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Demonic Spiders / Fighting Games

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It will take more than just a simple Shoryuken to get rid of these guys.


  • Squall's story mode in Dissidia Final Fantasy is generally one of the easier ones in the game...except for these. Dubbed the Suicide Special Bartz by some fans, it's a Bartz manikin (Fallacious Wanderer, if you must), that via equippable accessories manipulates the game's damage meter and life bar to make it so that although one HP attack will kill them—their attack is obscenely high, so high that you cannot reasonably hope to chip it down to reasonable levels via bravery attacks, and high enough to guarantee a OHKO if they land one on YOU. Very few players do not hate them with violent passion.
    • The level 90+ Warrior of Light Manikins you can find in the Shade Impulse chapters after clearing them with a 3 stars rank. They can dodge attacks at any time (except when they're attacking, but it will be hard to do), and when they attack you with a Bravery attack, they will always do a critical hit enough hard to break your bravery, getting so the bravery bonus (and they're always in the Omega version of the Order's Sanctuary, where the Bravery bonus are always equivalent to the breaker's bravery) and then finishing you with an undodgeable HP attack. Sometimes they throw you into an aerial battle instead of striking the last hit, but you can consider yourself lucky if you manage to hit them at least once before dying.
  • Jeff in the arcade version of Double Dragon and Chin in the NES version, are just as tough as recurring Mooks as they were bosses.
  • In God Hand any enemy, when defeated, has a chance of turning into a powerful demon. These demons have tons of health, do absurd damage, teleport around whenever you try to hit them, and just looooove to appear when you're low on health. While they spawn randomly, if you die in an area where one has spawned, they'll always spawn in the same numbers, though they don't always spawn from the same enemies (so if you somehow have 3 demons spawn in a single level, you're in for a lot of fun if you can't kill them).
  • Robo-Ky in Guilty Gear X2. Normally, Robo-Ky is not a huge issue, but in Story Mode, he's a whole different story. If your character is unfortunate enough to fight him at the end of their story path, they'll discover that he is only vulnerable to Overdrives; special moves that take off a rough quarter of your opponent's health. Building up the Tension to use an Overdrive is an utter nightmare, mainly because Robo-Ky is aggressive as hell and will always unleash an annoying combo on you before you can land said Overdrive. Good luck hitting him with an Instant Kill too, because 9 out of 10 times, he will avoid it! Near perfectly by the way. The worst example is when Johnny has to fight him. Johnny, due to his lack of special moves and low combo-ability, will make it a living hell for the average player. Oh, and in Jam's story, she has to fight FOUR Robo-Kys!
  • The Red Exo Suits in the Man of Steel I-Pad game have bodies that appear to be electrified. While the Blue Exo Suits are Goddamned Bats (you just have the punch them the right way), the Red ones will rapidly grapple you if you do not act fast or use Superspeed or Heat Vision, and during the entire ensuing Brawler Lock you will suffer damage. Even with moderate upgrades, a single Red Exo Suit can reduce your health by as much as 1/4th, and they always come in groups.
  • The Krypt section of Mortal Kombat 11 has these in the literal sense in the form of giant fire-breathing spider enemies. They’re not too tough and will die in one hit, but said hit must be timed perfectly. If you press the button a fraction of a second too early or late, You Are Already Dead, as they will incinerate you. They are extremely aggressive and will doggedly pursue you the instant they catch sight of you. They have some rather erratic spawning patterns, which means that it’s extremely common to turn around and come face-to-face with one, giving you no time to react before getting burned to death. The Vial of Protection konsumable renders you invisible to them, allowing you to walk right up and kill them without any resistance. However, the konsumable has an extremely short duration of about one minute, so you’d better have a lot of them, and you’d better be prepared to keep applying them if you want to unlock the chests in their areas.
  • Super Smash Bros. Brawl has many Demonic Spiders in the single player adventure mode, The Subspace Emissary. Want to know the best part? They come in groups fairly often. Oh, and of course the higher difficulty levels make them faster.
    • There's also Cruel Brawl mode; a big group of intentional Demonic Spiders who not only deal twice as much damage as normal enemies, but are at least twice as resistant to your own attacks. Unlike Cruel Melee, where they had a weakness, the only guaranteed method of killing them in Cruel Brawl is to take advantage of some programming glitches and tricking them into killing themselves. It gets worse in the fourth game where they are much smarter, with Brawlers and Swordsmen flanking you while gunners blast you from afar. They also prefer to stay on the platform so no dice in tricking them off.
    • Floows recover damage when sitting still, attack from above, and any attack knocks them further upward. This means that every time you attack, you spend more time jumping and less time attacking, and if you knock them out of range they'll regenerate fully. They're also completely immune to energy attacks, like Pikachu's Thunderbolt.
    • Autolances. Their attacks are absurdly difficult to dodge and quite punishing.
    • Gamygas. Those totem-pole beasties with five layers of bases and one giant face that you actually need to damage. The problem is that the face is so high up that a character can usually get in only one attack before falling back to the ground, and if a player decides to bring the face down to his level by attacking the bases, they quickly learn that Gamygas shoot ridiculously strong lasers at a rate of about two per second if they're not under constant fire. And because they're so tall, they take the prize for the hardest enemy to just avoid, even though they don't move from where they stand.
    • Bytans. What with them always appearing in swarms, and then multiplying after a couple of seconds, so you literally get stuck in the middle of this never-ending swarm, whilst they batter your health up, ending up with you practically smashing your fist into the controller.
    • The Armanks. These tanks can only be harmed when they choose to expose their soft innards or to use their giant arms with long reach. Even if you manage to whittle down their health by attacking their powerful arms, the last hit MUST be on the fleshy innards, and between the occasional showing of this little green blob it's free to ram you and attack with it's arm while you're able to do no harm to it.
    • Super Smash Bros. for 3DS brings us Smash Run, where every enemy either ends up being one of these or a Goddamned Bat. The worst of these are the "big" enemies, boss-sized normal enemies that usually combine Lightning Bruiser, stupidly-large range, massive power, and all have at least one That One Attack. Notable examples are the Bulborb, due to taking all the above and cranking it up even further, and Clubberskulls, which hit like a truck and have the highest levels of health in the game. If that weren't enough, this mode also features Ornes. Yes, the same enemies from Kid Icarus: Uprising that will One-Hit Kill you if you touch one. To put things simply, if an enemy was a Demonic Spider from a character's source game, then it is a Demonic Spider in 'Smash Run' too.
    • Lethiniums are absolutely aggravating. They only have one attack, and they spend most of their time charging said attack or doing nothing. When they do attack, they fire a laser beam that pierces through terrain, has way too much range, and stunlocks you into oblivion. They're hard enough to deal with in Smash Run, but when they show up in Master Fortress they become bringers of pain and rage. They're positioned in exactly the right places that they can blast you into a dangerous yellow spot, especially the area with the final core. Two will spawn at once, and both will focus their lasers on you at once and then blast you into the dangerous yellow spot for a KO if you don't KO them beforehand... and they respawn. They will be the number one cause of failure in the Master Fortress segment of Classic Mode.
    • The Mimicuties from Kid Icarus: Uprising also appear in Smash Run and act the same way they do in their source game if you're unlucky enough to trigger one of them, namely rapidly kicking you so fast that dodging out of it is highly difficult or spinning around on the ground and working your damage way up into hazardous levels. It doesn't help that they hardly flinch at all unless you have a nearly maxxed out Attack/Special/Arms stat. They do drop hefty rewards if you can beat them, but it's hardly worth the trouble unless you're properly armed or have some way to restore your health.
    • The Devil Car. It's fast, doesn't flinch from attacks, has a TON of health, dashes all over the place so you have to chase it down, can bust out powerful spins when it feels like it, and, to top it off, can stun you with its exhaust fumes. It feels like it should be a boss-type character considering its rarity and power, but it only gives out rewards comparable of that to non-boss enemies- in other words, not worth the trouble.
  • Many of the bosses in the Tekken series, but special mention has to go to Jinpachi in 5. This bastard will slow down your movements and kick the crap out of you, he shoots gigantic fireballs from his gut that will take off two thirds of your health and overall, he will destroy you unless either you can find a way to juggle him for the entire fight or you're very quick on your feet with blocks and dodges.


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