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* ''VideoGame/EdgeOfEternity'''s characters who use a gimmicky system instead of MP outnumber those who use normal MP:
** Ysoris' spells use EP, which are gained by getting hit by attacks after using his DefendCommand, making him the StoneWall of the party. His normal attacks are also unique in that they hit groups of enemies instead of being single-target.
** Fallon uses AP, standing for Ammo Points. It functions similarly to MP, but she has a much smaller amount (5 at max), which is balanced out by her DefendCommand being replaced by Reload, which fully refills her AP.
** Theia also uses EP, but by attacking instead of defending. Some of her spells can passively damage enemies while further charging up her EP, and having more of it buffs some of her spells.
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* ''VideoGame/FinalFantasyXIV'' did a double in collaboration with ''VideoGame/MonsterHunterWorld'', Swapping the latter's flagship monster Rathalos for the long-running BossInMooksClothing Behemoth. With one being an MMORPG and the other an Action RPG, both games also borrowed the other's game mechanics. The Behemoth battle in Monster Hunter World involves one Hunter drawing the monster's Enmity and taking the brunt of its attacks and encourages one player to use Group-Healing items to keep the rest of the party attacking(imitating the typical MMO setup of Tank, Healer, and DPS), while the Rathalos battled in Final Fantasy XIV doesn't use the typical AOE markers that normal enemies and bosses use, forcing the players to watch the Monster's physical "tells" which precede its major attacks just like Monster Hunter players do. Furthermore, the "Extreme" version of the Rathalos battle restricts party healing after a certain point to the same portions the Hunters use, and will cause an automatic fail after three players have fallen, just like in a Monster Hunter game.

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* ''VideoGame/FinalFantasyXIV'' did a double in collaboration with ''VideoGame/MonsterHunterWorld'', Swapping swapping the latter's flagship monster Rathalos for the long-running BossInMooksClothing Behemoth. With one being an MMORPG and the other an Action RPG, both games also borrowed the other's game mechanics. The Behemoth battle in Monster Hunter World involves one Hunter drawing the monster's Enmity and taking the brunt of its attacks and encourages one player to use Group-Healing items to keep the rest of the party attacking(imitating the typical MMO setup of Tank, Healer, and DPS), while the Rathalos battled in Final Fantasy XIV doesn't use the typical AOE markers that normal enemies and bosses use, forcing the players to watch the Monster's physical "tells" which precede its major attacks just like Monster Hunter players do. Furthermore, the "Extreme" version of the Rathalos battle restricts party healing after a certain point to the same portions the Hunters use, and will cause an automatic fail after three players have fallen, just like in a Monster Hunter game.
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* ''VideoGame/FinalFantasyXIV'' did a double in collaboration with ''VideoGame/MonsterHunterWorld'', Swapping the latter's flagship monster Rathalos for the long-running BossInMooksClothing Behemoth. With one being an MMORPG and the other an Action RPG, both games also borrowed the other's game mechanics. The Behemoth battle in Monster Hunter World involves one Hunter drawing the monster's Enmity and taking the brunt of its attacks and encourages one player to use Group-Healing items to keep the rest of the party attacking(imitating the typical MMO setup of Tank, Healer, and DPS), while the Rathalos battled in Final Fantasy XIV doesn't use the typical AOE markers that normal enemies and bosses use, forcing the players to watch the Monster's physical "tells" which precede its major attacks just like Monster Hunter players do. Furthermore, the "Extreme" version of the Rathalos battle restricts party healing after a certain point to the same portions the Hunters use, and will cause an automatic fail after three players have fallen, just like in a Monster Hunter game.
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* In ''VideoGame/SonicSuperstars'', transforming into super form in regular play normally grants invulnerability, increased movement speed and jump height... [[spoiler:Except for the fifth playable character, Trip, who is unlocked after beating the game. When Trip transforms into her super form, she becomes a golden dragon who gains unlimited free flight and fire breath, while also ''significantly'' enlarging her hitbox (though she is still invulnerable).]]
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** "Boss" characters in general are this, having an ability to "hire" an opponent and having skills which benefit from hired opponents doing certain actions, such as filling up [[VideoGame/MetalGearSolid Codec Snake's]] ManaMeter. Examples in the main series include [[Franchise/SpiderMan J Jonah Jameson]], [[VideoGame/MetalGearSolid Codec Snake]], and [[Franchise/StarWars Sheev Palpatine]].

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** "Boss" characters in general are this, having an ability to "hire" an opponent and having skills which benefit from hired opponents doing certain actions, such as filling up [[VideoGame/MetalGearSolid Codec Snake's]] ManaMeter. Examples in the main series include [[Franchise/SpiderMan [[ComicBook/SpiderMan J Jonah Jameson]], [[VideoGame/MetalGearSolid Codec Snake]], and [[Franchise/StarWars Sheev Palpatine]].
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* ''VideoGame/{{Temtem}}'': Once most Temtem are knocked out, the only way to revive them is with an item, and they can't change their traits mid-battle. Galios' traits, Protostar and Supernova, inflict it with the doom status upon entering battle, but if the doom status knocks it out, it revives and switches to its other trait.
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* ''VideoGame/SeaOfStars'':
** The 5th party member, [[spoiler:Resh'an]], has a very different timed hit and normal attack to the rest of the party. Pressing an action button at the time of the hit or right before it for most party members grant an extra attack. This party member, however, will always attack twice, since his attack is to throw two vials at the enemy, timing so that the two vials hit the enemy at the same time instead will instead of cause another attack create splash damage against the entire enemy party.
** The 6th party member, [[spoiler:B'set]] has a downplayed example. Unlike all other party members he cannot equip new weapons, only new armor.
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* ''VideoGame/BrawlStars'':
**Both Chuck and Sam are the only Brawlers in the game who start the match with their [[LimitBreak Super]] already charged, and can also quickly get it back without even damaging an enemy by either waiting five seconds (Chuck) or picking up an object from the ground (Sam). This means that they can potentially spend the whole match using their Super much more than their main attack, a feat no other Brawler can reliably pull off.
**Stu is the only Brawler who can charge his Super with only one projectile, as his gameplay mainly revolves around him constantly [[DashAttack dashing]] with the use of his Super to hunt his enemies and evade attacks.
**While there are a handful of Brawlers who only posses a single ammo bar, Hank is the only one whose ammo bar also serves as an aim meter, as aiming with him will also [[ChargedAttack charge his attack]] to become bigger and more powerful until the ammo bar depletes, at which point he can only hold it for a bit before it goes off by itself.
**Speaking of Brawlers with a single ammo bar, Amber stands out due to her ammo bar doubling as an {{Overheating}} meter that allows her to continuously fire a barrage of projectiles without any unload time as long as she has ammo stored, possessing a whopping 40 projectiles (more than ten times the average Brawler) and the longest recharging time in the game as a "cooldown" meter.
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** Fiddlesticks is the only champ who doesn't carry stealth wards; every champ has regenerating wards that can be placed around the map to provide vision for their team. Instead Fiddle's wards are substituted for its [[DopplegangerSpin Scarecrow Effigies]] which disappear if an enemy champ walks into them. They become essential for vision control though as after level 6, they disable all nearby wards and trinkets, allowing Fiddle to better set up for ganks and objectives.
** Ivern is probably one of the strangest champions to have been created, being a support-jungler, a champion who has a kit equally devoted to both jungling (fighting jungle camps and ganking lanes), then transitioning to a utility support as the game progresses. The problem most support-junglers face is that since their kits require stats for both, [[CrutchCharacter chunks of their kits end up becoming obsolete as jungling becomes less important]], forcing them to build into an average JackOfAllTrades build or else turn into a MasterOfNone (which also makes them hard to balance and prone to [[NotTheIntendedUse odd playstyle shifts]])[[note]]Pre-VGU Nunu was among the most infamous cases of this archetype, as he required building stats to solo jungle camps ''and'' buff allies (without even going into other utilities like tanking) and be average at both, with a jungling ability (Chomp) that fell off by the mid-late game and a support ability (Blood Boil) that's very underwhelming in the solo early game. This inconsistent kit design has led him away from the jungle many times, often becoming a solo top-laner or straight bot support, and was one of the reasons for his 2018 rework that gave him more interactive power while shifting his supporting stats to be a more synergetic passive ability[[/note]]. How does Ivern get around this? [[ActualPacifist By having a passive that makes it so he doesn't have to fight jungle camps at all!]] As a result, the rest of his kit can be built as a [[SupportPartyMember pure support]] who just so happens to have innate, non-gold-dependent parts of his kits that encourage jungling and roaming without actually having to worry about direct combat. While it's not impossible for him to build a damage-based item set, he's much less constrained by typical priorities than others in his role, technically making him one of the most versatile.
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[[folder:[=MOBAs=]]]
* ''VideoGame/LeagueOfLegends'':
** Aphelios is unlike any other Marksman champion in the game. He has ''five different weapons'', each with their own unique attributes and passive effects. And every gun has limited ammo, requiring him to swap once he runs out. He technically only three abilities, and only two of them considered actual abilities, each with different effects based on what weapons are equipped in each hand. And instead of leveling up his abilities like other champs, the abilities instead rank up at specific levels, meanwhile he spends his level points on specific stats like attack damage and speed. A custom [=HUD=] was designed ''specifically for Aphelios'' to keep track of all of this.
** Ashe is a Marksman with no critical hits, at least not normally. Instead, whenever she crits she applies double her usual on-hit slow passive (from 20-30% to 40-60%). Additionally, ''all'' of her attacks against enemies she's slowed do a fixed amount of additional damage that scales with her crit chance. As a result, rather than spiking the opponent with hard bursts of damage whenever she scores a crit, she has a more consistent higher DPS, ensuring that crit is still a vital stat for her.
** Bel'Veth is an auto-attacker who, unlike every other champ, doesn't gain more attack speed as she levels up. Instead her attacks get faster from killing enemies, and is the only champion in the game with infinite scaling in the stat. She also has a unique ultimate ability which can only be cast if she's already killed an enemy, causing a huge area-of-effect blast from where their corpse dropped.
** Briar is the only champion without any kind of idle health regeneration; every other champion will slowly regain health so long as they're not in combat. Instead she regains health by attacking enemies, with all of her attacks and abilities having a passive LifeDrain.
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** [[Film/TheFly1986 Seth Brondle]] is by far the most distinctive character in the game. His basic attack spews acid (something no other Bro's basic or even special attack can replicate), he can WallCrawl and angle his basic attack while doing so, and if he jumps in the air twice, he starts flying and won't come down until you hit the jump button again.
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* 18-Volt in ''VideoGame/WarioWare: Get It Together!'' is the only character who neither walks or flies. Instead, he just sits in one spot and [[WhenAllYouHaveIsAHammer does everything by throwing disks at it]]. Whenever he does need to move, some rings will be placed that he can move to by shooting them.

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* 18-Volt in ''VideoGame/WarioWare: Get It Together!'' ''VideoGame/WarioWareGetItTogether'' is the only character who neither walks or flies. Instead, he just sits in one spot and [[WhenAllYouHaveIsAHammer does everything by throwing disks at it]]. Whenever he does need to move, some rings will be placed that he can move to by shooting them.
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Tier Induced Scrappy is a disambiguation.


The result of this weird control scheme can vary. Sometimes it makes the character a [[DifficultButAwesome difficult to learn but very satisfying to master]] one, and sometimes it makes the character [[TierInducedScrappy nigh-impossible to play]] instead.

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The result of this weird control scheme can vary. Sometimes it makes the character a [[DifficultButAwesome difficult to learn but very satisfying to master]] one, and sometimes it makes the character [[TierInducedScrappy [[LowTierLetdown nigh-impossible to play]] instead.
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** [[{{AnimalisticAbomination}} Yagorath]]. When taking on the Calamity update show, the developers stated she was designed to provide "a completely different experience". Safe to say, they were '''not''' kidding around. She's the only Champion who can't use mounts, she her two forms with different abilities that make her almost two champions in one. Her kit is very Crowd Control focused, with her spit slowing enemies and poisoning them, Yagorath is "immune" to various kinds of Crowd Control when in planted form (Immune in the sense that most get converted into stuns), and even in rolling formation, she can be TheJuggernaut, almost completely ignoring defenses to flank the enemy.

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** [[{{AnimalisticAbomination}} [[AnimalisticAbomination Yagorath]]. When taking on the Calamity update show, the developers stated she was designed to provide "a completely different experience". Safe to say, they were '''not''' kidding around. She's the only Champion who can't use mounts, she her two forms with different abilities that make her almost two champions in one. Her kit is very Crowd Control focused, with her spit slowing enemies and poisoning them, Yagorath is "immune" to various kinds of Crowd Control when in planted form (Immune in the sense that most get converted into stuns), and even in rolling formation, she can be TheJuggernaut, almost completely ignoring defenses to flank the enemy.



* In ''VideoGame/{{Touhou}}'' mainline games:
** Each playable character usually have two different shots: focused and unfocused, which can be different shots or just changing position/direction of the bullets. Marisa-B in ''Subterranean Animism'', however, has five different shots. Instead of being tied to focus/unfocus mode, she can switch her shots by pressing certain buttons together.
** In ''Imperishable Night'', you play as a team of a human and a {{youkai}}. Each team has a Youkai Gauge, which goes from -100% (human) to +100% (youkai). That is, except for the Netherworld Team of Youmu and Yuyuko, whose gauge only goes from -50% to +100% due to Youmu being a HalfHumanHybrid. When you unlock solo characters, all humans only have -100% to +20% gauge, except Youmu who goes from -50% to +50%. The Netherworld Team is further unusual for having a wide shot while focused and a narrow shot while unfocused (the opposite of most characters), and for Youmu's externalized soul acting as an AttackDrone that fires in the opposite direction to her movement.
** In ''Ten Desires'', Youmu does not have a focused shot at all. Instead, [[ChargedAttack holding the focus button causes her to charge up]] a BladeSpam attack that inflicts heavy damage to enemies directly in front of her.

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* In ''VideoGame/{{Touhou}}'' ''Franchise/TouhouProject'' mainline games:
** Each playable character usually have two different shots: focused and unfocused, which can be different shots or just changing position/direction of the bullets. Marisa-B in ''Subterranean Animism'', ''VideoGame/TouhouChireidenSubterraneanAnimism'', however, has five different shots. Instead of being tied to focus/unfocus mode, she can switch her shots by pressing certain buttons together.
** In ''Imperishable Night'', ''VideoGame/TouhouEiyashouImperishableNight'', you play as a team of a human and a {{youkai}}. Each team has a Youkai Gauge, which goes from -100% (human) to +100% (youkai). That is, except for the Netherworld Team of Youmu and Yuyuko, whose gauge only goes from -50% to +100% due to Youmu being a HalfHumanHybrid. When you unlock solo characters, all humans only have -100% to +20% gauge, except Youmu who goes from -50% to +50%. The Netherworld Team is further unusual for having a wide shot while focused and a narrow shot while unfocused (the opposite of most characters), and for Youmu's externalized soul acting as an AttackDrone that fires in the opposite direction to her movement.
** In ''Ten Desires'', ''VideoGame/TouhouShinreibyouTenDesires'', Youmu does not have a focused shot at all. Instead, [[ChargedAttack holding the focus button causes her to charge up]] a BladeSpam attack that inflicts heavy damage to enemies directly in front of her.
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* ''VideoGame/FearAndHungerTermina has Olivia, a playable character who is confined to a wheelchair. Her wheelchair is factored into her gameplay in multiple ways:

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* ''VideoGame/FearAndHungerTermina ''VideoGame/FearAndHungerTermina'' has Olivia, a playable character who is confined to a wheelchair. Her wheelchair is factored into her gameplay in multiple ways:
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* ''VideoGame/FearAndHungerTermina has Olivia, a playable character who is confined to a wheelchair. Her wheelchair is factored into her gameplay in multiple ways:
** She cannot go up stairs, and must dismount her chair to crawl upwards. In tandem, she has additional speed if she goes down with her chair.
** Olivia can be knocked off her chair in combat, leaving her defenseless.
** She has a unique "Wheels" slot in her equip screen which is always taken up by the Foldable Wheelchair item.
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example doesn't count, not distinct enough


** The Original Arkham Batmobile. It's fast, but it's also extremely light and handles well. The other Batmobiles win races by drifting the corners to slow down the timer; This one is more likely to spin off the road when drifting, but it's handling allows you to boost through some corners.

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