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* For a lot of people who would otherwise play ''VideoGame/{{Tekken}}'', juggling is exactly this. A large section of the fandom who thought 2 or 3 was the best in the series often find any game past 4 bordering on unplayable. One word - ''walls''. Getting trapped by Eddy or Christie in the corner of the map has been known to break controllers. It gets worse with the introduction of the Rage mechanic in 6, which grants the opponent a humongous damage boost [[ComebackMechanic when they're low on health]], making some already powerful juggles deal absurd amounts of damage.

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* For ''VideoGame/{{Tekken}}''
**For
a lot of people who would otherwise play ''VideoGame/{{Tekken}}'', Tekken, juggling is exactly this. A large section of the fandom who thought 2 or 3 was the best in the series often find any game past 4 bordering on unplayable. unplayable.
** It gets worse with the introduction of the Rage mechanic in 6, which grants the opponent a humongous damage boost [[ComebackMechanic when they're low on health]], making some already powerful juggles deal absurd amounts of damage.
**
One word - ''walls''. Getting trapped by Eddy or Christie in the corner of the map has been known to break controllers. It gets worse with the introduction of the Rage mechanic in 6, which grants the opponent a humongous damage boost [[ComebackMechanic when they're low on health]], making some already powerful juggles deal absurd amounts of damage.
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* For a lot of people who would otherwise play ''VideoGame/{{Tekken}}'', juggling is exactly this. A large section of the fandom who thought 2 or 3 was the best in the series often find any game past 4 bordering on unplayable. One word - ''walls''. Getting trapped by Eddy or Christie in the corner of the map has been known to break controllers.

to:

* For a lot of people who would otherwise play ''VideoGame/{{Tekken}}'', juggling is exactly this. A large section of the fandom who thought 2 or 3 was the best in the series often find any game past 4 bordering on unplayable. One word - ''walls''. Getting trapped by Eddy or Christie in the corner of the map has been known to break controllers. It gets worse with the introduction of the Rage mechanic in 6, which grants the opponent a humongous damage boost [[ComebackMechanic when they're low on health]], making some already powerful juggles deal absurd amounts of damage.



*** Since the 2006 edition, gender restrictions have been placed (no more intergender matches). In [=SvR2K10=], the Mixed Tag match was introduced, which pits two teams of one male and one female against each other. The problem with the match is that if a man and woman are legal in the ring, the ref starts a five count and the illegal partner has to make a tag or automatically gets disqualified. Worse still- and not just in this match but in '''''any''''' match- the men get disqualified for hitting the women, even if it's by accident [[DoubleStandard while the women, on the other hand, are allowed to attack them as much as they please (If countered, they'll win automatically by DQ).]]

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*** Since the 2006 2010 edition, gender restrictions have been placed (no more intergender matches). In [=SvR2K10=], To counterbalance this, 2010 also introduced the Mixed Tag match was introduced, match, which pits two teams of one male and one female against each other. The problem with the match is that if a man and woman are legal in the ring, the ref starts a five count and the illegal partner has to make a tag or automatically gets disqualified. Worse still- and not just in this match but in '''''any''''' match- the men get disqualified for hitting the women, even if it's by accident [[DoubleStandard while the women, on the other hand, are allowed to attack them as much as they please (If countered, they'll win automatically by DQ).]]
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** ''VideoGame/StreetFighterI'', an otherwise-decent game at the time of its release, is infamous for its [[PressureSensitiveInterface pressure-sensitive buttons]]: the type of attack you inflict (light, medium, or strong) depends on how hard you hit the button. Naturally, players can injure themselves over the course of normal play, and there have been reports of people ''drop-kicking'' the buttons; meanwhile, operators found these buttons costly and difficult to keep in top-notch condition. Because of this, Capcom put out a revised version that instead uses the now-standard two rows of three buttons, dropping the pressure-sensitive gimmick almost[[note]]One of the "EO" ports of ''VideoGame/CapcomVsSNK2MarkOfTheMillennium'' has a control option that uses the UsefulNotes/NintendoGameCube's analog L and R triggers to emulate this setup[[/note]] entirely from subsequent Capcom fighting games.

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** ''VideoGame/StreetFighterI'', an otherwise-decent game at the time of its release, is infamous for its [[PressureSensitiveInterface pressure-sensitive buttons]]: the type of attack you inflict (light, medium, or strong) depends on how hard you hit the button. Naturally, players can injure themselves over the course of normal play, and there have been reports of people ''drop-kicking'' the buttons; meanwhile, operators found these buttons costly and difficult to keep in top-notch condition. Because of this, Capcom put out a revised version that instead uses the now-standard two rows of three buttons, dropping the pressure-sensitive gimmick almost[[note]]One of the "EO" ports of ''VideoGame/CapcomVsSNK2MarkOfTheMillennium'' has a control option that uses the UsefulNotes/NintendoGameCube's Platform/NintendoGameCube's analog L and R triggers to emulate this setup[[/note]] entirely from subsequent Capcom fighting games.



** ''VideoGame/SuperSmashBrosMelee'' In the games where you can play with a UsefulNotes/NintendoGameCube controller, mashing the C-stick is a very useful way to easily perform smash or aerial attacks, unless you're playing ''Melee'''s single-player modes, (including the training mode) where the C-stick zooms the camera in and out. Since the default camera placement already gives you the best view of everything, this feature serves no purpose but to restrict your view and to make many techniques much harder.

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** ''VideoGame/SuperSmashBrosMelee'' In the games where you can play with a UsefulNotes/NintendoGameCube Platform/NintendoGameCube controller, mashing the C-stick is a very useful way to easily perform smash or aerial attacks, unless you're playing ''Melee'''s single-player modes, (including the training mode) where the C-stick zooms the camera in and out. Since the default camera placement already gives you the best view of everything, this feature serves no purpose but to restrict your view and to make many techniques much harder.

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* ''VideoGame/SmackdownVsRaw'':
** Since the 2006 edition, gender restrictions have been placed (no more intergender matches). In [=SvR2K10=], the Mixed Tag match was introduced, which pits two teams of one male and one female against each other. The problem with the match is that if a man and woman are legal in the ring, the ref starts a five count and the illegal partner has to make a tag or automatically gets disqualified. Worse still- and not just in this match but in '''''any''''' match- the men get disqualified for hitting the women, even if it's by accident [[DoubleStandard while the women, on the other hand, are allowed to attack them as much as they please (If countered, they'll win automatically by DQ).]]
** The grappling system in [=SVR2011=], which removed the modifier for strong and weak grapples. Weak grapples could only be performed on non-groggy opponents, while heavy grapples were restricted to groggy opponents.
* The older [=GameCube=] title ''Day of Reckoning 2'' introduced a new "stamina" system that left your wrestler completely helpless and at the mercy of an opponent if they ran too much or used too many moves in succession. You could also run out of stamina if you got beat up too badly, and while that normally only happens to characters with low stats, it makes comebacks difficult if it does. In one way, it added more strategy to matches, but it also made it harder to beat opponents with higher stats.



*** The "Buffer System" in Ultimate has gained some infamy. Essentially, it makes it so that the last button you've held since the ending of the previous move or taking a hit will be executed. While not without its advantages, it's most infamously led to many "buffered air-dodge" misinputs off-stage, which is a death sentence to all but the very best of recoveries.

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*** The "Buffer System" in Ultimate has gained some infamy. Essentially, it makes it so that the last button you've held since the ending of the previous move or taking a hit will be executed. While not without its advantages, it's most infamously led to many "buffered air-dodge" misinputs off-stage, which is a death sentence to all but the very best of recoveries.recoveries.
* ''VideoGame/WWEVideoGames'':
** ''[=SmackDown=]! vs. Raw'':
*** Since the 2006 edition, gender restrictions have been placed (no more intergender matches). In [=SvR2K10=], the Mixed Tag match was introduced, which pits two teams of one male and one female against each other. The problem with the match is that if a man and woman are legal in the ring, the ref starts a five count and the illegal partner has to make a tag or automatically gets disqualified. Worse still- and not just in this match but in '''''any''''' match- the men get disqualified for hitting the women, even if it's by accident [[DoubleStandard while the women, on the other hand, are allowed to attack them as much as they please (If countered, they'll win automatically by DQ).]]
*** The grappling system in [=SVR2011=], which removed the modifier for strong and weak grapples. Weak grapples could only be performed on non-groggy opponents, while heavy grapples were restricted to groggy opponents.
** The [=GameCube=] title ''Day of Reckoning 2'' introduced a new "stamina" system that left your wrestler completely helpless and at the mercy of an opponent if they ran too much or used too many moves in succession. You could also run out of stamina if you got beat up too badly, and while that normally only happens to characters with low stats, it makes comebacks difficult if it does. In one way, it added more strategy to matches, but it also made it harder to beat opponents with higher stats.

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* ''VideoGame/ArtOfFighting'' (the debut of the series) was the first fighting game with super moves and also the first to have a dedicated meter for them. However, in a case of EarlyInstallmentWeirdness, the "spirit gauge" (as it's called in-game) actually controls your ability to perform ''special moves'' as well. It starts full and is depleted every time you perform a move that uses it or the opponent taunts you; the special moves get weaker as it goes down, and won't even come out if it becomes empty. To refill it, you must stop moving and charge it, possibly leaving yourself open to attacks[[note]]Completing one of the bonus games makes it bigger, which means less need for charging[[/note]]. As its name shows, it represents the spirit energy used by the fighters in their "magical" attacks (some more realistic physical attacks, like Micky's dashing punches or Ryo and Robert's dragon punches, do not use it), but, nevertheless, it's a cumbersome mechanic that went almost unused once ''Super VideoGame/StreetFighterII Turbo'' introduced, two years later, what would become the first super meter standard.



* Danger Time in ''VideoGame/GuiltyGear Xrd''. When two attacks clash, there's a random chance Danger Time activates. Both players get a 3-second warning, 25% Tension, then for the next 10 seconds every attack becomes a Mortal Counter which adds way more damage and hitstun to everything. Its appearance is unpredictable, it interrupts the pace of the match, and can completely flip the match on its head if someone gets a hit in. As a result, Danger Time was completely removed in ''VideoGame/GuiltyGearStrive''.
* In ''VideoGame/TatsunokoVsCapcom'', when someone ragequits in an online match, it counts as a ''loss'' for the person who was still online, who likely would have been winning. And this even happens if the final hit was registered.

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* Danger Time in ''VideoGame/GuiltyGear Xrd''. Xrd'': When two attacks clash, there's a random chance Danger Time activates. Both players get a 3-second warning, 25% Tension, then for the next 10 seconds every attack becomes a Mortal Counter which adds way more damage and hitstun to everything. Its appearance is unpredictable, it interrupts the pace of the match, and can completely flip the match on its head if someone gets a hit in. As a result, Danger Time was completely removed in ''VideoGame/GuiltyGearStrive''.
* In ''VideoGame/TatsunokoVsCapcom'', when ''VideoGame/TatsunokoVsCapcom'': When someone ragequits in an online match, it counts as a ''loss'' for the person who was still online, other player, who likely would have been winning. And this even happens ''even if the final hit was registered.registered''.



** X-Factor is this for some. It's a power-up that can be activated by any character in the game once per fight that increases in power as more characters of your team die off. The reason some say it is this trope is that the strength and speed boost it gives your character is so big that it breaks the game. Every character gets access to easy 100% combos upon using it and can easily decimate entire teams after one mistake, completely overturning the momentum of a match. And that's not even getting into the fact that activating it cancels instantly from ANY move.
** [[SarcasmMode Even better]]; ''[[UpdatedRerelease Ultimate Marvel vs. Capcom 3]]'' now allows you to activate X-Factor ''midair''.

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** X-Factor is this for some. It's a power-up that can be activated by any character in the game once per fight that increases in power as more characters of your team die off. The reason some say it is this trope is that the strength and speed boost it gives your character is so big that it breaks the game. Every character gets access to easy 100% combos upon using it and can easily decimate entire teams after one mistake, completely overturning the momentum of a match. And that's not even getting into the fact that activating it cancels instantly from ANY move.
**
move. [[SarcasmMode Even better]]; better]], ''[[UpdatedRerelease Ultimate Marvel vs. Capcom 3]]'' now allows you to activate X-Factor ''midair''.''in midair''.



*** Despite there being boss battles as the final battles for Classic Mode and in World of Light, there is no Boss Battles mode or easy way to refight bosses. The "easiest" way is to have a World of Light file that's saved before the final battle, as there is a gauntlet of the bosses in there, but first you have to choose three separate characters, a Spirit party, and then clear a decently long platforming segment first. If your first character is KOed during the platforming section, which is very possible on higher difficulties, then you aren't using them against the bosses. And that's if you even ''have'' the near-completed save file, and didn't overwrite it with a NewGamePlus as the game ''actively encourages.''

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*** Despite there being boss battles as the final battles for Classic Mode and in World of Light, there is no Boss Battles mode or easy way to refight bosses. The "easiest" way is to have a World of Light file that's saved before the final battle, as there is a gauntlet of the bosses in there, but first you have to choose three separate characters, a Spirit party, and then clear a decently long platforming segment first. If your first character is KOed [=KOed=] during the platforming section, which is very possible on higher difficulties, then you aren't using them against the bosses. And that's if you even ''have'' the near-completed save file, and didn't overwrite it with a NewGamePlus as the game ''actively encourages.''encourages''.
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* ''VideoGame/FatalFury 3'', the fourth game of the franchise, introduced the Hidden Desperation Moves, whose activation method is one of the weirdest things in fighting game history. First you need to input a button combination right before the start of the round; after that, when your life bar is flashing (1/4 or less, as for the normal [=DMs=]), you must fulfill a requirement that will make your name blink, and you can only perform the move during that moment. Even worse, the requirements can be things like ''being hit by a strong punch or kick'' (which means you risk being [=KOed=] during the process if your health is too low) or ''the timer being at an odd number'' (which means you can't do the move if the time is set to infinite). No wonder this was scrapped as early as the next game, never to return.
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** ''VideoGame/StreetFighterI'', an otherwise-decent game at the time of its release, is infamous for its pressure-sensitive buttons: the type of attack you inflict (light, medium, or strong) depends on how hard you hit the button. Naturally, players can injure themselves over the course of normal play, and there have been reports of people ''drop-kicking'' the buttons; meanwhile, operators found these buttons costly and difficult to keep in top-notch condition. Because of this, Capcom put out a revised version that instead uses the now-standard two rows of three buttons, dropping the pressure-sensitive gimmick almost[[note]]One of the "EO" ports of ''VideoGame/CapcomVsSNK2MarkOfTheMillennium'' has a control option that uses the UsefulNotes/NintendoGameCube's analog L and R triggers to emulate this setup[[/note]] entirely from subsequent Capcom fighting games.

to:

** ''VideoGame/StreetFighterI'', an otherwise-decent game at the time of its release, is infamous for its [[PressureSensitiveInterface pressure-sensitive buttons: buttons]]: the type of attack you inflict (light, medium, or strong) depends on how hard you hit the button. Naturally, players can injure themselves over the course of normal play, and there have been reports of people ''drop-kicking'' the buttons; meanwhile, operators found these buttons costly and difficult to keep in top-notch condition. Because of this, Capcom put out a revised version that instead uses the now-standard two rows of three buttons, dropping the pressure-sensitive gimmick almost[[note]]One of the "EO" ports of ''VideoGame/CapcomVsSNK2MarkOfTheMillennium'' has a control option that uses the UsefulNotes/NintendoGameCube's analog L and R triggers to emulate this setup[[/note]] entirely from subsequent Capcom fighting games.

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