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* ''Videogame/DevilMayCry''
** Royal Guard style (used by Dante in ''3'', ''4'' and ''5'') is the most difficult Style to utilize, as it requires precise timing and foresight to use properly. In ''4'', Royal Guard Release also deals the highest damage in the game, making Dante able to one-shot a number of enemies.
** Nevan, a guitar-type Devil Arm only present in ''Videogame/DevilMayCry3'' is a difficult weapon that allows Dante to unleash electrical attacks while also rocking out.
** Dante's gauntlet Devil Arms (Beowulf, Gilgamesh and Balrog) are high-risk, high-reward close-range weapons that allow Dante to unleash quick, evasive and extremely fancy martial-arts attacks. Some of them also come with a built-in StanceSystem that changes what attacks he uses at what time.
** In ''4'' and ''5'', Dante fits the trope overall, since he retains every combat Style he started with in ''3'', and can switch them whenever he likes. He can also swap between any weapons (both guns and melee) he has acquired, creating a very complex fighting style which takes much skill and practice to master, but looks extremely stylish when pulled off.

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* ''Videogame/DevilMayCry''
''VideoGame/DevilMayCry''
** Royal Guard style (used by Dante in ''3'', ''4'' ''[[VideoGame/DevilMayCry3DantesAwakening 3]]'', ''[[VideoGame/DevilMayCry4 4]]'' and ''5'') ''[[VideoGame/DevilMayCry5 5]]'') is the most difficult Style [[StanceSystem Style]] to utilize, as it requires precise timing and foresight to use properly. In ''4'', Royal Guard Release also deals the highest damage in the game, game (rivaled only by the [[https://www.youtube.com/watch?v=l8hx5licmrM Distorted Real Impact]] [[note]]an [[AscendedGlitch ascension]] of [[http://devilmaycry.wikia.com/wiki/Distortion an advanced tactic discovered by players]] wherein activating [[SuperMode Devil Trigger]] as an attack makes contact with foes will cause a "double attack" effect that quickly racks up damage; the DRI is the most popular and widely used Distortion technique because of Real Impact's long wind-up and the spacing between the three hits that comprise the attack[[/note]]), making Dante able to one-shot [[OneHitKill one-shot]] a number of enemies.
** Nevan, a guitar-type Devil Arm only present in ''Videogame/DevilMayCry3'' ''Devil May Cry 3'', is a difficult difficult-to-use weapon that allows Dante to unleash electrical attacks while also rocking out.
out.
** Dante's gauntlet [[PowerFist gauntlet]] Devil Arms (Beowulf, Gilgamesh ([[VideoGame/DevilMayCry3DantesAwakening Beowulf]], [[VideoGame/DevilMayCry4 Gilgamesh]] and Balrog) [[VideoGame/DevilMayCry5 Balrog]]) are high-risk, high-reward close-range weapons that allow Dante to unleash quick, evasive and extremely fancy martial-arts martial arts attacks. Some of them also come with a built-in StanceSystem that changes what attacks he uses at what time.
** In ''4'' and ''5'', Dante fits the trope overall, since he retains every combat Style he started with in ''3'', and can switch them whenever he likes. He can also swap between any weapons (both guns and melee) he has acquired, creating a very complex fighting style [[SomeDexterityRequired which takes much skill and practice to master, master]], but looks extremely stylish [[DifficultButAwesome when pulled off.off]].



** While also a high TierInducedScrappy, Cell was one of the most hyped characters in early versions of ''[=FighterZ=]'', with his [[SuddenlyShouting intro]] being such a meme that crowds would be disappointed if a player didn't let the animation play out so that they could yell with him. Cell's playstyle is also extremely combo-heavy, with death or near-death almost assured on any hit. He even has a special animation with Teen Gohan (one of the lowest tier characters in the game) which replicates what is probably [[SignatureScene the most famous scene]] in all of ''Anime/DragonBallZ'', thought it's unlikely to happen in [[TournamentPlay tournament settings]] due to how rare it is to see Teen Gohan played in the first place, let alone win against Cell. That rarity only made the times it ''did'' happen more special, though.

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** While also a high TierInducedScrappy, Cell was one of the most hyped characters in early versions of ''[=FighterZ=]'', with his [[SuddenlyShouting his]] [[{{Kiai}} intro]] being such a meme that crowds would be disappointed if a player didn't let the animation play out so that they could yell with him. Cell's playstyle is also extremely combo-heavy, with death or near-death almost assured on any hit. He even has a special animation with Teen Gohan (one of the lowest tier characters in the game) which replicates what is probably [[SignatureScene the most famous scene]] in all of ''Anime/DragonBallZ'', thought it's unlikely to happen in [[TournamentPlay tournament settings]] due to how rare it is to see Teen Gohan played in the first place, let alone win against Cell. That rarity only made the times it ''did'' happen more special, though.



** Ivy is a notable example of this. In addition to being [[{{Stripperiffic}} dressed]] [[DressedLikeADominatrix in a manner]] [[MsFanservice clearly designed to be eye-catching]], she also has one of [[DifficultButAwesome the most difficult-to-control weapons]] (a WhipSword that [[StanceSystem switches between two modes]]). This is in addition to having one of the most spectacular and damaging command grabs which is also exceptionally difficult to pull off. It should be noted that Lady Valentine is also one of the characters most likely to have her moveset and command inputs significantly altered between installments, [[DamnYouMuscleMemory necessitating dedicated Ivy players to essentially relearn the character every few years]]. [[note]]A good example is when the movesets were streamlined for ''VideoGame/SoulcaliburV'', causing Ivy to go from four distinct stances to none at all.[[/note]]
** Yoshimitsu, being the [[LegacyCharacter ancestor/predeccessor(s)]] of his ''Tekken'' counterpart, retains most of the [[MechanicallyUnusualFighter same]] [[ConfusionFu elements]] that make him [[FightingClown a standout fighter]] in that series (see above), minus the ability to switch between an armed and unarmed fighting style. There is some additional variance between them moveset-wise (such as later ''Soulcalibur'' entries [[ImprobableWeaponUser weaponizing the flag Yoshimitsu wears on his back]]), due to both the different button layout between series [[note]]''Tekken'' is a four-button fighter (two punches and two kicks), whereas ''Soulcalibur'' uses three (horizontal attacks, vertical attacks, and kicks) plus a dedicated guard button[[/note]] and a more general effort to [[DivergentCharacterEvolution differentiate]] each series' take on Yoshimitu, but you can expect all of the usual ninjutsu hijinks: weaponized {{seppuku}}, [[LifeDrain life-stealing]] [[FacePalmOfDoom face grabs]], LotusPosition [[SpinningOutOfHere teleports]]... ''VideoGame/SoulcaliburVI'' even added to Yoshimitsu's usual misdirection by allowing him to [[ManaDrain steal meter from his opponents]] and giving him access to enhanced, meter-consuming [[note]]unless he's [[SuperMode Soul Charged]], that is[[/note]] attacks analogous to the Brave Edges of ''VideoGame/SoulcaliburV''--something no one else in the game can do.

to:

** Ivy is a notable example of this. In addition to being [[{{Stripperiffic}} dressed]] [[DressedLikeADominatrix in a manner]] [[MsFanservice clearly designed to be eye-catching]], she also has one of [[DifficultButAwesome the most difficult-to-control weapons]] (a WhipSword that [[StanceSystem switches between two modes]]). This is in addition to having one of the most spectacular and damaging command grabs which is also [[SomeDexterityRequired exceptionally difficult to pull off.off]]. It should be noted that Lady Valentine is also one of the characters most likely to have her moveset and command inputs significantly altered between installments, [[DamnYouMuscleMemory necessitating dedicated Ivy players to essentially relearn the character every few years]]. [[note]]A good example is when the movesets were streamlined for ''VideoGame/SoulcaliburV'', causing Ivy to go from four distinct stances to none at all.[[/note]]
** Yoshimitsu, being the [[LegacyCharacter ancestor/predeccessor(s)]] of his ''Tekken'' counterpart, retains most of the [[MechanicallyUnusualFighter same]] [[ConfusionFu elements]] that make him [[FightingClown a standout fighter]] in that series (see above), minus the ability to switch between an armed and unarmed fighting style. There is some additional variance between them moveset-wise (such as later ''Soulcalibur'' entries [[ImprobableWeaponUser weaponizing the flag Yoshimitsu wears on his back]]), due to both the different button layout between series [[note]]''Tekken'' is a four-button fighter (two punches and two kicks), whereas ''Soulcalibur'' uses three (horizontal attacks, vertical attacks, and kicks) plus a dedicated guard button[[/note]] and a more general effort to [[DivergentCharacterEvolution differentiate]] each series' take on Yoshimitu, Yoshimitsu, but you can expect all of the usual ninjutsu hijinks: weaponized {{seppuku}}, [[LifeDrain life-stealing]] [[FacePalmOfDoom face grabs]], LotusPosition [[SpinningOutOfHere teleports]]... ''VideoGame/SoulcaliburVI'' even added to Yoshimitsu's usual misdirection by allowing him to [[ManaDrain steal meter from his opponents]] and giving him access to enhanced, meter-consuming [[note]]unless he's [[SuperMode Soul Charged]], that is[[/note]] attacks analogous to the Brave Edges of ''VideoGame/SoulcaliburV''--something no one else in the game can do.


** In ''4'' and ''5'', Dante fits the trope overall, since he retains every combat Style he learned in ''3'', and can switch them whenever he likes. He can also swap between any weapons (both guns and melee) he has acquired, creating a very complex fighting style which takes much skill and practice to master, but looks extremely stylish when pulled off.

to:

** In ''4'' and ''5'', Dante fits the trope overall, since he retains every combat Style he learned started with in ''3'', and can switch them whenever he likes. He can also swap between any weapons (both guns and melee) he has acquired, creating a very complex fighting style which takes much skill and practice to master, but looks extremely stylish when pulled off.

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[[folder:Action Games]]
* ''Videogame/DevilMayCry''
** Royal Guard style (used by Dante in ''3'', ''4'' and ''5'') is the most difficult Style to utilize, as it requires precise timing and foresight to use properly. In ''4'', Royal Guard Release also deals the highest damage in the game, making Dante able to one-shot a number of enemies.
** Nevan, a guitar-type Devil Arm only present in ''Videogame/DevilMayCry3'' is a difficult weapon that allows Dante to unleash electrical attacks while also rocking out.
** Dante's gauntlet Devil Arms (Beowulf, Gilgamesh and Balrog) are high-risk, high-reward close-range weapons that allow Dante to unleash quick, evasive and extremely fancy martial-arts attacks. Some of them also come with a built-in StanceSystem that changes what attacks he uses at what time.
** In ''4'' and ''5'', Dante fits the trope overall, since he retains every combat Style he learned in ''3'', and can switch them whenever he likes. He can also swap between any weapons (both guns and melee) he has acquired, creating a very complex fighting style which takes much skill and practice to master, but looks extremely stylish when pulled off.
** Nero was created to otherwise be BoringButPractical in comparison to Dante, but his Exceed mechanic is the one area that players have to put in a lot of work to master. A skilled player making full use of his Exceed lets just about every hit from Nero's sword do massive damage and throw the enemy around like a ragdoll with a firey attacks.
[[/folder]]


** Hanzo is a character with high damage and okay utility, and his niche (sniping) is usually supplanted by other characters like [=McCree=] and Widowmaker in most serious matches. However, he is a character that can do massive damage in the right hands if [[BoomHeadshot a player's aim is good enough to get headshots]] and they were able to time his Ultimate (basically a slow-moving AdvancingWallOfDoom) just right. His original designed also included Scatter Arrow, a PinballProjectile which could one-shot any character (even Tanks) if the player understood exactly where to aim to get all or most of the arrows to hit. That ability, however, was later traded for a rapid-fire shot called Storm Arrow--which many players disliked specifically because it was more consistent than Scatter Arrow and thus less impressive to get kills with.

to:

** Hanzo is a character with high damage and okay utility, and his niche (sniping) is usually supplanted by other characters like [=McCree=] and Widowmaker in most serious matches. However, he is a character that can do massive damage in the right hands if [[BoomHeadshot a player's aim is good enough to get headshots]] and they were able to time his Ultimate (basically a slow-moving AdvancingWallOfDoom) just right. His original designed design also included Scatter Arrow, a PinballProjectile which could one-shot any character (even Tanks) if the player understood exactly where to aim to get all or most of the arrows to hit. That ability, however, was later traded for a rapid-fire shot called Storm Arrow--which many players disliked specifically because it was more consistent than Scatter Arrow and thus less impressive to get kills with.


** Hanzo is a character with high damage and okay utility, and his niche (sniping) was usually supplanted by other characters like [=McCree=] and Widowmaker in most serious matches. However, he is a character that can do massive damage in the right hands if [[BoomHeadshot a player's aim was good enough to get headshots]] and they were able to time his Ultimate (basically a slow-moving AdvancingWallOfDoom) just right. His original designed also included Scatter Arrow, a PinballProjectile which could one-shot any character (even Tanks) if the player understood exactly where to aim to get all or most of the arrows to hit. That ability, however, was later traded for a rapid-fire shot called Storm Arrow--which many players disliked specifically because it was more consistent than Scatter Arrow and thus less impressive to get kills with.

to:

** Hanzo is a character with high damage and okay utility, and his niche (sniping) was is usually supplanted by other characters like [=McCree=] and Widowmaker in most serious matches. However, he is a character that can do massive damage in the right hands if [[BoomHeadshot a player's aim was is good enough to get headshots]] and they were able to time his Ultimate (basically a slow-moving AdvancingWallOfDoom) just right. His original designed also included Scatter Arrow, a PinballProjectile which could one-shot any character (even Tanks) if the player understood exactly where to aim to get all or most of the arrows to hit. That ability, however, was later traded for a rapid-fire shot called Storm Arrow--which many players disliked specifically because it was more consistent than Scatter Arrow and thus less impressive to get kills with.



** The Hunting Horn is the single least-used weapon in the game, being essentially a "support" weapon and not all that useful for a solo hunter. In a party, though, the person using the Hunting Horn is the MVP of the team, providing various buffs and immunities, healing, and even dishing out some of the highest damage in the game if they can land its rather attacks. In addition to this, as a "Blunt" style weapon, hitting monsters in the head with the Horn will stun the monster and let the rest of the team dish out heavy damage with their strong, but slow attacks. A Hunting Horn master is thus one of the most respected and rarely-seen player archetypes.

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** The Hunting Horn is the single least-used weapon in the game, being essentially a "support" weapon and not all that useful for a solo hunter. In a party, though, the person using the Hunting Horn is the MVP of the team, providing various buffs and immunities, healing, and even dishing out some of the highest damage in the game if they can land its rather slow, unwieldy attacks. In addition to this, as a "Blunt" style weapon, hitting monsters in the head with the Horn will stun the monster and let the rest of the team dish out heavy damage with their strong, but slow attacks. A Hunting Horn master is thus one of the most respected and rarely-seen player archetypes.


** [[ComicBook/ImmortalIronFist Iron Fist]], added in the ''Ultimate'' version of the game, is a character considered to be quite a low-tier scrappy, but with very impressive and hard-hitting combos if a player could actually pull them off successfully. Since his combos typically involve a lot of stance changes and FunnyBruceLeeNoises, fans always had a blast calling those out along with Iron Fist.

to:

** [[ComicBook/ImmortalIronFist Iron Fist]], added in the ''Ultimate'' version of the game, is a character considered to be quite a [[TierInducedScrappy low-tier scrappy, Scrappy]], but with very impressive and hard-hitting combos if a player could can actually pull them off successfully. Since his combos typically involve a lot of stance changes and FunnyBruceLeeNoises, fans always had a blast calling those out along with Iron Fist.



** Ivy is the main example of this. In addition to being [[{{Stripperiffic}} dressed]] [[DressedLikeADominatrix in a manner]] [[MsFanservice clearly designed to be eye-catching]], she also has one of [[DifficultButAwesome the most difficult-to-control weapons]] (a WhipSword that switches between two modes). This is in addition to having one of the most spectacular and damaging command grabs which is also exceptionally difficult to pull off.
** Yoshimitsu, being the [[LegacyCharacter ancestor/predeccessor(s)]] of his ''Tekken'' counterpart, retains most of the [[MechanicallyUnusualFighter same]] [[ConfusionFu elements]] that make him [[FightingClown a standout fighter]] in the ''Tekken'' series (see above), minus the ability to switch between an armed and unarmed fighting style. There is some additional variance between them moveset-wise (such as later ''Soulcalibur'' entries [[ImprobableWeaponUser weaponizing the flag Yoshimitsu wears on his back]]), due to both the different button layout between series [[note]]''Tekken'' is a four-button fighter (two punches and two kicks), whereas ''Soulcalibur'' uses three (horizontal attacks, vertical attacks, and kicks) plus a dedicated guard button[[/note]] and a more general effort to [[DivergentCharacterEvolution differentiate]] each series' take on Yoshimitu, but you can expect all of the usual ninjutsu hijinks: weaponized {{seppuku}}, [[LifeDrain life-stealing]] [[FacePalmOfDoom face grabs]], LotusPosition [[SpinningOutOfHere teleports]]... ''VideoGame/SoulcaliburVI'' even added to Yoshimitsu's usual misdirection by allowing him to [[ManaDrain steal meter from his opponents]] and giving him access to enhanced, meter-consuming [[note]]unless he's [[SuperMode Soul Charged]], that is[[/note]] attacks analogous to the Brave Edges of ''VideoGame/SoulcaliburV''--something no one else in the game can do.

to:

** Ivy is the main a notable example of this. In addition to being [[{{Stripperiffic}} dressed]] [[DressedLikeADominatrix in a manner]] [[MsFanservice clearly designed to be eye-catching]], she also has one of [[DifficultButAwesome the most difficult-to-control weapons]] (a WhipSword that [[StanceSystem switches between two modes). modes]]). This is in addition to having one of the most spectacular and damaging command grabs which is also exceptionally difficult to pull off.
off. It should be noted that Lady Valentine is also one of the characters most likely to have her moveset and command inputs significantly altered between installments, [[DamnYouMuscleMemory necessitating dedicated Ivy players to essentially relearn the character every few years]]. [[note]]A good example is when the movesets were streamlined for ''VideoGame/SoulcaliburV'', causing Ivy to go from four distinct stances to none at all.[[/note]]
** Yoshimitsu, being the [[LegacyCharacter ancestor/predeccessor(s)]] of his ''Tekken'' counterpart, retains most of the [[MechanicallyUnusualFighter same]] [[ConfusionFu elements]] that make him [[FightingClown a standout fighter]] in the ''Tekken'' that series (see above), minus the ability to switch between an armed and unarmed fighting style. There is some additional variance between them moveset-wise (such as later ''Soulcalibur'' entries [[ImprobableWeaponUser weaponizing the flag Yoshimitsu wears on his back]]), due to both the different button layout between series [[note]]''Tekken'' is a four-button fighter (two punches and two kicks), whereas ''Soulcalibur'' uses three (horizontal attacks, vertical attacks, and kicks) plus a dedicated guard button[[/note]] and a more general effort to [[DivergentCharacterEvolution differentiate]] each series' take on Yoshimitu, but you can expect all of the usual ninjutsu hijinks: weaponized {{seppuku}}, [[LifeDrain life-stealing]] [[FacePalmOfDoom face grabs]], LotusPosition [[SpinningOutOfHere teleports]]... ''VideoGame/SoulcaliburVI'' even added to Yoshimitsu's usual misdirection by allowing him to [[ManaDrain steal meter from his opponents]] and giving him access to enhanced, meter-consuming [[note]]unless he's [[SuperMode Soul Charged]], that is[[/note]] attacks analogous to the Brave Edges of ''VideoGame/SoulcaliburV''--something no one else in the game can do.


** Yoshimitsu, being the [[LegacyCharacter ancestor/predeccessor(s)]] of his ''Tekken'' counterpart, retains most of the [[MechanicallyUnusualFighter same]] [[ConfusionFu elements]] that make him a standout fighter in the ''Tekken'' series (see above), minus the ability to switch between an armed and unarmed fighting style. There is some variance in his moveset (such as later games [[ImprobableWeaponUser weaponizing the flag Yoshimitsu wears on his back]]), due to both the different button layout between series [[note]]''Tekken'' is a four-button fighter (two punches and two kicks), whereas ''Soulcalibur'' uses three (horizontal attacks, vertical attacks, and kicks) plus a dedicated guard button[[/note]] and a more general effort to [[DivergentCharacterEvolution differentiate]] each series' take on Yoshimitu, but you can expect all of the usual ninjutsu hijinks: weaponized {{seppuku}}, [[LifeDrain life-stealing]] [[FacePalmOfDoom face grabs]], LotusPosition [[SpinningOutOfHere teleports]]... ''VideoGame/SoulcaliburVI'' even added to Yoshimitsu's usual misdirection by allowing him to [[ManaDrain steal meter from his opponents]] and giving him access to enhanced, meter-consuming [[note]]unless he's [[SuperMode Soul Charged]], that is[[/note]] attacks analogous to the Brave Edges of ''VideoGame/SoulcaliburV''--something no one else in the game can do.

to:

** Yoshimitsu, being the [[LegacyCharacter ancestor/predeccessor(s)]] of his ''Tekken'' counterpart, retains most of the [[MechanicallyUnusualFighter same]] [[ConfusionFu elements]] that make him [[FightingClown a standout fighter fighter]] in the ''Tekken'' series (see above), minus the ability to switch between an armed and unarmed fighting style. There is some additional variance in his moveset between them moveset-wise (such as later games ''Soulcalibur'' entries [[ImprobableWeaponUser weaponizing the flag Yoshimitsu wears on his back]]), due to both the different button layout between series [[note]]''Tekken'' is a four-button fighter (two punches and two kicks), whereas ''Soulcalibur'' uses three (horizontal attacks, vertical attacks, and kicks) plus a dedicated guard button[[/note]] and a more general effort to [[DivergentCharacterEvolution differentiate]] each series' take on Yoshimitu, but you can expect all of the usual ninjutsu hijinks: weaponized {{seppuku}}, [[LifeDrain life-stealing]] [[FacePalmOfDoom face grabs]], LotusPosition [[SpinningOutOfHere teleports]]... ''VideoGame/SoulcaliburVI'' even added to Yoshimitsu's usual misdirection by allowing him to [[ManaDrain steal meter from his opponents]] and giving him access to enhanced, meter-consuming [[note]]unless he's [[SuperMode Soul Charged]], that is[[/note]] attacks analogous to the Brave Edges of ''VideoGame/SoulcaliburV''--something no one else in the game can do.


-->-- '''[[https://www.youtube.com/watch?v=gTukjWmlK70 The Keef Crew]]''', on ''VideoGame/DragonBallFighterZ''

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-->-- '''[[https://www.youtube.com/watch?v=gTukjWmlK70 The Keef Crew]]''', on ''VideoGame/DragonBallFighterZ''
''VideoGame/{{Dragon Ball FighterZ}}''



'''Only one entry per example.''' [[note]] If said character or gameplay option appears in multiple games (in the same franchise), please expand the original example. If they appear in multiple franchises, then they may have one entry per franchise.[[/note]]

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'''Only one entry per example.''' [[note]] If [[note]]If said character or gameplay option appears in multiple games (in the same franchise), please expand the original example. If they appear in multiple franchises, then they may have one entry per franchise.[[/note]]



* ''VideoGame/DragonBallFighterZ'':

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* ''VideoGame/DragonBallFighterZ'':''VideoGame/{{Dragon Ball FighterZ}}'':



** After professional player Combofiend [[AwesomeMoments/ProGaming pulled off an extremely flashy comeback during a tournament]], ending with [[VideoGame/BionicCommando Nathan Spencer's]] famous [[MemeticMutation "BIONIC AAAAAARRRRRRRM!"]] Hyper Combo, Spencer became one of the most anticipated and applauded characters in the game, with crowds usually shouting along with the aforementioned move call-out.
** ComicBook/IronFist, added in the ''Ultimate'' version of the game, is a character considered to be quite a low-tier scrappy, but with very impressive and hard-hitting combos if a player could actually pull them off successfully. Since his combos typically involve a lot of stance changes and FunnyBruceLeeNoises, fans always had a blast calling those out along with Iron Fist.

to:

** After professional player Combofiend [[AwesomeMoments/ProGaming [[Awesome/ProGaming pulled off an extremely flashy comeback during a tournament]], ending with [[VideoGame/BionicCommando Nathan Spencer's]] famous [[MemeticMutation "BIONIC AAAAAARRRRRRRM!"]] Hyper Combo, Spencer became one of the most anticipated and applauded characters in the game, with crowds usually shouting along with the aforementioned move call-out.
** ComicBook/IronFist, [[ComicBook/ImmortalIronFist Iron Fist]], added in the ''Ultimate'' version of the game, is a character considered to be quite a low-tier scrappy, but with very impressive and hard-hitting combos if a player could actually pull them off successfully. Since his combos typically involve a lot of stance changes and FunnyBruceLeeNoises, fans always had a blast calling those out along with Iron Fist.



** Yoshimitsu, being the [[LegacyCharacter ancestor/predeccessor(s)]] of his ''Tekken'' counterpart, retains most of the [[MechanicallyUnusualFighter same]] [[ConfusionFu elements]] that make him a standout fighter in the ''Tekken'' series (see above), minus the ability to switch between an armed and unarmed fighting style.
** ''VideoGame/SoulcaliburVI'''s incarnation of Kilik became this, with a SuperPoweredEvilSide that [[CastFromHitPoints slowly drains his life while he's in it]]. Like all [[SuperMode Soul Charge]] forms in the game, the character becomes extremely flashy and dangerous while it's active, but that isn't all. "Malfested" Kilik also possesses one of the most powerful [[LimitBreak Critical Edges]] in the game in the form of an unblockable command grab that throws the enemy to the ground and turns his bo staff into a javelin that produces a ''massive'' explosion on impact. This means that every time Kilik enters that form, fans are on the edge of their seat watching a high-risk, high-reward fighting style that may just end with the opponent getting nuked into the Stone Age.

to:

** Yoshimitsu, being the [[LegacyCharacter ancestor/predeccessor(s)]] of his ''Tekken'' counterpart, retains most of the [[MechanicallyUnusualFighter same]] [[ConfusionFu elements]] that make him a standout fighter in the ''Tekken'' series (see above), minus the ability to switch between an armed and unarmed fighting style.
style. There is some variance in his moveset (such as later games [[ImprobableWeaponUser weaponizing the flag Yoshimitsu wears on his back]]), due to both the different button layout between series [[note]]''Tekken'' is a four-button fighter (two punches and two kicks), whereas ''Soulcalibur'' uses three (horizontal attacks, vertical attacks, and kicks) plus a dedicated guard button[[/note]] and a more general effort to [[DivergentCharacterEvolution differentiate]] each series' take on Yoshimitu, but you can expect all of the usual ninjutsu hijinks: weaponized {{seppuku}}, [[LifeDrain life-stealing]] [[FacePalmOfDoom face grabs]], LotusPosition [[SpinningOutOfHere teleports]]... ''VideoGame/SoulcaliburVI'' even added to Yoshimitsu's usual misdirection by allowing him to [[ManaDrain steal meter from his opponents]] and giving him access to enhanced, meter-consuming [[note]]unless he's [[SuperMode Soul Charged]], that is[[/note]] attacks analogous to the Brave Edges of ''VideoGame/SoulcaliburV''--something no one else in the game can do.
** While he's usually a JackOfAllStats type whose fighting style leans towards BoringButPractical, ''VideoGame/SoulcaliburVI'''s incarnation of Kilik became this, with this on account of [[SuperPoweredEvilSide his Possessed State]]: a SuperPoweredEvilSide [[SuperMode Soul Charge]] that [[CastFromHitPoints slowly drains his life while he's in it]]. Like all [[SuperMode Soul Charge]] Charge forms in the game, the character becomes extremely flashy and dangerous while it's active, but that isn't all. "Malfested" Kilik also possesses one of the most powerful [[LimitBreak Critical Edges]] in the game in the form of an unblockable command grab that throws the enemy to the ground and turns his bo staff into a javelin that produces a ''massive'' explosion on impact. This means that every time Kilik enters that form, fans are on the edge of their seat watching a high-risk, high-reward fighting style that may just end with the opponent getting nuked into the Stone Age.


-->-- '''[[https://www.youtube.com/watch?v=gTukjWmlK70 The Keef Crew]]''', on ''VideoGvame/DragonBallFighterZ''

to:

-->-- '''[[https://www.youtube.com/watch?v=gTukjWmlK70 The Keef Crew]]''', on ''VideoGvame/DragonBallFighterZ''
''VideoGame/DragonBallFighterZ''


-->-- '''[[https://www.youtube.com/watch?v=gTukjWmlK70 The Keef Crew]]''', on ''Videogame/DragonBallFighterZ''

to:

-->-- '''[[https://www.youtube.com/watch?v=gTukjWmlK70 The Keef Crew]]''', on ''Videogame/DragonBallFighterZ''
''VideoGvame/DragonBallFighterZ''



* ''Videogame/DragonBallFighterZ'':

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* ''Videogame/DragonBallFighterZ'':''VideoGame/DragonBallFighterZ'':



** Captain Ginyu is one of the most [[MechanicallyUnusualFighter gimmicky fighters]] in the game, with an entire team of {{Assist Character}}s that can be summoned in a fixed succession, a Super Move that can be powered up three levels, and another Super that will [[FreakyFridayFlip swap bodies]] with the enemy[[note]]But leave that player unable to use any of Ginyu's abilities[[/note]]. He's considered notoriously difficult to win with, and the Body Change super is exceptionally difficult to land, but it's ''amazing'' when it happens and any crowd ''flips their lids'' when they see it.
** Trunks is a character with extremely entertaining combos to watch, especially those which end with his Level 3 Super attack--one of the most damaging super moves in the game. Said super is usually lauded in tournament crowds, who raise their hands in the same manner as Trunks blasts his opponent. Even more impressive is when the Super is pulled off raw, without guaranteed cancelling from a combo; it's a command throw which will catch an opponent who didn't block or dodge, and (as mentioned before) deals some of the most impressive damage in the game.
** While also a high TierInducedScrappy, Cell was one of the most hyped characters in early versions of ''[=Dragon Ball FighterZ=]'', with his [[SuddenlyShouting intro]] being such a meme that crowds would be ''disappointed'' if a player didn't let the animation play out so that they could yell with him. Cell's playstyle is also extremely combo-heavy, with death or near-death almost assured on any hit. On rare occasions, he even had a special animation with Teen Gohan (one of the lowest tier characters in the game) which replicated probably the [[SignatureScene most famous scene]] in all of ''Anime/DragonBallZ''. Though that was unlikely to happen due to how rare it was to see Teen Gohan played in the first place, let alone win against Cell. That rarity only made the times it ''did'' happen more special, though.

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** Captain Ginyu is one of the most [[MechanicallyUnusualFighter gimmicky fighters]] in the game, with an entire team of {{Assist Character}}s that can be summoned in a fixed succession, a Super Move that can be powered up three levels, and another Super that will [[FreakyFridayFlip swap bodies]] with the enemy[[note]]But leave enemy (while leaving that player unable to use any of Ginyu's abilities[[/note]]. abilities). He's considered notoriously difficult to win with, and the Body Change super Super is exceptionally difficult to land, but it's ''amazing'' when it happens and any crowd ''flips crowds tend to flip their lids'' lids when they see it.
** Trunks is a character with extremely entertaining combos to watch, especially those which end with his [[LimitBreak Level 3 Super attack--one Meteor Attack]]--one of the most damaging super moves Super Moves in the game. Said super Meteor Attack, the [[KamehameHadoken Heat Dome Attack]], is usually lauded in tournament crowds, who raise their hands in the same manner as Trunks blasts his opponent. Even more impressive is when the Super is it's pulled off raw, without guaranteed cancelling from a combo; it's a command throw which will catch an opponent who didn't block or dodge, and (as mentioned before) deals some of the most impressive damage in the game.
** While also a high TierInducedScrappy, Cell was one of the most hyped characters in early versions of ''[=Dragon Ball FighterZ=]'', ''[=FighterZ=]'', with his [[SuddenlyShouting intro]] being such a meme that crowds would be ''disappointed'' disappointed if a player didn't let the animation play out so that they could yell with him. Cell's playstyle is also extremely combo-heavy, with death or near-death almost assured on any hit. On rare occasions, he He even had has a special animation with Teen Gohan (one of the lowest tier characters in the game) which replicated replicates what is probably the [[SignatureScene the most famous scene]] in all of ''Anime/DragonBallZ''. Though that was ''Anime/DragonBallZ'', thought it's unlikely to happen in [[TournamentPlay tournament settings]] due to how rare it was is to see Teen Gohan played in the first place, let alone win against Cell. That rarity only made the times it ''did'' happen more special, though.



** Akuma is traditionally one of the most well-rounded characters in the series, with incredible combo potential. He's built specifically for players that enjoy [[ShotoClone Ryu and Ken]], but want to be exceptionally flashy. His super attack, the Raging Demon, is an especially awesome and humiliating way to defeat an opponent, being one of the most damaging throws in the game and serving as proof that you've read your opponent's moves. Ending a round with it even produces a unique screen flash with a giant Kanji appearing (usually "Heaven"). This also often applies to Evil Ryu as well, who possesses extremely similar abilities to Akuma.
** Karin Kanzuki has one of the few "Just Frame" attacks (moves that have to be executed perfectly, down to the exact frame) in ''SFV''. She also has a huge amount of combos, all of which are situational and require mastery of spacing and hit-confirming. While she's always been considered good, she largely avoided becoming TierInducedScrappy like Chun-Li or Nash. So she's a solid character that requires [[SomeDexterityRequired good dexterity]], good timing, good spacing, and good combos to use, meaning being good with her is rather rare. Her NoblewomansLaugh during her super also became an instant meme, with crowds copying it whenever they see it pulled off.
** Abigail is designed to be a walking HolyShitQuotient, with most of his moves showing how much he toys with his opponents while dealing some of the greatest damage in the entire game. His abilities are designed to punish players hard for bad reads. Stand and block for too long? Abigail hits you with an UnblockableAttack or a command grab. Toss a fireball at a bad time? Abigail hits you with an AttackReflector. Try to zone him out? Abigail runs at you with [[ImmuneToFlinching SuperArmor and can put you in one of the above mix-ups.]] And if you get hit by any of that stuff? Say goodbye to at least half of your health and witness one of the most hilarious Super Moves ever created. As discussed by [[https://www.youtube.com/watch?v=r8pgCRKFrUc Sugar Punch Design Works]], he was designed to [[DavidVersusGoliath out-Goliath all other Goliaths]].

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** Akuma is traditionally one of the most well-rounded characters in the series, with incredible combo potential. He's built specifically for players that enjoy [[ShotoClone [[{{Shotoclone}} Ryu and Ken]], but want to be exceptionally flashy. His super attack, the Raging Demon, is an especially awesome and humiliating way to defeat an opponent, being one of the most damaging throws in the game and serving as proof that you've read your opponent's moves. Ending a round with it even produces a unique screen flash with a giant Kanji kanji appearing (usually "Heaven"). This also often applies to Evil Ryu as well, who possesses extremely similar abilities to Akuma.
** Karin Kanzuki has one of the few "Just Frame" attacks (moves that have to be executed perfectly, down to the exact frame) in ''SFV''.''VideoGame/StreetFighterV''. She also has a huge amount of combos, all of which are situational and require mastery of spacing and hit-confirming. While she's always been considered good, she largely avoided becoming TierInducedScrappy like Chun-Li or Nash. So she's a solid character that requires [[SomeDexterityRequired good dexterity]], good timing, good spacing, and good combos to use, meaning being good with her is rather rare. Her NoblewomansLaugh during her super also became an instant meme, with crowds copying it whenever they see it pulled off.
** Abigail is designed to be a walking HolyShitQuotient, with most of his moves showing how much he toys with his opponents while dealing some of the greatest damage in the entire game. His abilities are designed to punish players hard for bad reads. Stand and block for too long? Abigail hits you with an UnblockableAttack or a command grab. Toss a fireball at a bad time? Abigail hits you with an AttackReflector. Try to zone him out? Abigail runs at you with [[ImmuneToFlinching SuperArmor Super Armor]] and can put you in one of the above mix-ups.]] mix-ups. And if you get hit by any of that stuff? Say goodbye to at least half of your health and witness one of the most hilarious Super Moves ever created. As discussed by [[https://www.youtube.com/watch?v=r8pgCRKFrUc As discussed by Sugar Punch Design Works]], Works,]] he was designed to [[DavidVersusGoliath out-Goliath all other Goliaths]].



* ''Videogame/{{Tekken}}:'' Yoshimitsu is a MechanicallyUnusualFighter with a sword, lots of different stances, and moves that hurt ''him''. His suicide DeathOrGloryAttack deals massive damage to both Yoshi and an enemy, and if the opponent dies as a result, it counts as a win for Yoshi no matter what. However, the attack is extremely slow and easy to see coming thanks to all sorts of visual and audio effects, and if an opponent dodges it, Yoshi only deals the massive damage to himself. Being able to land this attack to close out a round is one of the most rare, and flashiest ways to win in ''Tekken'', but it's also one of the most humiliating ways for either player to lose.
* ''Videogame/VirtuaFighter'' has several.
** Akira is known for being the single most difficult character to use in every game. A good Akira player can make an opponent look absolutely pathetic with his arsenal of moves that require strict timing and foresight, and he hits with such high passion and high damage that you can almost FEEL the bones breaking.

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* ''Videogame/{{Tekken}}:'' ''VideoGame/{{Tekken}}:'' Yoshimitsu is a MechanicallyUnusualFighter with a sword, lots of different stances, and moves that hurt ''him''. His suicide DeathOrGloryAttack deals massive damage to both Yoshi and an enemy, and if the opponent dies as a result, it counts as a win for Yoshi no matter what. However, the attack is extremely slow and easy to see coming thanks to all sorts of visual and audio effects, and if an opponent dodges it, Yoshi only deals the massive damage to himself. Being able to land this attack to close out a round is one of the most rare, and flashiest ways to win in ''Tekken'', but it's also one of the most humiliating ways for either player to lose.
* ''Videogame/VirtuaFighter'' ''VideoGame/VirtuaFighter'' has several.
** Akira is known for being the single most difficult character to use in every game.game, despite being marketed as the series' lead ([[SupportingProtagonist of a sort]]). A good Akira player can make an opponent look absolutely pathetic with his arsenal of moves that require strict timing and foresight, and he hits with such high passion and high damage that you can almost FEEL the bones breaking.



* ''Videogame/MarvelVsCapcom3'':
** After professional player Combofiend pulled off an extremely flashy comeback during a tournament, ending with Nathan Spencer's famous [[MemeticMutation "BIONIC AAAAAARRRRRRRM!"]] super, Spencer became one of the most anticipated and applauded characters in the game, with crowds usually shouting along with the aforementioned move call-out.
** Iron Fist is a character considered to be quite a low tier scrappy, but with very impressive and hard-hitting combos if a player could actually pull them off successfully. Since his combos typically involve a lot of stance-changes and FunnyBruceLeeNoises, fans always had a blast calling them out along with them.
** Dante is ''the'' combo-based character in the game, with an incredibly long moveset, with moves that cancel into other moves, cancelling into other moves, and into yet more moves. And he's also a WalkingArmory utilizing virtually his entire arsenal from ''Videogame/DevilMayCry3DantesAwakening''. When Dante is played in the hands of an expert, or even a mediocre specialist who has created their own unique combos, fans are typically eager to watch.
* ''Videogame/SoulSeries'':
** Ivy is the main example of this. In addition to being [[{{Stripperiffic}} dressed]] in a manner [[DressedLikeADominatrix clearly designed to be eye-catching]], she also has one of the most difficult-to-control weapons (a WhipSword that switches between two modes). This is in addition to having one of the most spectacular and damaging command grabs which is also exceptionally difficult to pull off.
** Yoshimitsu retains the same elements he does in the ''Tekken'' series, minus the ability to switch between an armed and unarmed fighting style.
** ''Videogame/SoulCaliburVI'''s incarnation of Kilik became this, with a powered-up SuperMode and SuperPoweredEvilSide that [[CastFromHitPoints slowly drains his life while he's in it]]. Like all "Soul Charge" forms in the game, the character becomes extremely flashy and dangerous while it's active, but that isn't all. "Malfested" Kilik also possesses one of the most powerful Critical Edges in the game in the form of an unblockable command grab that throws the enemy to the ground and turns his bo staff into a javelin that produces a ''massive'' explosion on impact. This means that every time Kilik enters that form, fans are on the edge of their seat watching a high-risk, high-reward fighting style that may just end with the opponent getting nuked into the Stone Age.
* ''VideoGame/SuperSmashBrosMelee'': [[VideoGame/StarFox Falco]] demands [[SomeDexterityRequired dexterity and reflexes]] to the point where, alongside Fox, he's infamous for giving players carpal tunnel - and while he's much less consistent and common than Fox, he makes up for it in sheer chic. Falco has a quirk in his frame data that gives him nearly limitless chaining ability, meaning that through the power of free-styling, he possesses some of the lengthiest, flashiest, and most devastating combos in any ''VideoGame/SuperSmashBros'' game, with enough variety that anything he does seems fresh and new. If you see a "sick combo" tournament highlight clip on an internet forum, chances are it's from Falco.

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* ''Videogame/MarvelVsCapcom3'':
''VideoGame/MarvelVsCapcom3'':
** [[VideoGame/DevilMayCry Dante]] is ''the'' combo-oriented character in the game, boasting an incredibly long moveset, with moves that cancel into other moves, cancelling into other moves, and into yet more moves. And he [[HyperspaceArsenal has access to virtually his entire arsenal]] from ''VideoGame/DevilMayCry3DantesAwakening''. When Dante is played in the hands of an expert, or even a mediocre specialist who has created their own unique combos, fans are typically eager to watch and see how Dante will style on his opponents.
** After professional player Combofiend [[AwesomeMoments/ProGaming pulled off an extremely flashy comeback during a tournament, tournament]], ending with [[VideoGame/BionicCommando Nathan Spencer's Spencer's]] famous [[MemeticMutation "BIONIC AAAAAARRRRRRRM!"]] super, Hyper Combo, Spencer became one of the most anticipated and applauded characters in the game, with crowds usually shouting along with the aforementioned move call-out.
** Iron Fist ComicBook/IronFist, added in the ''Ultimate'' version of the game, is a character considered to be quite a low tier low-tier scrappy, but with very impressive and hard-hitting combos if a player could actually pull them off successfully. Since his combos typically involve a lot of stance-changes stance changes and FunnyBruceLeeNoises, fans always had a blast calling them those out along with them.
** Dante is ''the'' combo-based character in the game, with an incredibly long moveset, with moves that cancel into other moves, cancelling into other moves, and into yet more moves. And he's also a WalkingArmory utilizing virtually his entire arsenal from ''Videogame/DevilMayCry3DantesAwakening''. When Dante is played in the hands of an expert, or even a mediocre specialist who has created their own unique combos, fans are typically eager to watch.
Iron Fist.
* ''Videogame/SoulSeries'':
''VideoGame/SoulSeries'':
** Ivy is the main example of this. In addition to being [[{{Stripperiffic}} dressed]] in a manner [[DressedLikeADominatrix in a manner]] [[MsFanservice clearly designed to be eye-catching]], she also has one of [[DifficultButAwesome the most difficult-to-control weapons weapons]] (a WhipSword that switches between two modes). This is in addition to having one of the most spectacular and damaging command grabs which is also exceptionally difficult to pull off.
** Yoshimitsu Yoshimitsu, being the [[LegacyCharacter ancestor/predeccessor(s)]] of his ''Tekken'' counterpart, retains most of the same elements he does [[MechanicallyUnusualFighter same]] [[ConfusionFu elements]] that make him a standout fighter in the ''Tekken'' series, series (see above), minus the ability to switch between an armed and unarmed fighting style.
** ''Videogame/SoulCaliburVI'''s ''VideoGame/SoulcaliburVI'''s incarnation of Kilik became this, with a powered-up SuperMode and SuperPoweredEvilSide that [[CastFromHitPoints slowly drains his life while he's in it]]. Like all "Soul Charge" [[SuperMode Soul Charge]] forms in the game, the character becomes extremely flashy and dangerous while it's active, but that isn't all. "Malfested" Kilik also possesses one of the most powerful [[LimitBreak Critical Edges Edges]] in the game in the form of an unblockable command grab that throws the enemy to the ground and turns his bo staff into a javelin that produces a ''massive'' explosion on impact. This means that every time Kilik enters that form, fans are on the edge of their seat watching a high-risk, high-reward fighting style that may just end with the opponent getting nuked into the Stone Age.
* ''VideoGame/SuperSmashBrosMelee'': [[VideoGame/StarFox Falco]] demands [[SomeDexterityRequired dexterity and reflexes]] to the point where, alongside Fox, he's infamous for giving players carpal tunnel - -- and while he's much less consistent and common than Fox, he makes up for it in sheer chic. Falco has a quirk in his frame data that gives him nearly limitless chaining ability, meaning that through the power of free-styling, he possesses some of the lengthiest, flashiest, and most devastating combos in any ''VideoGame/SuperSmashBros'' game, with enough variety that anything he does seems fresh and new. If you see a "sick combo" tournament highlight clip on an internet forum, chances are it's from Falco.



* ''Videogame/{{Overwatch}}'':[[note]]Overwatch's dev team releases frequent patches. Because of this, a character on this list may go from high tier to low tier and back again within months or even have their entire movesets reworked. Thus, an example on this list might be outdated but still accurate for a previous patch.[[/note]]
** Ana has largely been regarded this type of character. All of her abilities require a high degree of aim and {{Cooldown}} management to use efficiently, which makes her a less consistent pick than other healers such as Mercy. Her Sleep Dart ability requires such incredibly good aim, timing and cooldown management (as well as a clear line of sight to the target), but it instantly renders a character helpless. Its ability to stop a character's Ultimate instantly allows her to steal a SugarWiki/CrowningMomentOfAwesome from an opponent if she can land it successfully. Her Ultimate ability (Nano Boost) turns one of her teammates into a [[PowerGlows glowing]], [[SuperStrength super strong]], {{super tough|ness}} (and, in her original patch, [[SuperSpeed super fast]]) engine of destruction.

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* ''Videogame/{{Overwatch}}'':[[note]]Overwatch's ''Videogame/{{Overwatch}}'': [[note]]''Overwatch''[='s=] dev team releases frequent patches. Because of this, a character on this list may go from high tier to low tier and back again within months or even have their entire movesets reworked. Thus, an example on this list might be outdated but still accurate for a previous patch.[[/note]]
** Ana has largely been regarded this type of character. All of her abilities require a high degree of aim and {{Cooldown}} management to use efficiently, which makes her a less consistent pick than other healers such as Mercy. Her Sleep Dart ability requires such incredibly good aim, timing and cooldown management (as well as a clear line of sight to the target), but it instantly renders a character helpless. Its ability to stop a character's Ultimate instantly allows her to steal a SugarWiki/CrowningMomentOfAwesome SugarWiki/MomentOfAwesome from an opponent if she can land it successfully. Her Ultimate ability (Nano Boost) turns one of her teammates into a [[PowerGlows glowing]], [[SuperStrength super strong]], {{super tough|ness}} (and, in her original patch, [[SuperSpeed super fast]]) engine of destruction.



* In ''Videogame/TeamFortress2'', the Spy relies heavily on stealth and on mimicking the enemy team. However, experienced players can easily spot even a good Spy, and Pyros are notorious for their "Spy-checks" with their flamethrower. Even so, getting a good {{backstab}} means that you instantly kill any enemy and disrupt all of their plans in one fell swoop. This is invaluable to a team, especially if you can take out key players and then disappear again.

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* In ''Videogame/TeamFortress2'', ''VideoGame/TeamFortress2'', the Spy relies heavily on stealth and on mimicking the enemy team. However, experienced players can easily spot even a good Spy, and Pyros are notorious for their "Spy-checks" with their flamethrower. Even so, getting a good {{backstab}} means that you instantly kill any enemy and disrupt all of their plans in one fell swoop. This is invaluable to a team, especially if you can take out key players and then disappear again.



[[folder: Role-Playing Games]]
* ''Videogame/MonsterHunter'':

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[[folder: Role-Playing [[folder:Role-Playing Games]]
* ''Videogame/MonsterHunter'': ''VideoGame/MonsterHunter'':



[[folder: Simulation]]
* ''VideoGame/MechWarrior Online'' has what are known as 'boomstick lights' or 'big game hunters,' which tend to be lighter Mechs equipped with one or two very large weapons being deployed to hunt down and kill heavy or assault Mechs (something like squeezing a Gauss rifle into a Raven). This is ''not'' what most small Mechs are designed for and is notably an extremely inefficient way to play as many of the various Mechs available for this tactic lack the supporting quirks to benefit this playstyle. However, it tends to be very popular with viewers regardless and lends itself to ''very'' high-risk high-reward gameplay.

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[[folder: Simulation]]
[[folder:Simulation]]
* ''VideoGame/MechWarrior Online'' has what are known as 'boomstick lights' "boomstick lights" or 'big "big game hunters,' hunters," which tend to be lighter Mechs equipped with one or two very large weapons being deployed to hunt down and kill heavy or assault Mechs (something like squeezing a Gauss rifle into a Raven). This is ''not'' what most small Mechs are designed for and is notably an extremely inefficient way to play as many of the various Mechs available for this tactic lack the supporting quirks to benefit this playstyle. However, it tends to be very popular with viewers regardless and lends itself to ''very'' high-risk high-reward gameplay.


* ''VideoGame/SuperSmashBrosMelee'': [[VideoGame/StarFox Falco]] demands [[SomeDexterityRequired dexterity and reflexes]] to the point where, alongside Fox, he's infamous for giving players carpal tunnel - and while Fox specializes in efficiency and quick kills, Falco specializes in ''whoop-ass''. Falco has a quirk in his frame data that gives him nearly limitless chaining ability, meaning that the through the power of free-styling, he possesses some of the lengthiest, flashiest, and most devastating combos in any ''VideoGame/SuperSmashBros'' game, with enough variety that anything he does seems fresh and new. If you see a "sick combo" tournament highlight clip on an internet forum, chances are it's from Falco.

to:

* ''VideoGame/SuperSmashBrosMelee'': [[VideoGame/StarFox Falco]] demands [[SomeDexterityRequired dexterity and reflexes]] to the point where, alongside Fox, he's infamous for giving players carpal tunnel - and while Fox specializes in efficiency he's much less consistent and quick kills, Falco specializes common than Fox, he makes up for it in ''whoop-ass''. sheer chic. Falco has a quirk in his frame data that gives him nearly limitless chaining ability, meaning that the through the power of free-styling, he possesses some of the lengthiest, flashiest, and most devastating combos in any ''VideoGame/SuperSmashBros'' game, with enough variety that anything he does seems fresh and new. If you see a "sick combo" tournament highlight clip on an internet forum, chances are it's from Falco.


* ''VideoGame/DarkSoulsII'': The Bone Fist, despite its small size, is a power weapon in the same vein as Ultra Greatswords, and has significantly shorter range to boot, meaning you have to get very close and use heavily punishable attacks to use it. The payoff is an intensely damaging weapon with a one-of-a-kind moveset that turns you into a martial arts master, with every slow, meaty blow causing dust to fly at your feet from the sheer power you're exerting. In the event you [[DualWielding equip two Bone Fists]], you gain access to even more moves, including the ability to fire a goddamn ''[[Franchise/StreetFighter Hadoken]]''.

Added DiffLines:

* ''VideoGame/DarkSoulsII'': The Bone Fist, despite its small size, is a power weapon in the same vein as Ultra Greatswords, and has significantly shorter range to boot, meaning you have to get very close and use heavily punishable attacks to use it. The payoff is an intensely damaging weapon with a one-of-a-kind moveset that turns you into a martial arts master, with every slow, meaty blow causing dust to fly at your feet from the sheer power you're exerting. In the event you [[DualWielding equip two Bone Fists]], you gain access to even more moves, including the ability to fire a goddamn ''[[Franchise/StreetFighter Hadoken]]''.

Added DiffLines:

* ''VideoGame/SuperSmashBrosMelee'': [[VideoGame/StarFox Falco]] demands [[SomeDexterityRequired dexterity and reflexes]] to the point where, alongside Fox, he's infamous for giving players carpal tunnel - and while Fox specializes in efficiency and quick kills, Falco specializes in ''whoop-ass''. Falco has a quirk in his frame data that gives him nearly limitless chaining ability, meaning that the through the power of free-styling, he possesses some of the lengthiest, flashiest, and most devastating combos in any ''VideoGame/SuperSmashBros'' game, with enough variety that anything he does seems fresh and new. If you see a "sick combo" tournament highlight clip on an internet forum, chances are it's from Falco.


* ''Franchise/MonsterHunter'':

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* ''Franchise/MonsterHunter'': ''Videogame/MonsterHunter'':

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