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Everyone Has A Special Move
In a series with a heavy emphasis on fight scenes and combat characters will often be differentiated by differing fighting styles and combat moves. It is important in any series to make important characters distinctive enough so that everyone doesn't begin look like clones and this is one way to take that distinction into the battlefield as well.

Action series solve the bulk of their conflict through fight scenes but if everyone were to fight in a standard militarized way then the action scenes would seem so separated from the characterization scenes that they would get boring after a while.

That is where this trope comes into play. A character's personality can be shown by how they fight. Giving every character in an action series a unique Signature Move can be a good way to show off their personalities (For example: the Big Guy could have a earthquake stomp attack or the Smart Guy could use machines). Superpowers can also work in the same way, as distinct superpowers can individualise the characters.

This trope uses rule of cool, to significantly push up the Willing Suspension of Disbelief on character development. Characters in said series can be a Static Character who never really changes much but don't need to if the trope is well done.

As this trope is always used is action oriented series characters who do change over time they may gain new abilities as their personality or motivations change. This is sometimes justified by having their powers tied to certain emotions.

This trope shows up quite a lot in Shōnen Fighting Series, Comic Books and Video Games where pretty much every fighting character who is not a mook has at least one. Whether or not said special move has any effectiveness is completely dependent upon the needs of the story and the character's general role in it. A comic relief joke character for example may have a completely useless s pecial move or it cam be subverted by making it seem that way until he gets serious.

In gaming, this trope is a basic form of Competitive Balance, as these special moves, powers or skills provide different advantages for every character so nobody will be too weak. Also, it can let players find the one character with special moves that suits their style.

Sister trope of Super Power Lottery. See also Cast of Snowflakes, Color-Coded Characters, Personality Powers. Compare Everyone Is a Super, which will likely result in this trope as well if Everyone's superpowers are unique to them (coughxmencough). Compare and Sub-Trope of Signature Move, where it's not necessary to have everyone get at least one of that. Very important in Fighting Series and Professional Wrestling.

Examples

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    Anime and Manga 
  • Every Shinigami in Bleach has one once they learn the name of their Empathic Weapons.
  • Very few Digimon share the same attacks.
  • In Claymore, almost every one of the eponymous warriors has a unique fighting technique (such as Miria's Flash Step or Undine's Dual Wielding), and the best of them receive respectful titles based on their techniques.
  • In Fist of the North Star, pretty much everyone who was any kind of warrior had his or her own major style (usually based on Hokuto or Nanto) with their own special moves.
  • The Naruto series in general. Despite the fact that there's a whole culture of having one leader personally taking on three trainees, and that anyone can learn anything that's not specifically genetically inherited or Elemental Powers, there is almost no overlap in the special moves of any of the four members of a team.
    • However there's typically a lot of overlap with blood relatives and clan members, even if the special move is not genetically inherited, and pretty much every major character is part of one ninja clan or the other, each with their own specific set of moves.
  • Kenichi of Kenichi: The Mightiest Disciple spends a decent amount of time lamenting his lack of a unique "death blow," since everyone else seems to have one. Then his friends point out that he already has one, or rather a sequence of attacks that chain into each other very well, which he tends to use to end fights.
  • Aside from already having strong personalities, almost every main character in JoJo's Bizarre Adventure has a completly unique Stand. (And we mean unique) with powers ranging from turning one's self into string to simply punching things really effectively. In fact, battles in this series are literally defined by the heroes using their crazy powers to circumvent the enemy's crazy powers. Even before when Stands didn't exist, or they were rudimentary powers, everyone was still defined by their abilities, such as Joseph's usage of the Ripple being different than Ceasar's.
  • One Piece thrives on this. Not only do all the named characters each have pretty much their very own fighting styles, but every single Devil Fruit is unique and each can only be owned by one person at once. Even with martial-arts styles known by several characters each individual will have at least one unique variation of it.
  • In Hunter × Hunter, every Nen user has specific abilities that should fit his/her personality and/or fighting style. Developing abilities that don't fit the Nen user at all will become fatal for the user in combat.
  • The cast from Lyrical Nanoha have unique abilities fitting to the respective characters' fighting styles and it happens rarily that two or more people have identical fighting abilities. A mage who is trained by another one usually develop only similar, but not identical abilities or have an even entirely different fighting style. Even when different characters use the same spells, it often happens that they are not identical, e.g. Nanoha, Subaru and Vivio's Divine Buster have different performances. The most blatant example is Erio Mondial, whose Thunder Rage and Shiden Issen look entirely different than Fate and Signum's, respectively.

    Live Action TV 
  • On Barney & Friends, everyone gets their own pose for the "Everyone is Special" number.

    Tabletop Games 
  • This trope is particularly common in cooperative Board Games such as Shadows over Camelot and Pandemic, where the players are randomly assigned characters or roles at the start of the game. Each of these has a special ability that the players must use in combination with others' specialties to improve their prospects of winning.

    Video Games 
  • Almost every character in Touhounote  will have spellcards, which are basically these. And saying a special move is rather inaccurate, as only midbosses ever use just one, and even they generally get more later.
    • Taken Up to Eleven in this fanvid (starting from 0:44), where even mooks uses special moves.
    • Almost every single character also has a magical ability no one else has. This can vary from the simple 'manipulation of fire' to the abstract 'manipulation of boundaries' to the absurd 'power to sense the coming of spring'.
  • In Red Alert 3, every unit has a special move, from offensive to defensive, and from supporting to transforming (usually used by the units of the Rising Sun), which are very crucial in terms of strategy.
    • This is common in many real-time strategy games; in Warcraft III, for instance, nearly every unit has either a unique special ability, or an upgrade that applies only to it. Even the Worker Units had unique powers. Unlike in fighting games, though, the focus is not on making individuals feel different, but to help build up the army's general theme.
  • In Chrono Cross, the characters are pretty generic in terms of their combat skill. The only points of differentiation are which of six weapon types they can equip, which of six elements they have an affinity for, and which of three elemental templates they have. Therefore, each of them is given three "techs", which are unique elements that only they can use and that they can't unequip.
  • Each party member in Dragon Age II except the Hawke siblings has a unique talent tree tailored to their personality and background, such as Isabela's various pirate-y attacks. Hawke instead can choose two of three unlockable specializations specific to his/her class, while Carver and Bethany only gain an additional skill tree (Templar and Force Mage, respectively) in Act III (or II with DLC missions).
  • Similarly, in Mass Effect 2, each party member was given a unique ability ("Loyalty Power"), although it only became unlocked after their corresponding loyalty mission was cleared. Shepard, too, gained a power unique to his/her class (such as Biotic Charge for the Vanguard, or Tactical Cloak for the Infiltrator). This carried over into Mass Effect 3, though unlocking party member's powers became simpler. In both games, Shepard can additionally learn one of the squadmates' unlocked powers for a moderate fee.
  • In Naruto: Clash of Ninja, every character has a different special attack based on a memorable scene from the anime.
  • In Super Smash Bros. Brawl, not only does every character have a unique moveset, but they all have unique Final Smash attacks too. (Well, except for a few notable duplicates—the Star Fox characters all seem to love their Landmaster tanks, though even then the exact specifications of the tanks are slightly different for each of the three characters.)
  • In Super Mario Bros. series:
    • All four characters in Super Mario 64 DS have their own special moves and abilities, such as a unique power when affected by the Power Flower.
    • All characters in Super Mario Kart have their own special attacks (if they're being used by the AI), and all the pairs of characters in Mario Kart Double Dash have special items only they can use (such as Mario and Luigi using fireballs, Wario and Waluigi using Bob-ombs and Bowser and Bowser Jr using the giant Bowser Shell).
    • All the different baby characters from Yoshi's Island DS have one or more special attacks/abilities.
    • As do all the different characters in Mario Power Tennis, Mario Hoops 3 on 3, and the Mario Baseball games.
  • Each of the six main characters of Final Fantasy XIII learns a unique attack ("Full ATB Skill") at the penultimate Crystarium level: Lightning's "Army of One", Snow's "Sovereign Fist", Sazh's "Cold Blood", Hope's "Last Resort", Fang's "Highwind", and Vanille's "Death". They also each get unique summons reflecting their personalities.
    • The "Full ATB Skill" is XIII's version of the Limit Break system, which first appeared in the series in Final Fantasy VI and has always worked like this in every main series game since with each playable character having one (or more than one in some cases) unique Limit Break that only he/she could use.
    • Some games in the series have featured other unique abilities for each playable character. For example, in Final Fantasy VI, only Terra could shift into an Esper form, only Sabin could use the powerful Blitz attacks, only Strago could learn and cast Blue Magic spells, etc.
  • In Skyrim, each race has a innate trait and a special ability unique to them that can be used once per day.
  • The three player characters in the original Diablo had unique special abilities (item repair for Warrior, trap disarm for Rogue, and staff recharge for Sorcerer), while basically sharing the pool of abilities they could theoretically learn. In Diablo II, each character essentially has their own unique special move trees.
  • Before going into their special talent trees, each of the Vault Hunters in Borderlands 1 and 2 are defined by their Action Skill - a special ability that is completely unique to them (inside their own game, anyway).
    • Roland and Axton both throw down turrets, but Axton's is considerably more offense-focused while Roland's is more like portable cover with a gun.
    • Lilith activates her Phasewalk, which temporarily makes her intangible and explodes at the end of the duration, while Maya locks an enemy in place for everyone to whale on him or just take him out of the fight temporarily.
    • Mordecai sends out Bloodwing, his pet bird, to attack enemies hiding behind cover. Zer0 sends out a hologram whilst also turning invisible to distract enemies.
    • Brick goes into a bloodlusting rage and starts punching stuff (Explosively!). Salvador pulls out a second gun to Dual Wield while regenerating most of his health.
    • Gaige (who doesn't have an earlier counterpart, being a DLC character) summons Death-trap, her huge custom combat robot that can be further modded with certain talents.
    • Krieg, another DLC character, takes out his buzz axe (an axe with a motorized buzz saw head) and goes on a psychotic killing spree, regaining health for each kill. He can also throw his axe in this state.
  • Castlevania Judgement has characters from time and space of the entire series, and despite Simon and Trevor Belmont being the Ryu and Ken from the game, everybody has a special finishing move.
  • Angry Birds Go: All the characters have a move ranging from defense, speed boost, or both.
  • 100% Orange Juice: Each character has their own “Hyper” card which is normally unique to them unless they get swapped by card effects. Many can easily turn the flow of the game, so long as you’re still in the good graces of the RNG.

    Western Animation 

Character Signature SongSignature TropesGrandfather Clause
Discard and DrawMagic and PowersEleventh Hour Superpower

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