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** Luke's crouching medium punch on [=SF6=] is also extremely busted ''despite being a normal.'' It has a ton of active frames, starts up very quickly, and can be converted into extremely high-damage combos effortlessly. It's so much that Luke was THE top picked character at Capcom Cup X by a mile. It was slightly nerfed in the Ed launch patch, but it still is a menace to most people who face a Luke online.

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** Luke's crouching medium punch on [=SF6=] is also extremely busted ''despite being a normal.'' It has a ton of active frames, starts up very quickly, [[HitboxDissonance has deceptively long range]] and can be converted into extremely high-damage combos effortlessly. It's so much that Luke was THE top picked character at Capcom Cup X by a mile. It was slightly nerfed in the Ed launch patch, but it still is a menace to most people who face a Luke online.
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** The Shun Goku Satsu. This monstrously powerful move in Akuma's arsenal causes him to glide across the screen before striking the opponent for very, very heavy damage that can't be blocked.

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** The Shun Goku Satsu.Satsu, aka the Raging Demon. This monstrously powerful move in Akuma's arsenal causes him to glide across the screen before striking the opponent for very, very heavy damage that can't be blocked.
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Added example(s), Fixing indentation


** Yun's divekick on ''SFIV'' (and all updates) is insanely busted, being able to be initiated at any range from a neutral jump, being able to ambiguously cross-up opponents and also being extremely safe on block. It's so bad that even ''Daigo himself'' was terrified of the move while playing against Yun, and eventually had to pick him up to compete properly. All of this thanks to the devs of SFIV [[PurposelyOverpowered keeping him overpowered on purpose]] because of their insistance that some characters should be high tier while others shouldn't. Needless to say that didn't go very well with players who wanted a balanced game.

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** Yun's divekick on ''SFIV'' ''Videogame/StreetFighterIV'' (and all updates) is insanely busted, being able to be initiated at any range from a neutral jump, being able to ambiguously cross-up opponents and also being extremely safe on block. It's so bad that even ''Daigo himself'' was terrified of the move while playing against Yun, and eventually had to pick him up to compete properly. All of this thanks to the devs of SFIV [[PurposelyOverpowered keeping him overpowered on purpose]] because of their insistance that some characters should be high tier while others shouldn't. Needless to say say, that didn't go very well with players who wanted a balanced game.game and Ultra Street Fighter IV was quickly abandoned after ''Videogame/StreetFighterV'' came out.
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** Luke's crouching medium punch on {=SF6=} is also extremely busted ''despite being a normal.'' It has a ton of active frames, starts up very quickly, and can be converted into extremely high-damage combos effortlessly. It's so much that Luke was THE top picked character at Capcom Cup X by a mile. It was slightly nerfed in the Ed launch patch, but it still is a menace to most people who face a Luke online.

to:

** Luke's crouching medium punch on {=SF6=} [=SF6=] is also extremely busted ''despite being a normal.'' It has a ton of active frames, starts up very quickly, and can be converted into extremely high-damage combos effortlessly. It's so much that Luke was THE top picked character at Capcom Cup X by a mile. It was slightly nerfed in the Ed launch patch, but it still is a menace to most people who face a Luke online.
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** Luke's crouching medium punch on SF6 is also extremely busted ''despite being a normal.'' It has a ton of active frames, starts up very quickly, and can be converted into extremely high-damage combos effortlessly. It's so much that Luke was THE top picked character at Capcom Cup X by a mile. It was slightly nerfed in the Ed launch patch, but it still is a menace to most people who face a Luke online.

to:

** Luke's crouching medium punch on SF6 {=SF6=} is also extremely busted ''despite being a normal.'' It has a ton of active frames, starts up very quickly, and can be converted into extremely high-damage combos effortlessly. It's so much that Luke was THE top picked character at Capcom Cup X by a mile. It was slightly nerfed in the Ed launch patch, but it still is a menace to most people who face a Luke online.

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** Makoto's Karakusa command grab from ''3rd Strike'' deserves special mention. It does very little damage, but, unlike other command grabs in the series, it can be comboed off it right after. Combined with Super Art II, [[https://youtu.be/YCPUUnSuu_I you can actually do a touch of death combo with it]]. It is way harder than it looks, since it requires multiple Kara cancels with extremely tight timing, but just the fact it exists put Makoto pretty high on the tier lists. The opponent has to plan their entire game around this command grab, because if she grabs you once you pretty much lose the round automatically.

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** Makoto's Karakusa command grab from ''3rd Strike'' deserves special mention. It does very little damage, but, unlike other command grabs in the series, it can be comboed off it right after. Combined with Super Art II, [[https://youtu.be/YCPUUnSuu_I you can actually do a touch of death combo with it]]. It is way harder than it looks, since it requires multiple Kara cancels with extremely tight timing, but just the fact it exists put Makoto pretty high on the tier lists. The opponent has to plan their entire game around this command grab, because if she grabs you them once you they pretty much lose the round automatically.automatically.
** Yun's divekick on ''SFIV'' (and all updates) is insanely busted, being able to be initiated at any range from a neutral jump, being able to ambiguously cross-up opponents and also being extremely safe on block. It's so bad that even ''Daigo himself'' was terrified of the move while playing against Yun, and eventually had to pick him up to compete properly. All of this thanks to the devs of SFIV [[PurposelyOverpowered keeping him overpowered on purpose]] because of their insistance that some characters should be high tier while others shouldn't. Needless to say that didn't go very well with players who wanted a balanced game.


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** Luke's crouching medium punch on SF6 is also extremely busted ''despite being a normal.'' It has a ton of active frames, starts up very quickly, and can be converted into extremely high-damage combos effortlessly. It's so much that Luke was THE top picked character at Capcom Cup X by a mile. It was slightly nerfed in the Ed launch patch, but it still is a menace to most people who face a Luke online.

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Added example(s)


** Makoto's Karakusa command grab from ''3rd Strike'' deserves special mention. It does very little damage, but, unlike other command grabs in the series, it can be comboed off it right after. Combined with Super Art II, [[https://youtu.be/YCPUUnSuu_I you can actually do a touch of death combo with it]]. It is way harder than it looks, since it requires multiple Kara cancels with extremely tight timing, but just the fact it exists put Makoto pretty high on the tier lists. The opponent has to plan their entire game around this command grab, because if she grabs you once you pretty much lose the round automatically.



** Likewise, Zangief's Bolshoi Storm Buster in ''VideoGame/StreetFighter6''. It is a 720 input, but it has 6 frames of startup BEFORE the super flash, and is ''zero frames'' after that. If you aren't already in the air or immune to grabs, you WILL be grabbed, and will lose about 48% of your health. God help you if Zangief has low health, because the CA version of this move can do 60% of your healthbar. Oh, and it's also an ''invencible reversal.'' The Zangief can literally input it mid an enemy player's blockstring and whatever they were doing will whiff during the move's startup frames. Most good players on that game respect the hell out of a Zangief with 3 bars because if they don't they will get their healthbar cleaved in half to the terrifying call of '''MY LOYAL FANS!!''' or '''TIME TO GET SERIOUS!!''' However, if two Zangiefs input the move one after the other, the second player to input it will win because they will be invencible to grabs on the startup frames before the super flash. And, as of the February 27th, 2024 patch, it can combo from the first hit of OD Double Lariat, meaning Zangief can absolutely delete healthbars with a combo like Marisa, Luke and some other high-damage characters.

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** Likewise, Zangief's Bolshoi Storm Buster in ''VideoGame/StreetFighter6''. It is a 720 input, but it has 6 frames of startup BEFORE the super flash, and is ''zero frames'' after that. If you aren't already in the air air, out of range (which is deceptively large for some reason) or immune to grabs, [[YouWillNotEvadeMe you WILL be grabbed, grabbed]], and will lose about 48% half of your health. God help you if Zangief has low health, because the CA Critical Art version of this move can do 60% over half of your healthbar. healthbar ''by itself.'' Oh, and it's also an ''invencible reversal.'' The Zangief can literally input it mid an enemy player's blockstring and whatever they were doing will whiff during the move's startup frames. Most good players on that game respect the hell out of a Zangief with 3 bars because if they don't they will get their healthbar cleaved in half to the terrifying call of '''MY LOYAL FANS!!''' or '''TIME TO GET SERIOUS!!''' However, if two Zangiefs input the move one after the other, the second player to input it will win because they will be invencible to grabs on the startup frames before the super flash. And, as of the February 27th, 2024 patch, it can combo from the first hit of OD Double Lariat, meaning Zangief can absolutely delete healthbars with a combo like Marisa, Luke and some other high-damage characters.
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Spelling/grammar fix(es)


** Likewise, Zangief's Bolshoi Storm Buster in ''VideoGame/StreetFighter6''. It is a 720 input, but it has 6 frames of startup BEFORE the super flash, and is ''zero frames'' after that. If you aren't already in the air or immune to grabs, you WILL be grabbed, and will lose about 48% of your health. God help you if Zangief has low health, because the CA version of this move can do 60% of your healthbar. Oh, and it's also an ''invencible reversal.'' The Zangief can literally input it mid an enemy player's blockstring and whatever they were doing will whiff during the move's startup frames. Most good players on that game respect the hell out of a Zangief with 3 bars because if they don't they will get their healthbar cleaved in half to the terrifying call of '''MY LOYAL FANS!!''' or '''TIME TO GET SERIOUS!!''' However, if two Zangiefs input the move one after the other, the second player to input it will win because they will be invencible to grabs on the startup frames before the super flash. And, as of the February 27th, 2024 patch for SF6, it can combo from the first hit of OD Double Lariat, meaning Zangief can absolutely delete healthbars with a combo like Marisa, Luke and some other high-damage characters.

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** Likewise, Zangief's Bolshoi Storm Buster in ''VideoGame/StreetFighter6''. It is a 720 input, but it has 6 frames of startup BEFORE the super flash, and is ''zero frames'' after that. If you aren't already in the air or immune to grabs, you WILL be grabbed, and will lose about 48% of your health. God help you if Zangief has low health, because the CA version of this move can do 60% of your healthbar. Oh, and it's also an ''invencible reversal.'' The Zangief can literally input it mid an enemy player's blockstring and whatever they were doing will whiff during the move's startup frames. Most good players on that game respect the hell out of a Zangief with 3 bars because if they don't they will get their healthbar cleaved in half to the terrifying call of '''MY LOYAL FANS!!''' or '''TIME TO GET SERIOUS!!''' However, if two Zangiefs input the move one after the other, the second player to input it will win because they will be invencible to grabs on the startup frames before the super flash. And, as of the February 27th, 2024 patch for SF6, patch, it can combo from the first hit of OD Double Lariat, meaning Zangief can absolutely delete healthbars with a combo like Marisa, Luke and some other high-damage characters.
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Added example(s)


** Likewise, Zangief's Bolshoi Storm Buster in ''VideoGame/StreetFighter6''. It is a 720 input, but it has 6 frames of startup BEFORE the super flash, and is ''zero frames'' after that. If you aren't already in the air or immune to grabs, you WILL be grabbed, and will lose about 48% of your health. God help you if Zangief has low health, because the CA version of this move can do 60% of your healthbar. Oh, and it's also an ''invencible reversal.'' The Zangief can literally input it mid an enemy player's blockstring and whatever they were doing will whiff during the move's startup frames. Most good players on that game respect the hell out of a Zangief with 3 bars because if they don't they will get their healthbar cleaved in half to the terrifying call of '''MY LOYAL FANS!!''' or '''TIME TO GET SERIOUS!!''' However, if two Zangiefs input the move one after the other, the second player to input it will win because they will be invencible to grabs on the startup frames before the super flash.

to:

** Likewise, Zangief's Bolshoi Storm Buster in ''VideoGame/StreetFighter6''. It is a 720 input, but it has 6 frames of startup BEFORE the super flash, and is ''zero frames'' after that. If you aren't already in the air or immune to grabs, you WILL be grabbed, and will lose about 48% of your health. God help you if Zangief has low health, because the CA version of this move can do 60% of your healthbar. Oh, and it's also an ''invencible reversal.'' The Zangief can literally input it mid an enemy player's blockstring and whatever they were doing will whiff during the move's startup frames. Most good players on that game respect the hell out of a Zangief with 3 bars because if they don't they will get their healthbar cleaved in half to the terrifying call of '''MY LOYAL FANS!!''' or '''TIME TO GET SERIOUS!!''' However, if two Zangiefs input the move one after the other, the second player to input it will win because they will be invencible to grabs on the startup frames before the super flash. And, as of the February 27th, 2024 patch for SF6, it can combo from the first hit of OD Double Lariat, meaning Zangief can absolutely delete healthbars with a combo like Marisa, Luke and some other high-damage characters.
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Added example(s)

Added DiffLines:

** Likewise, Zangief's Bolshoi Storm Buster in ''VideoGame/StreetFighter6''. It is a 720 input, but it has 6 frames of startup BEFORE the super flash, and is ''zero frames'' after that. If you aren't already in the air or immune to grabs, you WILL be grabbed, and will lose about 48% of your health. God help you if Zangief has low health, because the CA version of this move can do 60% of your healthbar. Oh, and it's also an ''invencible reversal.'' The Zangief can literally input it mid an enemy player's blockstring and whatever they were doing will whiff during the move's startup frames. Most good players on that game respect the hell out of a Zangief with 3 bars because if they don't they will get their healthbar cleaved in half to the terrifying call of '''MY LOYAL FANS!!''' or '''TIME TO GET SERIOUS!!''' However, if two Zangiefs input the move one after the other, the second player to input it will win because they will be invencible to grabs on the startup frames before the super flash.
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Bonus Boss is a disambiguation


** [[BonusBoss Night]] [[TrueFinalBoss Terror]] from ''Soulcalibur III'' has an upgraded version of Nightmare's Soul Wave, an attack that has [[SphereOfDestruction a blue sphere erupt around him]]. If you try to cancel this attack, it just becomes stronger and unavoidable. It's also far bigger than Nightmare's [[CounterAttack full strength version]], to the point that it is possible for Night Terror to stand in the middle of the stage you fight him on, use Soul Wave, and ''Ring Out an opponent standing at the far edge of the arena''. Then there's his move where he flies up into the air and [[EnergyWeapon fires barely avoidable lasers at you]]. If he uses his "earthquake" move before that, you're screwed. It'd probably be more accurate to say that nearly every attack of his is ThatOneAttack; [[SNKBoss he's that overpowered]].

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** [[BonusBoss Night]] [[TrueFinalBoss Night Terror]] from ''Soulcalibur III'' has an upgraded version of Nightmare's Soul Wave, an attack that has [[SphereOfDestruction a blue sphere erupt around him]]. If you try to cancel this attack, it just becomes stronger and unavoidable. It's also far bigger than Nightmare's [[CounterAttack full strength version]], to the point that it is possible for Night Terror to stand in the middle of the stage you fight him on, use Soul Wave, and ''Ring Out an opponent standing at the far edge of the arena''. Then there's his move where he flies up into the air and [[EnergyWeapon fires barely avoidable lasers at you]]. If he uses his "earthquake" move before that, you're screwed. It'd probably be more accurate to say that nearly every attack of his is ThatOneAttack; [[SNKBoss he's that overpowered]].

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* ''Franchise/{{Tekken}}'':
** Devil's/Angels laser beam in ''2'', as well as Jinpachi's fireball attack in the fifth game. Both can be dodged if you can see it coming, though; Jinpachi's fireball can even be low parried.
** Jinpachi's "stun palm." He creates a wave that stuns the character for a minimum of 3 seconds. It has priority over every single other action in the game, coming out as fast as a jab. If you're jumping or even just lying on the floor after a knockdown, it will reset you into a standing stunned position. It can only be blocked low with proper timing. Simply put, it makes any match against him purely luck-based, as you can only win if he takes pity on you and decides not to use it. [[AIRoulette If you're unlucky enough]], the aforementioned fireball will follow said stun ForMassiveDamage (and, potentially, the end of the round).
** Unknown in ''Tekken Tag Tournament 2'' has the Mizuchi Claw move. It involves her summoning a portal from the ground, which traps you in place and causes a large hand to appear from the ground and splat you, [[SwitchOutMove forcing you out of the arena]] [[HPToOne with a pixel of your health]] and your partner in. On Solo characters, [[FixedDamageAttack it shaves off 50% health]]; this can be much worse depending on your skill level because she has an inclination to use this move over and over, which means certain death if you can't sidestep. That's not even taking into account her [[SNKBoss batshit A.I. and plethora of other cheap moves]].

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* ''Franchise/{{Tekken}}'':
** Devil's/Angels laser beam in ''2'', as well as Jinpachi's fireball attack in the fifth game. Both can be dodged if you can see it coming, though; Jinpachi's fireball can even be low parried.
** Jinpachi's "stun palm." He creates a wave that stuns the character for a minimum of 3 seconds. It
''Franchise/{{Tekken}}'' has priority over every single other action in the game, coming out as fast as a jab. If you're jumping or even just lying on the floor after a knockdown, it will reset you into a standing stunned position. It can only be blocked low with proper timing. Simply put, it makes any match against him purely luck-based, as you can only win if he takes pity on you and decides not to use it. [[AIRoulette If you're unlucky enough]], the aforementioned fireball will follow said stun ForMassiveDamage (and, potentially, the end of the round).
** Unknown in ''Tekken Tag Tournament 2'' has the Mizuchi Claw move. It involves her summoning a portal from the ground, which traps you in place and causes a large hand to appear from the ground and splat you, [[SwitchOutMove forcing you out of the arena]] [[HPToOne with a pixel of your health]] and your partner in. On Solo characters, [[FixedDamageAttack it shaves off 50% health]]; this can be much worse depending on your skill level because she has an inclination to use this move over and over, which means certain death if you can't sidestep. That's not even taking into account her [[SNKBoss batshit A.I. and plethora of other cheap moves]].
[[ThatOneAttack/{{Tekken}} its own page]].
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** Mike Tyson/Mr. Dream in the NES game has an uppercut that is a [[OneHitKill one-hit knockdown]]. For the first ninety seconds of the match, he uses it exclusively, so if you're not good at dodging it, you are completely screwed. On the other hand, if you manage to dodge every single one, he'll never use it again (instead substituting an uppercut that looks the same but doesn't knock you down except on rare occasions).

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** Mike Tyson/Mr. Dream in the NES game has an uppercut that is a [[OneHitKill one-hit knockdown]]. For the first ninety seconds of the match, he uses it exclusively, so if you're not good at dodging it, you are completely screwed. On the other hand, if you manage to dodge every single one, he'll never use it again (instead substituting an uppercut that looks the same but doesn't knock you down except on rare occasions).isn't a one-hit knockdown if the player has enough stamina).

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** In ''Ultimate'' Final Smashes were toned down in general, however Zelda's is still rather infamous as it can suck in enemies through walls. It also automatically takes a stock if the opponent is at 100% at the time of the final hit, in and it does quite a bit of damage before said hit. Zelda knowingly smiles throughout it.

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** In ''Ultimate'' ''Ultimate'', while Final Smashes were toned down in general, however Zelda's is still rather infamous as it can suck in enemies through walls. It also automatically takes a stock if the opponent is at 100% at the time of the final hit, in and it does quite a bit of damage before said hit. Zelda knowingly smiles throughout it.



* ''VideoGame/{{Tekken}}'':

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* ''VideoGame/{{Tekken}}'':''Franchise/{{Tekken}}'':



** I-No's [[BulletHell Megalomania]] in ''XX'' and its follow-ups. If any part of it hits, the whole thing hits. It comes in three patterns, and she can freely Force Roman Cancel between them to throw you off.
*** In Xrd, Megalomania was changed to an [[OneHitKill Instant Kill]], which ironically made it weaker because Instant Kills have rules they all abide by.

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** I-No's [[BulletHell Megalomania]] in ''XX'' ''[[VideoGame/GuiltyGearXX XX]]'' and its follow-ups. If any part of it hits, the whole thing hits. It comes in three patterns, and she can freely Force Roman Cancel between them to throw you off.
***
off. Later games [[FandomNod seem to acknowledge its infamy]]: In Xrd, ''Xrd'', Megalomania was changed to an [[OneHitKill Instant Kill]], which Kill]] (which ironically made it weaker because Instant Kills have rules they all abide by.by), while ''[[VideoGame/GuiltyGearStrive -STRIVE-]]'' made it one of I-No's Overdrives, requiring a close-range opener to hit in order for the entire attack to land.



** Also, ''Accent Core'' gives us Boss Order Sol's Flame Distortion. It's basically Sol's Dragon Install except on this one the boosts are so humongous that he can close in from full screen in no time to counter your moves, and he also has infinite charge gauge, as well as auto-tension gain. His moves become so fast and strong that he can take off over 70% of your life in a single attack, because he's fond of his supers' invincibility frames. If he goes for Dragon Install: Sakkai (which he can easily combo into), expect it to kill you.
** In the first game, Justice was very, ''very'' bad about this, all because of two moves. The first, Imperial Ray, is a fast-moving laser beam that sweeps across the screen in a nearly 270º arc--making it hard to avoid in addition to its high damage. Unlike later games, where it became an Overdrive, Imperial Ray was ''a special move'' that could be used at Justice's leisure. Then there's [[WaveMotionGun Gamma Ray]]. Not only does the attack lack most of the wind-up and heavy Tension Gauge consumption associated with the Overdrive from ''X'' onward, ''[=GG1=]''[='s=] EarlyInstallmentWeirdness means that Justice is free to spam it once her health hits the halfway mark or lower. These traits, combined with [[SNKBoss her superior power and mobility]], make Justice an absolute nightmare to face.

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** Also, ''Accent Core'' gives us Boss Order Sol's Flame Distortion. It's basically Sol's Dragon Install except on this one the boosts are so humongous that he can close in from full screen in no time to counter your moves, and he also has infinite [[ChargeMeter charge gauge, gauge]] (meaning he can throw out [[EvolvingAttack max level]] special moves whenever), as well as auto-tension auto-Tension gain. His moves become so fast and strong that he can take off over 70% of your life in a single attack, because he's fond of his supers' invincibility frames. If he goes for Dragon Install: Sakkai (which he can easily combo into), expect it to kill you.
** In [[VideoGame/GuiltyGearTheMissingLink the first game, game]], Justice was very, ''very'' bad about this, all because of two moves. The first, Imperial Ray, is a fast-moving laser beam that sweeps across the screen in a nearly 270º arc--making it hard to avoid in addition to its high damage. Unlike later games, where it became an Overdrive, Imperial Ray was ''a special move'' that could be used at Justice's leisure. Then there's [[WaveMotionGun Gamma Ray]]. Not only does the attack lack most of the wind-up and heavy Tension Gauge consumption associated with the Overdrive from ''X'' ''[[VideoGame/GuiltyGearX X]]'' onward, ''[=GG1=]''[='s=] EarlyInstallmentWeirdness means that Justice is free to spam it once her health hits the halfway mark or lower. These traits, combined with [[SNKBoss her superior power and mobility]], make Justice an absolute nightmare to face.



** Final Bison from ''VideoGame/StreetFighterAlpha 3'' has a super fast, extremely damaging variant of his usual Psycho Crusher called Final Psycho Crusher. Even [[ScratchDamage blocking it]] will shave off a sizable portion of your healthbar, meaning you best bet (if applicable and you're daring enough) is to either a) use the invincibility frames of a [[{{Shoryuken}} DP]] to pass through it, b) WallJump over it, or c) teleport/phase through. And unlike the regular Psycho Crusher, the Final Psycho Crusher has no hurtbox, so there's no way to counter it once it's active.

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** Final Bison from ''VideoGame/StreetFighterAlpha 3'' has a super fast, incredibly wide, extremely damaging variant of his usual Psycho Crusher called Final Psycho Crusher. Even [[ScratchDamage blocking it]] will shave off a sizable portion of your healthbar, meaning you best bet (if applicable and you're daring enough) is to either a) use the invincibility frames of a [[{{Shoryuken}} DP]] to pass through it, b) WallJump over it, or c) teleport/phase through. And unlike the regular Psycho Crusher, the Final Psycho Crusher has no hurtbox, so there's no way to counter it once it's active.



*** Special mention goes to his [[HealThyself Resurrection]] technique, even if it's more a passive ability. Take Gill out when he has a full stock, and he'll [[ExactlyWhatItSaysOnTheTin resurrect]], recovering all his health in the process. You ''can'' interrupt it, but you are actively pushed away during this, making it incredibly difficult. Not only that, but he cannot be hit at the start of the move, meaning he ''will'' recover at least a small amount of health, which can mean the difference between victory and defeat. Thankfully, this comes at the cost of preventing Gill's stock from replenishing for the rest of the round, which not only means that he can't use Resurrection again, he can't use Seraphic Wing or Meteor Strike (which is a pain in the ass itself) either.

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*** Special mention goes to his [[HealThyself Resurrection]] technique, even if it's more a passive ability. Take Gill out when he has a full stock, and he'll [[ExactlyWhatItSaysOnTheTin resurrect]], recovering all his health in the process. You ''can'' interrupt it, but you are actively pushed away during this, making it incredibly difficult.difficult (with one of the few reliable counters being one of Oro's [[LimitBreak max level Super Arts]], [[https://www.youtube.com/watch?v=y4zAbG0ayv8 the Yagyou-Odama]], a move you'd otherwise see used rarely). Not only that, but he cannot be hit at the start of the move, meaning he ''will'' recover at least a small amount of health, which can mean the difference between victory and defeat. Thankfully, this comes at the cost of preventing Gill's stock from replenishing for the rest of the round, which not only means that he can't use Resurrection again, he can't use Seraphic Wing or Meteor Strike (which is a pain in the ass itself) either.
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* ''VideoGame/SuperSmashBros'':
** "Off Waves", Tabuu's instant-kill red ring attack from ''[[VideoGame/SuperSmashBrosBrawl Brawl]]''. It hits thrice in a row, but once is more than enough if your dodge timing is the tiniest bit off. And that's after it was ''weakened'' by Sonic smashing the wings he extends to perform it. In a cutscene beforehand, he was able to OHKO most of the cast at once. To make matters worse, in Boss Battles on Intense if you slip up once on this attack it can send you back to fight all of the other 9 bosses again.
** The Off Waves are repeated in ''[[VideoGame/SuperSmashBrosUltimate Ultimate]]'' in World of Light, [[spoiler:during the final battle with Galeem]], with his attack Lens Flare. Individually the shockwaves are easy to avoid, but as there are two simultaneous shockwaves (4 in Hard Mode) from different points you usually dodge one only to run right into the other. Although unlike Tabuu, this isn't insta-kill if your damage is low enough. Unlike Off-Waves, however, the move lacks consistency, which makes it much harder to read where the other waves will strike. It becomes extremely infuriating on Hard when you have to deal with 4 waves right after puppet fighters are summoned.
** Out of every Final Smash in ''Brawl'', it's generally agreed that [[Franchise/SonicTheHedgehog Sonic's]] Final Smash, [[GoldenSuperMode Super Sonic]], is the best. The developers intended for it to be hard to control, but even a little practice mitigates that disadvantage. In practice, Sonic is invincible, can't be [=KOed=], and deals damage to whatever he touches. Couple that with some truly insane speed, and Super Sonic is an attack that's all but impossible to avoid. It got nerfed in the fourth game, but it still remains a way to rack up a ton of damage. ''Ultimate'' then nerfed it further, as Super Sonic is no longer controlled by the player during the Final Smash.
** Master Hand and Crazy Hand have their hand drill attack which is difficult to avoid and capable of dealing up to 90% damage in ''Brawl''. As well, Master Hand's finger walk was improved in ''Brawl'' to have almost no starting lag and move quickly. Woe betide the player that happens to be right next to Master Hand when the attack executes.
** Quite a few characters have what could be described as Skill Gate Attacks as well. Meta Knight's Tornado and Shuttle Loop, Snake's up tilt, Diddy Kong's bananas, Falco's lasers... all are counterable if you know what you're doing, but they're still quite powerful.
** Pit's Angel Ring reflects projectiles, tends to draw enemies inward rather than push them back, and has a massive range which sucks in even opponents melee attacking from behind. Worse, it can continue indefinitely. Very few attacks can put a stop to a player spamming Angel Ring. Not helping matters is Pit constantly yelling as he does the move.
** Good news: Angel Ring was replaced in [[VideoGame/SuperSmashBrosForNintendo3DSAndWiiU the fourth game]]! Bad news: It was replaced by Upperdash Arm (and Dark Pit's Electroshock Arm), which is arguably just as bad. Although very telegraphed and easy to counter/dodge, it's an attack that comes out fast, deals heavy damage, reflects projectiles, ''and'' has [[ImmuneToFlinching super armor]] to top it off.
** Pikachu's Down-B, Thunder, can be dread-inducing if you haven't mastered air dodging (or you're playing ''[[VideoGame/SuperSmashBros64 64]]'', where you ''can't'' air dodge). It does a good deal of damage and knockback, covers [[AntiAir considerable vertical space]], and unlike most projectiles, the hitbox starts a good distance ''away'' from Pikachu and travels inwards, so it'll hit you even faster if you're already in the air, often sending you just far enough off-screen for an instant KO.
** In [[VideoGame/SuperSmashBrosBrawl The Subspace Emissary]], Meta Ridley has an attack where he drops onto the Falcon Flyer, the ''only'' solid ground you have while fighting him. It's a [[OneHitKill One-Hit K.O.]] if you don't have the timing required to dodge it.
** In the fourth game, Little Mac's KO Uppercut, although requires to charge his Power Meter completely to use, comes out extremely fast and can K.O. opponents at low percentages. This often causes 1-on-1 For Glory matches to get steamrolled sometimes, where Little Mac [=KOs=] an opponent normally for the first stock then KO Uppercuts them at around 40% damage for another KO. [[https://www.youtube.com/watch?v=szd9f7i1Qo8 Oh, and God help you if you're playing as Wario.]]
** Little Mac's Slip Counter (Down B), Jolt Haymaker (Side B) and ALL 3 of his Smash Attacks can be this sometimes as they hit very hard and are really fast. Slip Counter is one of the more threatening counter move in the game. Jolt Haymaker is a fast and powerful approach move that can counter projectile attackers (good thing that a lot of inexperienced players will Spam it enough that they will [[EpicFail throw themselves off the stage in a helpless state sometimes right at the start of a match or multiple times]]). And his Smash Attacks have Super Armor, and are just as fast and deadly, oh there are 3 variations of his Forward Smash.
** Lethiniums in Smash Run [[spoiler:and Master Fortress]] have only one attack, but it's a doozy. Their one attack is a very long-ranged laser beam that pierces through terrain and stunlocks fighters while the attack deals lots of damage. It doesn't help that Lethiniums tend to spawn far away in hard-to-reach spots, especially in [[spoiler:Master Fortress]].
** Master Hand has a move only in ''3DS/Wii U'' where it deals cards onto the ground, which then rise to the upper blast line, knocking out any player standing on them. Getting knocked onto one, or simply not being aware that you're standing on one, can cost you a very quick stock if you don't recover quickly enough. The worst thing the AIRoulette can decide to do at this point is to have Crazy Hand grab you and throw you down, because this has the potential to ''bury'' you into a card. This attack was removed in ''Ultimate''.
** In ''Ultimate'', Galeem's Laser Net attack fills the screen with harmless lines that indicate where powerful beams will fire about a second later. While the attack is well-telegraphed, the lasers themselves are in random positions and are unshieldable. On higher difficulties and after he TurnsRed, the laser count becomes more dense. Avoiding this attack comes down to either ''very'' precise dodging at the moment the lasers will hit or making a mad dash to a gap wide enough to avoid taking damage.
** In ''Ultimate'' Final Smashes were toned down in general, however Zelda's is still rather infamous as it can suck in enemies through walls. It also automatically takes a stock if the opponent is at 100% at the time of the final hit, in and it does quite a bit of damage before said hit. Zelda knowingly smiles throughout it.
* ''VideoGame/PunchOut'':
** Mike Tyson/Mr. Dream in the NES game has an uppercut that is a [[OneHitKill one-hit knockdown]]. For the first ninety seconds of the match, he uses it exclusively, so if you're not good at dodging it, you are completely screwed. On the other hand, if you manage to dodge every single one, he'll never use it again (instead substituting an uppercut that looks the same but doesn't knock you down except on rare occasions).
** Several boxers have at least one special attack that can be difficult to dodge or counter at first, such as Bald Bull's Bull Charge (also an instant-knockdown attack), Super Macho Man's Super Spin Punch attack (which is another instant-knockdown attack), Mr. Sandman's Dreamland Express, or King Hippo's Twin Smash Combo (which he only does in Title Defense in the Wii version).
** The Bruiser Brothers in the SNES game have a dangerous attack that paralyzes one of Mac's boxers, preventing him from attacking with that arm during a brief time. Nick Bruiser also has a jump attack that not only takes good reflexes to dodge, but also can knock down the player instantly if it's not dodged.
* ''VideoGame/{{Tekken}}'':
** Devil's/Angels laser beam in ''2'', as well as Jinpachi's fireball attack in the fifth game. Both can be dodged if you can see it coming, though; Jinpachi's fireball can even be low parried.
** Jinpachi's "stun palm." He creates a wave that stuns the character for a minimum of 3 seconds. It has priority over every single other action in the game, coming out as fast as a jab. If you're jumping or even just lying on the floor after a knockdown, it will reset you into a standing stunned position. It can only be blocked low with proper timing. Simply put, it makes any match against him purely luck-based, as you can only win if he takes pity on you and decides not to use it. [[AIRoulette If you're unlucky enough]], the aforementioned fireball will follow said stun ForMassiveDamage (and, potentially, the end of the round).
** Unknown in ''Tekken Tag Tournament 2'' has the Mizuchi Claw move. It involves her summoning a portal from the ground, which traps you in place and causes a large hand to appear from the ground and splat you, [[SwitchOutMove forcing you out of the arena]] [[HPToOne with a pixel of your health]] and your partner in. On Solo characters, [[FixedDamageAttack it shaves off 50% health]]; this can be much worse depending on your skill level because she has an inclination to use this move over and over, which means certain death if you can't sidestep. That's not even taking into account her [[SNKBoss batshit A.I. and plethora of other cheap moves]].
* ''VideoGame/GuiltyGear'':
** I-No's [[BulletHell Megalomania]] in ''XX'' and its follow-ups. If any part of it hits, the whole thing hits. It comes in three patterns, and she can freely Force Roman Cancel between them to throw you off.
*** In Xrd, Megalomania was changed to an [[OneHitKill Instant Kill]], which ironically made it weaker because Instant Kills have rules they all abide by.
** However, even Megalomania (which was originally a boss-only move but was eventually made playable due to being fairly easy to dodge with the right timing) must bow to Boss-Dizzy's Wings of Light. Like Megalomania, Wings of Light consume the burst gauge instead of the Overdrive gauge, making it available from the start. The difference? Wings of Light has three different effects depending on the distance between you and Dizzy. If you are on the opposite side of the screen (max distance) a PillarOfLight falls on you, either dealing 3/4th of your health if unblocked, or 1/4th if blocked with Barrier. The second, if you are at an average distance, consist of a giant laser beam which turns around on the screen with Dizzy at its center. Despite appearance, it is ''just'' fast enough to be completely undodgeable, and it is either an instant-kill (if unblocked) or deals roughly 1/3-1/2 of your health if perfect blocked. The final effect, if you are close to Dizzy (like, say, you were attacking her when it started, or she dashed into you to put you into a corner), you die. Instantly.
** Also, ''Accent Core'' gives us Boss Order Sol's Flame Distortion. It's basically Sol's Dragon Install except on this one the boosts are so humongous that he can close in from full screen in no time to counter your moves, and he also has infinite charge gauge, as well as auto-tension gain. His moves become so fast and strong that he can take off over 70% of your life in a single attack, because he's fond of his supers' invincibility frames. If he goes for Dragon Install: Sakkai (which he can easily combo into), expect it to kill you.
** In the first game, Justice was very, ''very'' bad about this, all because of two moves. The first, Imperial Ray, is a fast-moving laser beam that sweeps across the screen in a nearly 270º arc--making it hard to avoid in addition to its high damage. Unlike later games, where it became an Overdrive, Imperial Ray was ''a special move'' that could be used at Justice's leisure. Then there's [[WaveMotionGun Gamma Ray]]. Not only does the attack lack most of the wind-up and heavy Tension Gauge consumption associated with the Overdrive from ''X'' onward, ''[=GG1=]''[='s=] EarlyInstallmentWeirdness means that Justice is free to spam it once her health hits the halfway mark or lower. These traits, combined with [[SNKBoss her superior power and mobility]], make Justice an absolute nightmare to face.
* ''Franchise/StreetFighter'':
** The Shun Goku Satsu. This monstrously powerful move in Akuma's arsenal causes him to glide across the screen before striking the opponent for very, very heavy damage that can't be blocked.
*** Note must go to Shin Akuma's version of the SGS in ''[[VideoGame/StreetFighterIV Super Street Fighter IV]]'', particularly its upgraded Wrath of the Raging Demon Ultra. It's a zero-frame grab (i.e. if you're right next to Akuma, you're a goner) which comes out incredibly fast compared to past incarnations and the playable Akuma's version, covers the entire screen, and uses the Ashura Senku for the slide itself, allowing Akuma to ''phase through'' moves that would normally cancel the SGS. It also has high priority over nearly everything, including other Ultras--except for [[LethalJokeCharacter Dan Hibiki's Shisshou Buraiken (Ultra 1)]] and that's ONLY on the first few frames.
** The Zankuu Hadoken in Akuma's ''Super Turbo'' appearance is insanely overpowered, such that even the heavily toned-down player version is considered Akuma's best move and a major reason for his GameBreaker status. It's so difficult to counter or dodge that it essentially ends up being free damage, and the boss version doubles down on it. Literally; he fires two in one shot, meaning that you can't even cancel it out with another projectile.
** The Hadoken from ''VideoGame/StreetFighterII'' was close. On harder difficulties, Ryu would happily fire a constant stream to chip you to death, and if you time the jumps poorly, he'd take you out of the air with a Shoryuken when you got close enough.
** Balrog from ''Street Fighter II'' had two of these in his dashing punches. If he spammed them for long enough he could kill you through block damage alone with you having no defense unless you were playing as Ryu or Ken and your dragon punch timing was impeccable.
** Final Bison from ''VideoGame/StreetFighterAlpha 3'' has a super fast, extremely damaging variant of his usual Psycho Crusher called Final Psycho Crusher. Even [[ScratchDamage blocking it]] will shave off a sizable portion of your healthbar, meaning you best bet (if applicable and you're daring enough) is to either a) use the invincibility frames of a [[{{Shoryuken}} DP]] to pass through it, b) WallJump over it, or c) teleport/phase through. And unlike the regular Psycho Crusher, the Final Psycho Crusher has no hurtbox, so there's no way to counter it once it's active.
*** Luckily, there are two tell-tale signs that he's about to use the FPC (in the [=PS1=] port, at least): Once his meter is filled, if he either teleports to one side of the screen or uses his diving attack out of the blue, it's coming next, no questions asked.
** For a while the ''Street Fighter'' series was in love with these. The FinalBoss of ''VideoGame/StreetFighterIII'', Gill, has his Seraphic Wing Super Art in ''3rd Strike''. First of all, it's a fullscreen attack. You can interrupt it, but then the meter for using the move isn't consumed, meaning that he can just do it again. And if you ''don't'' interrupt it? Say goodbye to around a ''quarter'' of your health bar -- and that's if you're ''blocking''. Think you can just parry it? No can do. Not as in it's super hard to, but you ''literally cannot parry it''.
*** Special mention goes to his [[HealThyself Resurrection]] technique, even if it's more a passive ability. Take Gill out when he has a full stock, and he'll [[ExactlyWhatItSaysOnTheTin resurrect]], recovering all his health in the process. You ''can'' interrupt it, but you are actively pushed away during this, making it incredibly difficult. Not only that, but he cannot be hit at the start of the move, meaning he ''will'' recover at least a small amount of health, which can mean the difference between victory and defeat. Thankfully, this comes at the cost of preventing Gill's stock from replenishing for the rest of the round, which not only means that he can't use Resurrection again, he can't use Seraphic Wing or Meteor Strike (which is a pain in the ass itself) either.
** In ''Second Impact'', Ibuki's Raida did an absurd amount of damage. A crouching medium punch into Raida punish interestingly did about as much damage as combos she could do later that include Super Arts, which is a little absurd for a FragileSpeedster character such as herself. Her standing hard kick from the same game was capable of causing infinites.
** Zangief's Siberian Blizzard Ultra in ''SSFIV''. Like Akuma above, the move out-prioritizes just about anything besides another Siberian Blizzard and the fact that the target only needs to be ''slightly'' off the ground to be caught by its hitbox makes up for its status as an air-to-air command grab [[SomeDexterityRequired with a 720 input]].
* ''VideoGame/TheKingOfFighters''' [[SNKBoss bosses]] all have at least one of these. Rugal has Genocide Cutter and Gigantic Pressure, Goenitz has his spammable Yonokaze projectile, and Orochi has his screen-filling Marukare super.
** Magaki in ''XI'' gives us his fireballs. At times they fill the screen, and the blue ones are one-third of your life if they hit. Apparently someone confused ''The King of Fighters'' with a BulletHell.
** Surely we can't just leave Rugal's Genocide Cutter as a passing mention. The move, in ''[='94=]'' anyway, has ABSOLUTE INFINITE PRIORITY and does the highest damage of any move in the game. God help you if [[OneHitKill Rugal has a full bar of meter]]. And on the subject of this series, Igniz's qcf+P whip attack is an infinite. It can be done eternally as needed to empty your lifebar, and what's worse is he can also do it to set up for Brutal God Project, his very fast instant kill (and the epitome of [[ThereIsNoKillLikeOverkill "overkill"]]: the [[DesperationAttack SDM]] is ''a super inside of '''another''' super''). In fact, he can do this without setting it up and you probably won't be fast enough to block it.
** Krizalid, the final boss of ''[='99=]'' and essentially the "Rugal" of the NESTS Chronicles, has Typhoon Rage, which might possibly be in a league of its own. Not only does the damn thing have a large hitbox, the attack, much like Genocide Cutter, has priority over virtually ''everything'', does ridiculous damage even on block, can juggle easily, and fills up Krizalid's meter absurdly fast (doubly so if you decide to guard against it). It's telling that, in ''[[DreamMatchGame 2002]]: [[UpdatedRerelease Unlimited Match]]'', Typhoon Rage makes Krizalid a bigger threat than every other boss in the game--''in a game filled to the brim with {{SNK Boss}}es, '''including Omega Rugal and Igniz'''''--barring [[PurposelyOverpowered Nightmare Geese]]. That's not even getting into his bag of other dirty tricks. One move alone, and he's already the second most broken character in the game.
* Geese Howard's counterthrow in ''VideoGame/FatalFury''. If you try to hit him with a direct attack, he can throw you. This includes jumping too close to him. There's also his Raging Storm in later games, which is often used ''the first frame'' of your forward jump.
* ''VideoGame/SoulSeries'':
** [[BonusBoss Night]] [[TrueFinalBoss Terror]] from ''Soulcalibur III'' has an upgraded version of Nightmare's Soul Wave, an attack that has [[SphereOfDestruction a blue sphere erupt around him]]. If you try to cancel this attack, it just becomes stronger and unavoidable. It's also far bigger than Nightmare's [[CounterAttack full strength version]], to the point that it is possible for Night Terror to stand in the middle of the stage you fight him on, use Soul Wave, and ''Ring Out an opponent standing at the far edge of the arena''. Then there's his move where he flies up into the air and [[EnergyWeapon fires barely avoidable lasers at you]]. If he uses his "earthquake" move before that, you're screwed. It'd probably be more accurate to say that nearly every attack of his is ThatOneAttack; [[SNKBoss he's that overpowered]].
** Think you've taken down Colossus? Better move, because otherwise, [[KaizoTrap he'll fall on top of you, killing you]] '''[[TheComputerIsACheatingBastard before the match actually ends]].'''
** Any S-Rank ability in ''Soulcalibur IV'' could qualify, but the worst is Auto Impact S, especially when combined with Impact Edge, Impact Heal, or both. It allows the enemy to randomly get Guard Impacts (thereby interrupting your attack and making you vulnerable to a counterattack), even if they do nothing that would merit one. At S-Rank, it happens ''a lot''. Impact Edge hurts you when you get Impacted, and Impact Heal restores health on a successful Guard Impact. Combine them for maximum frustration. It's also worth noting that [[TheComputerIsACheatingBastard only the computer can have S-Ranked abilities]].
** Nightmare's Critical Edge is ThatOneAttack in ''VideoGame/SoulcaliburV''. Unlike many of the Critical Edge attacks, it can outright counter an incoming move instead of interrupting it, so you're going to be eating it unless you were blocking before he released it. Also, unlike most Critical Edge moves, which tend to do 25% or so of the health bar, Nightmare can devour ''75% of your health'' with this one attack and go on to use his multiple options for punishing downed characters. However, Dark Reconquista only deals that obscene an amount of damage ''if'' the player lets Nightmare remain idle while gathering power (which takes about a full second's worth of time) instead of activating the move's built-in Guard Impact (which can't be triggered by throws or {{unblockable|Attack}}s). If it's a counter and/or a Clean Hit, the Critical Edge stings more on top of that. Potentially, the move can beat out even Algol's alternate CE that requires [[LimitBreak both bars of meter]] for the title of strongest attack in the game. Triggering the move off of the counter (usually) does significantly less. One's knowledge of how to dissect Nightmare [[AwesomeButImpractical makes all the difference in how effective the attack is]].
** [[spoiler:Elysium]]'s Critical Edge as well. It's a machine gun that fires invisible bullets. And if it hits you while you're on the floor, it causes you to levitate so you can be hit by their other attacks easier.
* ''VideoGame/DeadOrAlive'':
** ''4'' has Alpha-152. Okay, got her... GOT HER... NO! That stupid attack where she grabs you, knocks you down, then smacks you across the face a few times which removes 70% or so of your health! Resist... urge... to... toss... 360... out... window.
** In ''2'', Tengu can use a wind attack. It can knock you over, do a large amount of damage, and worst of all, is the only ranged attack in the game. The good news is that it can be blocked if you're far enough away, the worse news is there's nothing stopping him from using it over and over again to keep you from closing the gap.
* ''Franchise/BlazBlue'':
** Ragna the Bloodedge and his AwesomeButImpractical attack called "Devoured by Darkness" which is unblockable and damaging, but balanced by a requiring a lot of Ragna's super meter, having to go into his [[DeadlyUpgrade Blood Kain]] state to use it, losing said SuperMode after an (attempted) use and being a close-range grab. Any semblance of balance goes out the window for his TrueFinalBoss form (Unlimited Ragna), who can use Devoured by Darkness nearly at-will to blow away 70% of your health and massively heal himself. Also, it doesn't remove Unlimited Ragna's Blood Kain.
** There's also [[SkillGateCharacters ICECARZ (Jin), Chain Revolver (Noel)]], [[StormOfBlades SWORDSPAM (Nu)]] and [[BeeBeeGun BEEZ (Arakune)]].
** No listing of 1-hit and 2-hit kills can be complete without the Genesic Emerald Tager Buster, belonging to resident MightyGlacier Iron Tager. He is the series' first grappler character, with his normal grabs being some of the most punishing attacks in the game, and the Genesic Emerald Tager Buster is his strongest. This about sums it up:
---> '''Tager:''' "[[CallingYourAttacks Any last words?]] [[PunctuatedForEmphasis This is going to be! Your end!]]"
---> '''Announcer:''' "'''DISTORTION FINISH!'''"
** [[SNKBoss Hazama's]] Serpent's Infernal Rapture. The damage isn't that insane -- the problem is that he ''will'' use it on you the ''first frame'' you are open, and it knocks you flying into the air, totally disrupting your combo and setting him up for one. He can, and will, even pick you off with it between your attacks. And just when you thought it couldn't get any worse, ''[[VideoGame/BlazBlueChronophantasma Chronophantasma]]'' gives [[SNKBoss Hazama's Unlimited form]] an upgraded version of the move with tracking properties. ''[[FlashStep From anywhere on the screen.]]''
* ''VideoGame/MagicalGirlLyricalNanohaAsPortable: The Battle of Aces'' has a few of these. Hayate's -- and by extension [[EvilTwin Material-D's]] -- basic attack is a [[BeamSpam spammable energy-ball thing]] that, once you're in range, can lock down the enemy until you run out of mana. Vita's Swallow Flier with its five homing energy balls is hard for most to swat out of the air outright and she can whore it much more than one can usually dash away from it.
* ''VideoGame/MarvelVsCapcom3'' has several:
** One of the biggest ones is [[ComicBook/XMen Phoenix's]] [[SuperpoweredEvilSide "Dark Phoenix"]] mode, which restores her to full health with a buttload of stronger, [[BeamSpam projectile-launching]] attacks and a weakness (her [[CastFromHitPoints constantly-degenerating health bar]]) that can be compensated for with relative ease. It got to the point where despite having sufficiently less health than the rest of the cast that any standard combo would likely finish her, ''[[UpdatedRerelease Ultimate]]'' had to knock ''even more'' health off her until she had about a third the health of the average cast member and any given Hyper Combo would likely prove fatal, because she simply wasn't dying fast enough. The uptick is that it's a ''Level 5'' Super, so you'll know it's coming if your opponent never touches their Super meter (and if you can kill Phoenix before the meter reaches Level 5, you'll never see it).
** [[HumongousMecha Sentinel's]] "Strong" regular attack is a plasma beam the length of the screen. The easiest projectile to use in the game, and therefore the most commonly spammed.
** [[VideoGame/StreetFighterII Akuma]] is ''made'' of this. Most egregious is the [[HurricaneKick Zankukyaku]], a ramped up version of Ryu's Tatsumaki Senpukyaku. Note that while both attacks hit multiple times, Akuma's does more damage, which along with the [[EnergyBall Gohadoken]], [[{{Shoryuken}} Goshoryuken]], and the returning [[NothingIsScarier Shun Goku Satsu]], combine to earn him the reputation as one of the most feared and hated opponents in the game.
** Galactus, pictured above, has two attacks that qualify.
*** The pictured attack above has him firing [[EnergyWeapon Frickin' Laser Beams]] from his eyes and fingers, slowly spreading them out and up the screen. It is literally unavoidable unless you're playing a flying character (and then you gotta avoid when he looks up). It will kill your character if you get hit by it, or nearly kill you from full health if you're playing a tougher character like Thor. If you block it, you can expect about 3/4 of your health taken away. Instead of using the X-Factor to avoid damage altogether, the recommended way to survive is to spam Advanced Guard, which will only take a very small fraction of your life. You'll still take damage, but at least you can use it more than once.
*** He also charges up his Planet Destroyer as a DesperationAttack. It takes a long time to charge up, and you can flinch him out of it if you do enough damage while attacking, but if it goes off, it's a guaranteed OneHitKill to your current fighter. You don't want to have the rest of your team assisting on screen when it goes off.
** No list of irritatingly potent attacks from ''[=MvC3=]'' is complete without Doctor Doom's Hidden Missiles assist. When called, Doom will fire missiles he [[CrazyPrepared likely put there some time ago]]. The annoying part is that the missiles fire upwards, arc down, and then ''home in on their target''. Oh, what's that, you just started a combo you spent months practicing? Nope, you got hit by a stray missile, then the rest hit you and your opponent has just got you in their own combo, your character is going down.
** Also Doctor Doom's infamous Foot Dive which grants him easy 0 to death combos ''especially'' if you are cornered on the side of the screen.
* ''VideoGame/ArcanaHeart 3''[='s=] FinalBoss Ragnarok has an attack that fills most of the screen with unblockable pink lasers. Hope you've mastered homing attacks to dodge it. Worse, it also gives him nearly a full second of total invulnerability in a TimeLimitBoss fight.
* The FinalBoss of ''VideoGame/TatsunokoVsCapcom'', [[spoiler:[[VideoGame/{{Okami}} Yami]]]], has an attack that he uses during his first form where he lets out a red forcefield. It breaks guards ''and'' steals a special meter from you, and it's damn near unavoidable if he's in the center of the screen.
* One cannot bring up Akuma or the ''[[VideoGame/CapcomVs Vs.]]'' series without mention of the sheer nightmare that is the [[DeathFromAbove Misogi]] from ''[[VideoGame/CapcomVsSNK2MarkOfTheMillennium Capcom vs. SNK 2]]''. Available only to [[OriginalGeneration that game's version of Shin Akuma]] (fueled by the [[VideoGame/TheKingOfFighters Orochi power]]), Misogi is an instantaneous cross-up from above that ''homes in on the player at absurd speeds''. If it connects (and it probably will), [[https://www.youtube.com/watch?v=ZDFTNRD3rhU the unlucky party]] [[OneHitKill is as good as dead]]. If they do manage to block, much like Final Bison's Final Psycho Crusher or Gill's Seraphic Wing, you're ''still'' screwed due to the litigious amount of [[ScratchDamage chip damage]] it deals. Worse still, the move can't be [[VideoGame/StreetFighterIII Parried]] or [[VideoGame/GarouMarkOfTheWolves Just Defended]] in ''[=CvS2=]'', and for its encore appearance in ''[[VideoGame/SNKVsCapcomSVCChaos SVC Chaos]]'', ''[[UnblockableAttack it's unblockable]]'' (because apparently the super's ''other'' properties weren't bad enough). You can avoid it with one of the scant few teleport specials or [[https://www.youtube.com/watch?v=T2ghZxB3oLY (attempt to) counter it if you're courageous,]] but if not, all you can do is cross your fingers and hope you timed your roll/dodge properly. Even worse, Shin Akuma is ''still'' considered the '''easier''' of the two {{True Final Boss}}es. This is because the alternative is God Rugal (Rugal Bernstein after draining Akuma's power into himself). The Genocide Cutter is ''even stronger now'' and God Rugal additionally has the single most damaging Super Combo in the game, fittingly named "'''[[ExactlyWhatItSaysOnTheTin END]]'''."
* Dr. Eggman in ''VideoGame/SonicBattle'' has a TakingYouWithMe type move that is used each time his health bar is depleted. When he says "It can't be!", get ready to lose a life because it is very hard to dodge -- and impossible to block -- the massive explosion that comes after that.
* ''VideoGame/UnderNightInBirth'': The range, priority and summoning speed of Gordeau's scythe is the core of why he's universally considered the best character in the game, but Grim Reaper deserves special mention. It's a very fast, very safe attack with a massive hitbox that disrupts literally anything you were trying to do, and it leaves you wide open afterwards for his trademark combos. (To get an idea of the vulnerability: Grim Reaper > Grim Reaper > Grim Reaper is a true combo.) Gordeau returns in ''VideoGame/BlazBlueCrossTagBattle'', and guess what? Absolutely nothing has changed.
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