Main Tropes Index

Troperville

Editing Help

Tools

Toys

Narrative

Genre

Media

Topical Tropes

Other Categories

Custom Search

The Finishing Move (In Japanese, hissatsu waza) is the martial arts equivalent of the Forgotten Superweapon — a special combat maneuver that is only ever used to cap off a battle, especially one that's already been won. Usually some variety of Kamehame Hadoken, it's often incredibly flashy, frequently requiring a "charge-up" time long enough that it would be impractical to use if your opponent weren't already on the ground in a bloody heap. Even without a "charge-up" time, using a Finishing Move at the beginning of a fight is often unwise (especially if It Only Works Once), because if the enemy can counter it, they most likely will.

When a new Finishing Move is introduced in a story, it's often treated as a case of Crossing The Streams — if the move isn't carried out perfectly, it could backfire and kill our hero(es), or even cause The End Of The World As We Know It. Inevitably, the move turns out to be the only thing that can save them this week, and so it works perfectly, and it's treated as being reliable from then on.

Limit Breaks in videogames are usually intended as Finishing Moves, but often have different uses. Finishing Moves are also common as a natural part of gameplay in games, as opposed to being intended to be used when you probably don't need it and it's just cool.

A Coup De Grace may be used as one, as might Kick Them While They Are Down. See also Coup De Grace Cutscene.

For the non-martial arts version, see Finish Him.

Examples:

    open/close all folders 

    Anime and Manga 

    Film 

    Live Action TV 

    Professional Wrestling 

    Tabletop Games 

    Video Games 

    Webcomics 

    Western Animation