a weird use of the trope, he also fights in prision cuffs by his own choice. In Balrog's case, one of his Ultra combos involves him stepping on the opponent's toes to hold them in place before he beats them about the face. It ends with a hilarious "Who, me?" shrug towards an unseen ref, who may exist only in his head.
As well as C. Viper, who hides various gadgets in her clothes.
Though he's very much the Cultured Badass and Balrog's Good Counterpart, Dudley isn't unwilling to use moves that would get an actual boxer disqualified, including all his throws. Unlike Balrog, though, it's indicated that Dudley only does this when he's street-fighting. It's possible that he does this to lure his opponents into a false sense of security.
Rolento uses knives and hand grenades in his fighting style, and sometimes enlists the help of one of his cronies to lynch his opponent with a tripwire in his Take No Prisoner Super Combo.
In the MMO EVE Online, all the most successful players who fight other players will do anything to win, such as using ridiculously superior numbers to ensure a kill. Many will even engage in metagaming where they will infiltrate enemy alliances to find out where enemy players are, what ships why're flying and how they're fitted out, what tactics they use and how to counter them. Some will even infiltrate in order to pretend to be on the enemy's side, stabbing them in the back when a fight commences. All of these are considered acceptable tactics by not only the Pv P playerbase, but also the game developers who actively encourage it. The common response from PvPers in EVE Online to anyone who complains about these unfair tactics is that a kill is still a kill, and there is no such thing as "Space-Bushido".
There's a rumour that some players physically went to a foe's house and made noise so that he couldn't sleep, which greatly reduced his combat effectiveness.
There is another rumor that during a war between two ingame alliances, members of one alliance were planning to cut the power to the house of the fleet leader of the other alliance during a battle.
Of course it seems like both of the above mentioned tactics were in fact criminal in nature, trespassing and vandalism, and could have gotten the players arrested.
Intelligence and resourcefulness are the most respected traits one can demonstrate in EVE Online combat. A player will gain far more recognition for using unconventional (often called "dirty" by newbies) tactics to achieve victory.
In Fallout 3 it might seem cool to use melee weapons against other melee attackers or even fight unarmed like a ninja with the right skills and perks, but often all this is relatively impractical when you will have a much easier time throwing a grenade into a room full of Mooks.
Also the VATS targetting system makes getting a kill painfully easy as it is a turn-based system that allows you to target body parts and score better critical hits. The only thing limiting it is the number of action points you have available, meaning you're forced to fight in the conventional fps style from time to time. And even THIS limitation can be overcome by a high level perk that instantly refills your action points upon just one successful kill in VATS, which essentially means almost infinite use since enemies that can't be killed in a single VATS barrage are practically nonexistant past the first few player levels.
Even more so in Fallout 1 and 2 where you could aim at the eyes or groin, with a freaking Gatling gun.
Ulysses of the Lonesome Road DLC will not only use Stealth Boys and Flash Bangs on the player should you choose to fight him, he'll also have the aid of a swarm of Eyebots and sic the Marked Men of the Divide on you.
Ironically, Ulysses is very vulnerable to this, as well. He wants the Courier to stand witness to his theatrics before their final confrontation. There's nothing stopping a pragmatic Courier from just sniping him before he even turns around to notice you're in the same room as him.
This is how the Legion operate in New Vegas. Caesar favors total war tactics, which are generally incredibly brutal yet effective. According to a retired Ranger, the Legion are not above using children as suicide bombers and Vulpes Inculta in particular had no problem with dirty bombing Camp Searchlight. Legate Lanius however dislikes such tactics as he sees them as dishonorable.
The NCR Rangers are also very good at pragmatic warfare, though they prefer the more tactical approach over brutality. In the first battle for Hover Dam, NCR forces gradually retreated to a small town a few miles away while their sharpshooters took out key legion personnel. When the Legion finally got to the town, they were horrified to discover that they'ed walked right into a trap; NCR had already withdrawn and left behind enough explosives to level the town.
In Grand Theft Auto: San Andreas, you, CJ, comes up against the head of the local Triad. In the final showdown, he tosses you a Katana and you do duke it out with him using Katana swords. Sounds fun right? But this is Grand Theft Auto. Most players will more than likely have a couple guns on them. Why bother fighting the guy when you can just pump him full of lead right?
Kingdom of Loathing gives you the option of playing as a Disco Bandit, who specialises in enemy-weakening attacks. These include a suckerpunch, an eye-poke, a face-stab, breaking your opponent's knees with a spinning kick, and pretending to run away then attacking while your opponent's guard is down.
In the second Fable game, you are sent to find the Hero of Skill and get them to join your group of Heroes. Reaver turns out to be...not as nice as the other Heroes on your team. His combat pragmatism becomes apparent when one finds out why his signature pistol is called the 'Dragonstomper .48', as discovered in the description of the pistol the 'Red Dragon'.
The description of the 'Red Dragon' is: This unique an exotic pistol once belonged to Wicker, the finest shot Albion had ever seen. Until Reaver appeared. Wicker visited Reaver and challenged him to an honourable shooting challenge to decide who had the greatest skill. Reaver's reply was to shoot him in the head.
Link from The Legend of Zelda is this in most incarnations. He's the Hero of Hyrule who will help just about anyone he meets, but his general method for defeating bosses in games is to exploit a weak point to stun the boss and then beat the shit out of them. If the boss gets back up? Rinse and repeat until they die.
In Diver Down Drek fights like this in the cutscenes. No action is too underhanded or dishonorable when his survival is at stake. In gameplay, not so much.
Team Fortress 2 - it's said that if you're not winning, you're clearly not fighting dirty enough.
Pretty much a staple of playing the Spy correctly; if you're not abusing the enemy's trust and tricking them for backstabs, you're doing it wrong.
Demomans could count as well, placing sticky bombs in front of the spawn entrance are a tactic used by the majority of players and bots as well.
Considering there are many counters to this (including airblasting and blowing them up before they blow you up), it is not as effective as before.
Engineers can be just as dirty. Tip: Never assume you've got him at your mercy, unless you like getting swiss cheesed by the sentry he lead you to.
Engineers can trick unsuspecting players by weaponizing dispensers. While the "101 uses for a dispenser" series contain many things rigged for comedy, some of the uses for dispensers presented in it are pretty legit and can catch players off guard. Try having a friendly Demoman place sticky bombs behind a dispenser and detonate them when a Spy saps it someday.
Medics forced to kill someone themselves never fight fair, they abuse their Healing Factor, superior speed, and their favorite weapon, the Blutsauger has Life Drain to boot, they basically shoot you, get out with half health, heal up, repeat, until you're dead.
Heavy may seem to be the simplest and most straightforward class. This is until you find one of the good ones doing things like sneaking behind the enemy team to mow down all of them before they realize the bullets are coming from the other way. Heavies with the Tomislav in particular are fond of waiting just behind a corner to mow down anyone who comes in.
In The Godfather 2, Dominic can use vicious moves such as neck punches and arm breaks.
Bayonetta simultaneously subverts and plays this trope straight. Since the game puts a lot of value in stringing together combos and generally killing your opponents quickly, there are a lot of ways to make her fight very pragmatically from using her enemy's own weapon against them to shooting them while they are speaking. The subversion comes from the fact that while she plays unfairly in nearly all of her fights, she has a habit of being incredibly over the top to the point where whatever benefit she gained from dirty fighting is negated by her showy nature. Thankfully, her explosive power makes her make the best out of this situation without much of a problem.
Shadow from Sonic the Hedgehog is this. Despite having Super Strength, Super Speed , and a slewof otherpowers, he is quite able and willing to wield any sort of weapon, be it guns, explosives, vehicles or improvise with debris. He doesn't naturally hold back against opponents, and also has no qualms against using lethal force against weaker or defeated foes in gameplay and several of the games. This goes against the Does Not Like Guns (Sonic) or Bare-Fisted Monk (Knuckles) mentality of other characters.
Rangers from Guild Wars. They have Throw Dirt which can blind enemies for a period, making melee attacks useless, can target enemies' legs and cripple them and slow movement, an assortment of landmine-like traps, and when the going gets tough, they even have a skill called Escape that lets them run faster while having a high chance to block any attack aimed their way. Fighting dirty indeed.
Assassins also fit this trope. Aside from being the only class in the game that can teleport, their attacks also feature liberal use of poison, knockdowns, crippling, and disabling enemies in various ways. They also have their Dark Escape skill, which halves their damage intake and gives them a speed boost, making them very tough to kill when fleeing.
And let's not forget the Assassin's infamous Shadow Form skill, which in Pv P, makes them IMMUNE TO ALL ATTACKS AND SPELLS, while the Assassin is free to cause whatever damage he sees fit. There's a reason Assassins are feared in Pv P.
Mesmers are practically the personification of this trope. Among their bag of nasty tricks, they can steal spells off your skill bar, cancel nearly any skill you begin casting, inflict massive armor-ignoring damage on you for doing anything, including nothing at all, completely drain your magic meter, and even send your skills into cooldown mode for absurdly long periods of time. Mesmers are also feared in Pv P for this very reason.
Etiquette hasn't gotten much better in the sequel. Engineers have a "tool belt" which gives extra attacks depending on which kit or skill they have equipped, including firing a bullet (or ROCKET) from their belt buckle even when knocked down and stunned; Thieves fit the standard "stab everything in the back with a poisoned weapon" niche with at least one ability that makes EVERYONE AROUND THEM stealth for a few seconds; and one particularly viable PvE build for Rangers boils down to "poison, blind, cripple and generally render your enemy helpless while your pet walks up and casually eats their face."
Rogues in Dragon Age are built around this, with a focus on backstabbing (especially the Assassin specialty), and such abilities as "Dirty Fighting," which appears to throw sand in an enemy's eyes to stun, and "Below the Belt," which is described as a "swift and unsportsmanlike kick".
The game itself gives you a few opportunities to do this, even if your character is not a rogue. Your Warden can for example drug/poison his/her enemies before the fight.
Grey Wardens in general are supposed to have this attitude. When you're the only thing standing between the world and a Blight, who cares if you have to resort to blackmail and Blood Magic?
Similarly, the Imperial Agent specializes in assassination, with poison, sniping and backstabbing as their specialties. Considering that both classes are Badass Normals going up against Jedi/Sith, they're going to need some tricks to even the odds a bit.
Also, if Kaliyo Djannis is around when the Imperial Agent confronts Darth Jadus in the finale of the first act, she'll eventually decide to shoot him while he's gloating. Unfortunately for her, Jadus simply teleports away and responds with a Force Choke.
The Bounty Hunter. To be a Muggle in a galaxy filled with Jedi, Sith and Droids, they Had To Be Sharp to be good at the job. For this reason, they end up killing more Force-users than any other non-Force-sensitive class in the game.
Several characters in the Star Wars: The Force Unleashed, especially Starkiller, who throws in punches, kicks, and grapples during lightsaber duels and can turn nearly anything into an Improvised Weapon with the Force. Special mention is his incarnation in the non-canon Ultimate Sith Edition, where he throws Luke Skywalker in the path of a snow speeder!
Stryker, Sektor and Cyrax also count. Stryker, being a police officer, has a gun, a nightstick, a stun gun, a flashlight and a grenade (because... explosions are cool). Sektor and Cyrax, being robots, have a variety of gadgets, such as explosives (missiles and bombs, respectively), flamethrowers (Sektor), energy nets (Cyrax) and a chest saw (Cyrax).
Fallen Earth has a whole skill tree devoted to this tactic known as "Dirty Tricks". The skills include moves like "Dirty Steel", "Kneecap" and "Sabotage". The icon for the Dirty Tricks skill set is a man getting kicked in the junk.
You can be one in Dark Souls. As a Black Phantom, you can use environmental traps, back stabs, and cliff ledges to ruin your target's day.
There's a spell that disguises you as a random destructible object. Another spell makes you partially transparent. Another hides your weapon so your enemy can't guess your fighting style.
In series' background lore, the Khajiit have this as a racial trait. The Khajiit language doesn't even have a word for "rules"; the closest concept is "foolish thoughts." Unsurprisingly, this extends to their methods in battle. They have no qualms with deception, trickery, and even outright fleeing battle if things don't go their way. They are more than willing to abandon their allies (after all, a smart ally would do the same!) or flee a fight if it means that they can turn around and come back later to stab their enemies in the back, raid their vulnerable supplies, or cut their throats while they sleep. As long as you win, anything goes.
Any Player Character who has a high sneak skill probably fights in the most unfair way possible. Sneak up behind a foe and stab them with a dagger or fire a poisoned arrow at their face before they know you're there are common tactics for a pragmatic character. Pragmatism is the name of the game with a thief-type character, especially, because they're basically Glass Cannons.
In Lords of the Realm II, you can attempt to fight honorably and use your armies to battle other armies or castles. Or you can go into the other lord's lands, destroy their crops and pillage their villages, and then sit back and watch as the peasants get upset and throw an uprising against the lord. It doesn't matter if there's a royal castle, that land becomes forfeit.
Only shooting people is so passe in Syndicate (2012). Blow up their weapons in their hands! Make them kill themselves or turn on their allies! Hack the environment to use it against them, like making a fuel line leak and ignite, or turning a sentry gun! See and shoot through or around cover!
In the first Knights of the Old Republic, HK-47 reveals that Revan used him to assassinate key figures that would have stood in his way, but his pragmatism went well beyond that of a former Jedi willing to use an assassin- the droid surmises that most of the Republic forces that were sent to Malachor V to fight the remainder of the Mandalorian fleet, were composed of soldiers and Jedi whose loyalty to Revan was in question. This made it exceptionally easy for Revan to use a massively destructive super-weapon that annihilated most of the Mandalorian fleet and outright shocking the remaininder into surrender while eliminating his detractors in one blow. Still, as effective as the move was, Revan was still horrified with just how destructive it was.
That same pragmatism extended to Revan's battle against the Republic, and his use of the Star-Forge; a Force-sensitive construction platform that could make anything he needed. With every use, it would pull Revan closer to the dark side- he unwittingly limited his use of it, however, and continued to rely on tactics that could preserve the Republic's military and economy, things that he'd need in order to protect the Republic and confront the Sith threat he'd felt in the Unknown Regions. When his former ally and second-in-command Malak betrayed him and caused Revan's capture, however, the new leader of the Sith forces threw those tactics out the window. He would bomb the surfaces of planets and render them uninhabitable, demonstrating his ignorance of how important preserving such worlds would be.
In the second Knights of the Old Republic, the Exile is forbidden from using the Force during sparring matches with the Mandalorians. However, since Kreia is in Force-bonded with the Exile, if she should happen to buff herself with Force abilities before the match...
The sparring matches against the Handmaidens show why the Mandalorians included this rule. You can win every round by force-pushing your opponent out of the training circle.
In the first game, one Dark Side solution on Korriban is to pull an epic multiple-cross in which you poison both the people trying to manipulate you into helping them kill the other, then slaughter them both.
Call of Juarez: Gunslinger allows you to draw your revolver in a duel earlier than your opponent, although this is regarded as a Dishonorable act and will give the player a much smaller reward.
To BioShock Infinite protagonist Booker DeWitt, fighting unfair isn't just good tactics: it's the key to survival. From the opening ingame fight, (where he distracts the officers holding him hostage with a baseball before shoving one officer's face into the other's sawblades), his takedown methods with weapons (shootings, stabbings, decapitations), to his brutal Vigor-based executions (burning enemies alive, summoning man-eating crows, suspending enemies in the air where they can't defend themselves), he makes good on his advice to his companion Elizabeth: "If you don't draw first, you don't get to draw at all."
Virtually every single fightscene in Heavy Rain devolves into a completely improvised mad dash to whatever object the characters can get a grip on and clubbing, beating, or stabbing it into their enemy, whether it's a samurai sword or a tv screen. Almost every fight has the players caught off guard, and every characters has some form of handicap or inexperience leading their fighting style to be completely panicked.
Sora in Kingdom Hearts is this; he's somewhat lacking in true swordsmanship, so he uses his Keyblade as a club. The second game, in particular, gives him numerous Action Commands that depict him disarming opponents and attacking from behind.
Also, Riku knows he can't beat Roxas in a straight fight, so he simply gets his Guardian to strangle him from behind.
Hitman protagonist 47 will use virtually any means necessary to eliminate his target - ideally before said target even knows he exists or is in the area. Why get into a gunfight when you can put on a disguise and ambush him? Or plant a car bomb? Or just snipe him from a safe distance?
The very first set of missions in Codename 47 put this into a stark light: his target is a man in charge of a criminal empire, who never shows his face in public and is therefore unkillable by virtue of being untouchable. So 47 arranges for his empire to go to war with another empire, then drives it to increasingly violent ends, until the target is forced to show his face. 47 then (tries to) poison him.
Command & Conquer players never play fair by anything other than the in-game limitations. The usual response to someone trying to counter an all-tank army with infantry is simply to explain that tracks and wheels are the best anti infantry weapon in the game. And by explain, they mean show. The other guy better at Micro? Ignore micro and just focus on building a better economy while he's busy micromanaging his army and swamp him.
At one point in Long Live the Queen, Elodie may be challenged to a duel to the death. This is a dangerous situation if you lack skill with swords, since the challenger won't take no for an answer. Unless, that is, you've been training up magic, and just blow the guy up from a safe distance.
The protagonists in ''Spec Ops: The Line become increasingly pragmatic as the game progresses, using brutal takedowns and burying enemies under hundreds of kilos of sand.
Deconstructed with Virion in Fire Emblem Awakening, however it's applied to a chess setting. The avatar is a complete genius at strategy, yet is never able to beat Virion at a chess-like strategy game. When the Avatar suggests that Virion lead the army, Virion points out that this is the reason he wins. Virion always manages to outsmart the Avatar by using tactics that would work to win battles, whereas the Avatar becomes so fixated on trying to win without losing a single piece - just like all players of Fire Emblem.
Bristleback in Dota 2. People generally fight less effectively if they are covered in snot, see, so he'll gladly shoot enormous gobs of the stuff out of his nose at you to help his chances.
You can be one yourself in Bushido Blade, if you so choose, pulling tricks like hurling a small set of throwing weapons at your opponent or kicking dust in their eyes. Just remember to stick to the Bushido rules when playing in Story mode, or your playthrough will be brutally interrupted by a Non Standard Game Over.
During the quest "Salt in the Wound", the player character is captured by Slug Queen Mother Mallum, and the remaining characters have to figure out how to kill the latter without killing the former. Eva Cashien, another Temple Knight, deliberately gets herself thrown to a nearby ledge and pushes over a nearby stone support pillar.
In "The Mighty Fall", we see what happened to Yelps the Goblin from the old Squeal of Fortune minigame: he cashed in all the unclaimed prizes to buy himself full Bandos armor, a God Sword, and a squad of mercenary bodyguards. Hope you weren't expecting an easy fight against him!
Fio in The King of Fighters Maximum Impact 2, who utilizes guns, grenades and landmines in a martial arts tournament.
Shu of Suikoden II, who serves as the strategist of the hero's army, is not a combatant himself, but shows (and outright states) that he will do whatever is necessary for the heroes to win against a vastly stronger and more numerous opposing army. When he learns that the insanely-strong Luca Blight is planning on leading a night raid, he turns the tables by ambushing his unit with several dozen archers that kill most of his troops and wound Blight himself, then sending THREE full teams of the strongest fighters in the army against him, then later filling Blight full of more arrows when he tries to escape. A bit later, he suspects Jowy, the new king of Highland plans to betray Riou at a supposed peace treaty signing, so he sends in Viktor, with orders to bring along Pilika, a little girl who serves as Jowy's Morality Pet. He does this knowing full well that Jowy wouldn't be able to have Riou and the others killed in front of Pilika, allowing the heroes to escape.
The Fire Pro Wrestling series has moves based on the ROUGH offensive/defensive stat, which broadly includes dirty and illegal attacks like low blows, weapons, and choke holds. Also governed by this stat: elbow/knee strikes, headbutts, and a lot of stuff you can do to downed opponents. These moves damage opponents' spirits, wearing them down for subsequent pin or submission attempts. The weapon attacks and strikes to the head or chest are also especially likely to cause bleeding, which usually dramatically decreases a wrestler's stamina and recovery. Since a lot of available fighting styles have high Affinity level for Rough attacks, the users of Rough style moves range from hardcore brawlers to giant power wrestlers to brutal shootfighters.
Lord Brevon from Freedom Planet deserves his spot as the game's Final Boss, as he's lightning fast and wields a knife that can slaughter the heroes in a couple of hits. But before he fights the heroes hand to hand, he'll try to run them over in a jet fighter and attempt to stomp them in a Mini-Mecha first.
The final boss of a Genocide run, Sans the skeleton, may be one of the most prolific examples in any medium. At this point in the game you are a Humanoid Abomination with frighteningly high stats, capable of downing any enemy in one shot and taking absurd amounts of punishment. Sans, on the other hand, is declared by the game to be 'the weakest enemy', with 1HP, 1 ATK, 1 DEF. However, he uses an utterly ludicrous number of dirty tactics:
He takes the first attack, something no other enemy is able to do. Said first attack is absolutely face-meltingly powerful, intending to kill you within the first turn. He even comments that he never understands why people don't use their strongest attack first.
The reason for his attack being deadly despite his awful stats is that he can only inflict Scratch Damage, but doing so does not initiate your Mercy Invincibility. Which means he does 1 damage per frame, draining your health very quickly. On top of this, he also throws a Damage Over Time effect on you that gets worse with every hit.
When you finally get the pattern of his first attack down enough to avoid it, he will on subsequent tries interrupt his own dialogue to initiate his first attack at unexpected moments in order to catch you off guard.
Survive the first attack and attempt to attack him, and he will dodge, something no other enemy has been able to do, and will continue to dodge every subsequent attack.
Survive long enough, and he will stop attacking and give you dialogue about how he can feel a glimmer of a good person inside of you, appealing to your Video Game Caring Potential and allowing you to use the Spare option, which in all past encounters ends the fight. If you do so, he will Sucker Punch you with an unavoidable instant death attack and give you a Non Standard Game Over mocking your gullibility.
Survive everything he can throw at you, including a last montage of ridiculously hard to avoid attacks, and he will show you his Special Attack, which is... literally nothing. He refuses to take his turn, reasoning that if it is never your turn you can never attack him, and that you will eventually get bored and turn off the game. Unfortunately he then falls asleep, but still manages to dodge one more attack before finally succumbing to your own combat pragmatism which allows you to attack twice in one turn, killing him.
The final boss of the neutral route, Flowey the Flower, who has at this point achieved near godhood, will launch a veritable Bullet Hell of all manner of horrifying attacks at you, taking very little damage when you can fight them, and will even go as far as to save and load the game at will to further confuse and disorientate you even further. Heck, you're only able to beat them because the human souls Flowey has absorbed fight back against them and help you.
The world of Borderlands is not one where fair play is rewarded, and so everyone on all sides is willing to do a lot to win except a tiny handful. Bandits turn up en masse, doing everything from fielding hulking mutants to sending swarms of suicidal people carrying grenades against their enemies. Hyperion troops use cloaked warriors with shotguns, high-powered sniper rifles, and swarms of cheap, sacrificial robots to solve problems, and that's not counting Handsome Jack's lengthy Batman Gambit to destroy Sanctuary, nor his willingness to unleash a giant alien dragon-thing on 1-4 targets. The Vault Hunters don't exactly pull their punches either; Zer0 in particular has pages in his playbook for sending decoys to distract his enemies (which can be rigged to explode), stabbing them in the back, shooting them while they're distracted, shooting them in the back at point-blank while they're distracted by the decoy, landing headshots on people who aren't even aware he's there (you get Badass Points for doing this a lot), attacking the wounded, and repeatedly murdering in order to extend cloak.
The Phantom Thieves, from Persona 5, stand out even among previous protagonists in the series. While parties from any Persona game never had any troubles ganging up on an opponent, the Thieves take it a step further. They have no troubles using both guns and normal weapons, and even hold up their foes at gunpoint when they're knocked down. Whenever they fight a major foe, the Thieves use special operations in order to weaken them and make the fight easier. They're also not above backstabbing or distracting their opponents to win, and are willing to confront people in the real world instead of the Metaverse if it means getting what they want.
Velvet Crow in Tales of Berseria might be the most pragmatic protagonist out of the Tales series. She has no problems kicking people who are in the middle of a speech, attempting to stab people when they're off-guard, or even headbutt the Big Bad after said man blocked two of her attempts with both of their hands holding each other. Also, she says that "people are just tools to achieve my goals with." To that end, she cripples a city's economy and has goodness-knows-what consequences on the future of the world if it means getting her revenge; when holding hostages, she only does so as long as they're useful, after which she openly contemplates killing them.
The protagonists of the Yakuza series are all brutal fighters who will use just about anything they can get their hands on in a fight. Not only are they willing to kick or stomp on an enemy while they're on the ground, they're willing to slam them around any surface they can find (up to suplexing them on railings). They're also not above using any weapon they can get their hands on, including blades and guns if they're available.
One opportunity card in Fallen London has a young man out to kill your character. One solution lets you agree to a duel with him, and when he asks when and where you shoot him in the head. The other solution has you challenge him and everyone else out for you to a fight at the docks, and then take up a sniping position and take them out one by one as they arrive.
Everyone in The Warriors will use their fists to dish out the pain, but they will also gladly use anything nearby as a weapon (knives, bottles, planks of wood, trash cans, scraps of food, etc) to get the upper hand. Some boss fights will even involve guns.
Master of the Monster Lair: Certain rooms allow the player to fight enemies under... less than fair conditions. For example, enemies spawning in any of the three types of bedrooms (straw, fancy, or plush) will be asleep at the start of combat, allowing them to be easily picked off one-by-one. Other rooms that have things like this are the demon cell (enemies are sealed and can't use special abilities), cellar (enemies are groggy and have a chance to fall asleep each turn), and the refrigerator (enemies are chilled and have greatly reduced attack power). The game encourages you to use these rooms as much as possible.
Really, the basic premise behind the game itself qualifies as well. Sure, you could become an adventurer and travel the world to hunt down monsters, but you'd be spending most of your nights in a cheap tent with no showers and only the most basic of food. Why do that when you can just dig a big hole outside of town, lure monsters in there to beat the stuffing out of them, and then go back home each night for a hot bath, a nice meal, and a good night's sleep?