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1%% Image selected per Image Pickin' thread: https://tvtropes.org/pmwiki/posts.php?discussion=1452266899092104700&page=27
2%% Please do not change or remove without starting a new thread.
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4[[quoteright:350:[[VideoGame/GuiltyGearXX https://static.tvtropes.org/pmwiki/pub/images/4tpy4yz.png]]]]
5[[caption-width-right:350:This isn't gonna end well...]]
6Considering the fact that Creator/ArcSystemWorks incorporated former SNK employees, it's only natural that they'd FollowTheLeader in regards to having horribly cheap bosses to suffer through.\
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10%% Arcana Heart 3 was published, but not developed by Arc System Works, and earlier entries had nothing to do with them.
11%% Therefore, place Arcana heart examples at SNKBoss/OtherFightingGames
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15[[foldercontrol]]
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17[[folder: ''Guilty Gear'' series]]
18* ''VideoGame/GuiltyGearTheMissingLink'' has Testament and Justice.
19** Testament's main trait (amongst others) was their ability to poison you. Now, while most poison attacks only drain your health down to just 1, in this game Testament's can actually ''kill'' you. Yep, if you're not careful you'll bite the bullet from their poison. And that's not even getting into the rest of them...
20** After defeating them, you get to face Justice. Most of her attacks have long reach, a typical Punch-Slash-Heavy Slash combo could take a large chunk of health off. She also has an attack called Gamma Ray which racks up an [[{{Combos}} excessive number of hits]], and getting hit guaranteed that you would be dizzied and thusly vulnerable to another blow (Or worse, ANOTHER Gamma Ray if her life was low enough, which means 50% of her life). This attack even does a huge amount of damage if you ''block'' it, and she is not above throwing it out after knocking you down, forcing you to block. And you know her Imperial Ray attack, where she fired a red laser which went across the whole screen in a vertical circular motion? The attack that was a super in her later appearances? That beam which covered a lot of ground and ensured you'd have to stop what you were planning to do and block it, especially up close? In Guilty Gear 1, it's a standard special she can spam however much she wants no matter her health or tension level. Not to mention at some ranges, it can fill up her Tension meter in about a fraction of a second. Even worse, she can do a dashing version of it, where she will inevitably end up at point-blank, racking up more than 10 hits for a good chunk of your lifebar, instantly dizzying you and filling her Tension Gauge with that single move. Followed up by a Gamma Ray, this is a stun loop that can kill you no matter the amount of life you have.
21** The worst thing about the two is that, if you want to fight and unlock [[spoiler:Baiken]], you have to fight everyone (including the two aforementioned bosses) as either Sol or Ky '''without continuing!!!''' Combine that with the AI being willing to use their Instant Kills on you (which require lightning-fast reflexes to counter and can completely end the fight as opposed to the round), and you have a very tall order on your hands.
22* ''VIdeoGame/GuiltyGearX'' has Dizzy, who has the same attack as Justice. Her strength and defense are also artificially increased in computer-controlled mode.
23* ''VideoGame/GuiltyGearXX'' has I-No, pictured above, whose boss version has a CPU-only (until ''Accent Core''[[note]]And even then, it's restricted to her EX moveset and isn't nearly as strong. It deals less damage, doesn't last as long, and requires her Burst meter instead of her Tension meter unless you use the Key Change followup input to alter its trajectory.[[/note]]) move called Megalomania in which the background goes black, a bunch of warning signs appear as I-No sprouts wings, and she fires off a shitload of weird heart-shaped balls that detect movement and wreck your health bar if you are unlucky enough to get hit (around 70-80% damage, depending on the version and how many of them hit). I-No is also able to activate Megalomania even if you're in the middle of performing a combo.[[note]]That said, each of Megalomania’s three patterns are dodgable, and will miss completely if you know where to be[[/note]] In fact, I-No became so [[SignatureMove infamous for and heavily associated with this move alone]] that they turned it into her Instant Kill in ''Xrd'', as well as a super in ''STRIVE''.
24** While Dizzy has been rebalanced for normal play, there is a special, CPU-only boss version of her found in Story Mode and as a Gold opponent in Mission and Survival Mode. This version gains an exclusive super that is essentially Dizzy's own version of I-No's Megalomania called Wings of Light, where she [[FanService suddenly becomes naked]] while laser beams sprout out from her body. Unlike Megalomania, however, this move cannot be used by the player in any capacity, ''period''. It's a [[SecretAIMoves CPU-only move]], and for a good reason: one of the three variations it has is an Instant Kill (until ''Accent Core'' where the playable version gained her own) that costs no meter. This move can also be done while you are comboing Dizzy, and you cannot knock her out of it.
25** There's also Gold and Black modes for individual characters, and they are a ''great'' way to artificially increase the difficulty when fighting the CPU. Black Mode grants unlimited super meter, and Gold Mode's bonuses vary based on the character who's in Gold Mode; for example, Gold Johnny's [[IaijutsuPractitioner Mist Finer]] ''becomes a OneHitKill if it connects''. Both modes also appear in Story Mode, disguised in the normal palette for the character.
26** Robo-Kys, in Story Mode, are usually not the Gold Version, but their psychic AI plus the fact that only Overdrives deal damage to them makes them hard to beat. Luckily, your character gets to damage him in some opening intros, meaning Robo-Ky doesn't always start at full health.
27** The final mission of ''VideoGame/GuiltyGear XX Reload'' features a half-health Ky versus a [[https://www.youtube.com/watch?v=_NQyyS8W1Fo&feature=related Gold, Infinite Tension, EX Sol with regeneration]]. Yeah, that's a fun one.
28** Console-exclusive character Kliff Undersn seems to have been mostly left unaltered from his iteration in the infamously [[SarcasmMode well-balanced]] first game. First, his forward + Heavy Slash takes off a good 2/3rd of your health bar. Secondly, Zugaisai now hits 26 times and takes off half of a health bar. Every attack with his sword does an unreasonable amount of damage. Oh, and there's a mission where you fight him as a half health Eddie. Yep, one Zugaisai is all it takes. Thankfully, both he and Justice have since been nerfed hard into proper characters as of ''Accent Core Plus R''.
29** ''VideoGame/GuiltyGear XX Slash'' added Order Sol, whose boss form (fought randomly in place of I-No) was not only obscenely fast and strong, but had a CPU-exclusive move called Flame Distortion (basically a chemically-enhanced Dragon Install) that further increased his strength and speed, regenerated his health and gave him a nigh-infinite charge meter for a set time, and recharged his super meter.
30** ''VideoGame/GuiltyGear XX Accent Core'' makes it even ''worse'' - it has both Boss I-No ''and'' Boss Order-Sol, fought in sequence. Instant Kills are unusable during the fight with I-No, and you can't continue against Order-Sol - lose one set and it's game over. Thankfully, fighting him is optional; you need at least 10 Overdrive finishes and use no continues to fight Order-Sol after beating I-No.
31* In ''VideoGame/GuiltyGear Isuka'', at the end of arcade mode was Leopaldon, a huge-ass Gear piloted by some Black Mage-like guy and his pet dog. Attempting to attack him head on will just lead him to NoSell your attacks with the creature's gut; the only way to damage him is to jump up and [[AttackItsWeakPoint do aerial attacks on the guy piloting the thing]], assuming he doesn't impede your progress with his huge and cheap attacks, which he has a good amount of. They include a huge claw swipe, an enormous energy ball that hits multiple times (and a variant that could split into two smaller ones), an attack that spews out fish that will instantly dizzy you on hit, conjuring an advancing pillar to slam right into you, a rising uppercut that hits hard and multiple times, an effin' huge laser that goes upwards in a diagonal direction, a more powerful version of his energy ball attack as a super and a super where he roars and damages you badly if you get too close for comfort. Oh, and he also takes up two lanes compared to everyone else who just take up one, meaning that chances are you might just get hit by his attacks regardless of where you are.
32** There's also Kakusei Sol and Ky, fought at the end of the BeatEmUp side mode GG Boost. To put it bluntly, they're Sol and Ky both in ''PERMANENT'' [[SuperMode Dragon Install]] (including Ky, [[spoiler: which [[HilariousInHindsight funnily enough]] predated him becoming part-Gear in ''Xrd'']]), and with all the [[SarcasmMode overpowered goodness]] that they have. The only tradeoff that you can get from them is that they're prone to getting dizzy for a brief period every now and then, just like what happens to Sol when his Dragon Install wears off, meaning that when this happens now would be your chance to strike.
33** Also, if you happen to be playing as [[CharacterCustomization Robo Ky II]] in his version of GG Boost in the Robo Ky Factory on normal and manage to defeat both Kakusei Sol and Ky with a score of 1,500,000 or more (not an easy feat), then you'll fight a giant version of Robo Ky named "Robo Ky II: Substance". Considering the fact that the controls for this game leave much to be desired, the chances that you have less-than-stellar moves to work with and the likelihood that you lost a lot of health fighting the previous two bosses, chances are he'll most likely stomp all over you.
34* In ''VideoGame/GuiltyGearXrd -SIGN-'' we have Ramlethal at the end of most arcade modes. Her tension regenerates at a ridiculous rate, leading her to spam her powered up Overdrives which causes over a quarter of a life bar of damage even if you try to block them (her Calvados beam attack will do ''half'' even on block and hit a borjillion times, as a reference back to how Gamma Ray worked back in ''[=GG1=]'' [[spoiler:since she ''is'' a heavily-modified clone of the woman who became Justice]]). She is also extremely aggressive.
35** If you're playing characters connected to the Assassins, however, you fight a souped-up version of Zato with regenerating tension and a version of his Amorphous super that summons ''3'' shark heads instead of one.
36** If you're playing as Axl you'll fight I-No, who sports [[SarcasmMode some delightful attacks]] such as an attack that spews out three projectiles instead of one. Thankfully she doesn't have her infamous Megalomania super (that's been changed to be her Instant Kill instead).
37* ''Xrd -REVELATOR-'' tends to be a little better about the overall difficulty (because the difficulty of "episode mode" is now adjustable and the default difficulty isn't terribly punishing) but it has several souped-up boss versions of each character's rival at the very end (with included regenerative tension):
38** Ky with [[spoiler: a glowing red eye]] sports enhanced projectile attacks and a version of Ride the Lightning that can change direction 3 times like Sin's version & also causes the player to bounce 3 times if hit.
39** Johnny's That's My Name does 7 hits instead of the usual 2.
40** Slayer's Dead on Time will inflict serious damage along with a couple of wall bounces from both sides.
41** Leo's Stahl Wirbel does 2 hits instead of 1 since it comes back like a boomerang.
42** Zato's Amorphous has been reduced to 2 as they appear one after another.
43** Chipp's Zansei Rouga will perform 3 Alpha Blades into Shinkirou in mid-air after the initial strikes.
44** The fire wave from Sol's Tyrant Rave now becomes a projectile.
45** Jack-O's variant of Calvados shoots out 3 flame towers instead of one.
46** Bedman's Sinusoidal Helios does nearly thrice as many hits.
47* ''[[VideoGame/GuiltyGearStrive -STRIVE-]]'' has Boss Nagoriyuki at the end of Arcade mode, fought 2 on 1 in your favor or alone if you manged to get to stage 8 without a single round loss. Unlike the playable version, Boss Nagoriyuki's Blood Rage bar fills up automatically, his health doesn't drain at all when he enters Blood Rage, and he can not only block normally but also use ''all'' of his special moves during Blood Rage. Speaking of his Specials, Zarameyuki now hits twice and goes full screen. Kamuriyuki forces you into Crumble state on hit, leaving you open for more hits. Shizuriyuki is now fully invulnerable on start up and the AI is smart enough to use it in the middle of your slower attacks, or just button read and throw it out the moment you attack. Fukyo now allows Nago to evade attacks and cross you up. And to top it all off, if Nago has the meter to do it, he'll throw out a Zansetsu to punish you if you're not careful, and the AI is smart enough to Roman Cancel afterwards if he has full Tension to keep his Blood Rage going. Oh, and Boss Nago hits much harder to boot. By the way, if you're unlucky enough, Nagoriyuki will start the round by going right to Blood Rage.
48** And if you manged to beat all the stages without a single round loss, including soloing Boss Nagoriyuki in stage 8, congratulations! Your reward is a "HERE COMES DAREDEVIL!" screen, followed by a 9th fight where now you have to face Boss Nagoriyuki ''again''. Only this time, he is upgraded to '''Secret Boss Nagoriyuki'''. On top of everything you had to deal with before, now he takes a cue from the [=BlazBlue's=] Unlimited characters and has '''FOUR TIMES''' his normal health value! Also, this time he's in '''Permanent Blood Rage'''. Any hits you land on him will lower the Blood bar until it's empty, once emptied, Nago gets stunned for a bit and you can go for a big combo, but that's the only break you're going to get in this fight.[[note]] Make sure said combo doesn't start with one the cinematic Overdrives since Nago's stun timer will not pause during the start up for most of those Overdrives. Attacks like Chipp's Zansei Rouga or I-No's Megalomania are good examples of cinematic Overdrives that will attack Nago since they have the normal super start up animation.[[/note]] With these new buffs on top of the already existing ones, Stage 9 Nagoriyuki has easily cemented himself as one of the absolute cheapest bosses Arc System Works has ever made, to the point where some consider him worse than even I-No and Order-Sol.
49*** If you are playing as either of the Season Pass 2 characters (Bridget/Sin), instead of Nagoriyuki as the final boss, it's Ky Kiske. Though the fight in stage 8 is fairly normal, other than Ky's damage and health being slightly increased similar to Boss Nago in stage 8. However, if you reach the requirements to get to stage 9, it gets worse from here. Ky also gets an upgrade to '''Secret Boss''' status, in which he will always have '''Permanent Dragon Install''' active, to which all of his specials and Overdrives are slightly buffed the same as his normal counterpart. Although, he does come with a few boss only additions, such as his aerial Stun Edges being different than normal. The aerial Slash version has him fire two Stun Edges, while his Heavy Slash version is an aerial Charged Stun Edge. His Heavy Slash version of Vapor Thrust now includes a follow-up move, to which the animation is just his aerial dust attack. And if that's not bad enough, he takes a cue from Hyde from ''VideoGame/UnderNightInBirth'' and that any slash normals (both of the Slash and Heavy Slash variety) and dust that use his sword with take insane chip damage if not blocked using Faultless Defense. And to top it all off, he has a [[https://youtu.be/pJU2zP7qq_0?t=7 boss only Overdrive]] move that can even reach all the way from fullscreen and is sort of similar to Yu Narukami's Thunder God Dance in ''VideoGame/Persona4ArenaUltimax'', however, the entire super is fully automated and can take loads of damage. By the way, Ky can and '''WILL''' chain his overdrives with no lag time, better get used to seeing two Sacred Edge supers fired off one after the other or for Ky to follow it up just as fast with Ride the Lightning. Lastly, he too has the same health and damage buffs similar to stage 9 Boss Nago, to which the fight will take quite a while. One last thing, the AI for Stage 9 Ky '''''LOVES''''' to throw out a charged Stun Edge while standing near or right up to you, and while you're blocking that, he'll hit you with standing Kick. '''''A LOW ATTACK''''' while you're blocking a charged Stun Edge that hits five times while Ky is in DI. If you do block it and don't use Faultless Defense, you'll take chip damage and your RISK bar will go high enough for the next combo to do major damage. If you don't see it coming or you're too late to notice? Ky will destroy your heath until you're dead or he's done with his combo.
50*** Bedman? however gets to fight Ramlethal for his Stage 8 and Stage 9 fights. Ram in Stage 8 is mostly the same as dealing with Ky, save for Dauro now having the same properties as Boss Nagoriyuki's Fukyo, meaning she can now avoid just about any attack you throw at her (Yes, even Call 4CC) when she starts the move up and counter you. Stage 9 '''Secret Boss''' status however? Her Slash and Heavy Slash attacks with those Brigadier Swords of hers? '''They now track wherever Bedman? is at.''' Meaning Ram can now attack you from anywhere in the screen, and since Bedman? doesn't have much zoning tools, that means Ram already has the edge when it comes to keeping the bed out of close range. On top of that, Sildo Detruo not only OTGs but comes out much faster and is a overhead instead of a mid, Sabrobato can guard crush, Swords launched from Bajoneto come back to Ram almost the moment they're planted onto the ground, She can cancel Special Moves into other Specials (Yes, even Sabrobato. A move that can't be used from Normal Attacks), Calvados does insane chip damage unless you use Faultless Defense, and to top it all off, Ram can and will mix up her high and low attacks to trip you up if you're blocking and close enough to her. Needless to say, this fight is nothing but hell.
51*** Asuka's Arcade route has him fighting himself for stages 8 and 9. Since you fought him before in stages 1 and 7, you'll think "This shouldn't be to bad." right? Well... To start, he has Recover Mana (Continuous) and Reduce Mana Cost AND Bookmark (Auto Import) on for the entire match. The second thing is that he'll fire projectile after projectile after projectile at you with no time for you to think thanks to all of those buffs. If he runs out of cards? He'll suddenly get his deck back to throw more cubes at you. Thankfully, the AI isn't bright enough to keep track of Asuka's mana at times and will stand there, wide open to attacks at times if his mana is too low. Stage 9 however... Only two words can sum it up: Bullet Hell. Asuka's projectiles will do more hits to you if they connect and he can do burst recovery on his P version of Recover Mana. (Mind you, the P version of that move has the slowest mana recovery when playing as normal Asuka) And some of his projectiles (Like his wind cubes) will have extra cubes fired out as well. Oh, and his Mana once depleted recovers much faster. He might seem more easy compaired to the others, but he's just as powerful if you let him get any form of momentum going.
52*** Johnny's stage 8 boss is May, and if you hated her Dolphin Army before, they're worse. The Dolphins are bigger and move a bit more faster than before, and May can now guard stagger you with her anchor. This isn't even counting the fact that with the new Wild Assault move everyone has, May can really do damage with her combos if she gets a good hit in. And then there's Stage 9 Secret Boss May, Where she decides to pull a page from Aquaman and '''''SUMMON HER ENTIRE CREW OF SEA ANIMALS TO ATTACK YOU AT ANY RANDOM POINT IN THE MATCH!''''' Got a good hit in on May to start a combo, Mr. Dolphin, or worse, Mr. Yamada would like to have a word with you. Got May on the backfoot? Mr. Killer Whale out of nowhere from behind or right on top of you to slam right into you. Oh, and her Dolphin Army can now be used without May hitching a ride on them too, sometimes coming out three at a time! Even a Dolphin can come out to taunt you by doing nothing. And to top the whole thing off, May has super armor while riding her Dolphins. If you never hated the word "Totsugeki!!" before fighting Secret Boss May, you will hate it after fighting Secret Boss May... [[PunctuatedForEmphasis You. Will. Hate. It.]]
53*** Elphelt's arcade mode has Faust for her stage 8 fight, and the doctor isn't playing around in these fights. "What Could This Be?" now lets out two items at once, at least one of the items will be meteors nine times out of ten, you can get hit by the item being thrown up as well, Mini Fausts will leap at you at least three times, and Faust is now immune to being hit by the charge of Mini Fausts from the trumpet. His air drill normal now moves faster and hits more, as well as "Mix Mix Mix" moving faster and hitting more too. Stage 9? Both El and Faust now have afros, meaning vertical hitboxes are bigger and having it set on fire will damage you (Thankfully, Faust is not immune to his afro exploding if his gets set on fire). On top of that, Faust's items from "What Could This Be?" will now drop at random, at the very least the donut and banana still heal you if you can get to them, but good luck when the entire battlefield looks like a mini-game from ''VideoGame/MarioParty''.
54*** A.B.A's arcade run has her going through Elphelt for her stage 8 boss, and other than her Miss Charlotte projectiles being slightly more faster, her Chain Lollipop having more attacks before she's forced to stop, and being able to cancel her special attacks into other specials, she doesn't have too many changes. On stage 9, El starts going crazy with getting up close using Out of Repair so she can set up Chain Lollipop attacks. Her Bomb-Bomb Chocolat now tosses out two bombs, her Miss Charlotte shots now stop twice and will go through you if the projectile hits you before the second stop, Her forward Heavy now guard crushes to leave you wide open, and if she gets a opening, she will use Bomb-Bombiniere while you're in the middle of blocking all of her attacks. Needless to say, letting her even have a inch of momentum is a death sentence.
55[[/folder]]
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57[[folder: ''[=BlazBlue=]'' series]]
58* ''VideoGame/BlazBlueCalamityTrigger'' avoids this somewhat as both bosses (Hakumen and Nu-13) are considered generally balanced. However, they (as well as two other characters, Rachel and Ragna) have "Unlimited" versions which fit this trope to a tee, with the exception that they can be unlocked and played as. With some exceptions, Unlimited characters have more health than the regular ones.
59** ''Unlimited Hakumen's'' damage output and speed are increased to the stats that he has when in Mugen mode, and his super meter gain is sped up to 3-4 times the normal speed. He is the penultimate boss in most characters' Arcade Modes.
60** ''Unlimited Nu's'' drive attacks summon two swords at once instead of one, her Spike Chaser is always the full-charged version, her Legacy Edge summons more swords from the gate, her Calamity Sword drops 4 {{Big Fucking Sword}}s instead of one, and she has super-meter auto-gain. She is the final boss in most characters' Arcade Modes.
61** ''Unlimited Rachel'' can do Sword Iris without the Lobelias as a requirement, and there's two versions of it: one summons four lighting bolts in a row in front of her, and the other one causes one bolt to strike at Rachel's position followed by a second, delayed bolt that tracks the opponent. Her Drive gauge regenerates faster. Her summons also last longer and she has super meter auto-gain. She is the final boss in Nu's Arcade Mode.
62*** A quick mention must be given that the end of almost everyone's arcade mode you have to beat Unlimited Nu. The exception being the two boss characters of the game. On the [[UsefulNotes/PlayStation3 PS3]] version, the earlier bosses give you bronze trophies. Unlimited Rachel gives a Silver Trophy when you defeat her, and she lives up to the challenge. If you do really well though, you can fight Unlimited Ragna, who will give you a gold trophy. Speaking of which...
63** ''Unlimited Ragna'' is always in Blood Kain, is much faster, stronger and has three-times as much HP. And he also has super meter auto-gain and his drive moves heal him even more than usual. He is the TrueFinalBoss of ''Calamity Trigger's'' Arcade Mode.
64** In the console version's Story Mode, whenever a opponent needs to be more boss-like for story purposes, the game simply gives them an unlimited super bar. That said, the PSP version and 2010 DLC for the [=PS3=] and 360 versions also have Unlimited versions of '''everyone else!'''
65*** ''Unlimited Jin'' has enhanced Drive attacks that summon up more ice pillars. His normal specials are now the EX versions and ''all'' of them freeze you. On top of that, his D Ice Sword fires 3 at once, and his Icecar followup now has bouncing properties, meaning you can juggle after them now. And his Ice Wave super now fires 2 projectiles at once and his Ice Arrow super keeps you in the air longer while he recovers at the same rate.
66*** ''Unlimited Noel'' is faster and is more maneuverable in the air, her Muzzle Flitter grab can be done from further away, she can fire all 3 versions of her Optic Barrel in succession, fires 3 ending shots if the initial minigun hits with Fenrir, fires 5 missiles without bullets with Thor, and her Chain Revolver moves can now be done more times.
67*** ''Unlimited Taokaka'' has faster Drive attacks, even better mobility, can chain any move into any other move, her Kitty Litter Special throw 3 objects at the same time, and the bowling ball she throws with the C version of the move doesn't disappear until it goes offscreen and can combo opponent endlessly if it hits a grounded opponent, and her "This is for the tuna!" super now does [[Manga/FistOfTheNorthStar 100 hits]]. Also her Hexa-Edge can now be done in the air, and her Almost Becoming Two! lasts longer.
68*** ''Unlimited Tager'' gets wheels installed in his boots, allowing him to run at super fucking fast speeds, making him able to go across the screen in 30 frames, and also has autoguard against all mid and high attacks while he's running. His Drive attacks are enhanced, making dragging opponents easier. He now can hold 2 Spark Bolt shots from the start, and Voltic Charge charges the Spark Bolt gauge faster. His Genesic Emerald Tager Buster has a much easier command (simply 1C/3C) and sucks you in hyper-fast when magnetized. Speaking of which, his magnetism now lasts for ''30 seconds'' instead of 7. On top of that, Magna Tech Wheel -> Terra Break doesn't need the extra 50 Heat. '''THE POWER OF SCIENCE!'''
69*** ''Unlimited Litchi'' has enhanced versions of her Three Dragons move that move farther and deal multiple hits, she has a Yin-Yang system taken from Jam that is charged just by her normal moves and enhances her Three Dragons further, she has a "parry" move that can charge her Yin-Yang gauge, her ground dash is basically a FlashStep, and her All Green now makes 3 energy geysers appear.
70*** ''Unlimited Arakune'' can now run, is really fast in the air, and when the opponent is cursed he now summons 3 of every bug. His 3C move teleports him right to opponent's position. His [=DDs=] are also enhanced.
71*** ''Unlimited Bang'' has 20 Nails instead of 12, can now autoguard ''everything'' with his Drive attacks, and can use his B and C shurikens the same way as his A and D shurikens. All of his special moves except his nails now add to his Fu-Rin-Ka-Zan meter, and his command throws add 4 symbols instantly, as well as the ground version teleporting him a short distance to reach the opponent. And his Heavenly Phoenix goes across the screen. His umbrella DD also rains more nails. He's basically ''Continuum Shift'' Bang but with benefits.
72*** ''Unlimited Carl'' becomes slower and takes a LOT more damage, but in exchange Nirvana becomes hyper fast, does not drain health when under Carl's control, and has enhanced attacks. His command dash move also has a version that moves him further.
73* The upgrade to the console version of ''VideoGame/BlazBlueContinuumShift'' changed every Unlimited character from Calamity Trigger. And Continuum Shift Extend also adds even more movesets to these characters (seen [[https://www.youtube.com/watch?v=aF6_wI3_w-w here]]):
74** ''Unlimited Ragna'' still has his insane movement speed and his other attributes. To make matters worse, any attack that involves his sword now drains health like his D moves. He also has a new followup to Dead Spike to make it more useful, which can be easily comboed after his Hell's Fang followup. Extend gives him a DD where he launches towards the enemy in an attempt to grab them For Massive Damage. He is the final boss in Jin's and Hazama's Arcade Modes.
75** ''Unlimited Jin'' is pretty much the same except with the new freezing system, certain moves can freeze multiple times, some as much as '''10'''. His Arrows of Ice super now has a Yukikaze followup afterward, and speaking of normal Yukikaze it now comes out regardless of whether it countered something or not. Extend allows him to use his Ice Arrow distortion (plus the auto-Yukikaze) mid-air.
76** ''Unlimited Noel'' now has the old versions of her supers as regular moves, and Thor shoots the normal spray of bullets before the 5 missiles. Her Spring Raid special now does 3 somersault kicks, and can be easily linked to Thor. Extend gives her a new distortion where she dashes on her opponent, and if she hits, she blows them up.
77** ''Unlimited Rachel'' fires out 3 Lobelias from her cannon instead of just 1. She also has her old Sword Iris back from before which goes in a random pattern. And her Tempest Dahlia now fires out even deadlier objects than before and does not depend on the Silpheed gauge. Extend gives her a homing Sword Iris-esque distortion that doesn't consume her Lobelias at all.
78** ''Unlimited Taokaka'' now has a new special and two new supers. One of them summons a bunch of Kaka kittens to stampede upon the opponent, and the other throws a series of objects at the opponent. All of her attacks that can be charged are now unblockable when fully charged, and do an insane amount of damage. Her Drive attacks have a much slower startup and thus are much harder to combo and can't be aimed to as many directions but they move much faster once they actually begin and if they connect, do absolutely ridiculous amounts of damage and can kill any character in 2-4 hits. Extend gives her yet another distortion where a Kaka kitten will bring a bomb and try to stay close to the opponent until the bomb goes off.
79** ''Unlimited Tager'' is the same as before, but Gadget Finger no longer requires the opponent to be knocked down. His drive attacks and 6A can also be charged. His Astral Heat can be performed as easily (just 1D/3D) as his Unlimited Genesic Emerald Tager Buster. Extend gives him Terra Break as a stand-alone DD.
80** ''Unlimited Litchi'': Extend gives her a new DD that's similar to her All Green, but now is done closer to her with an uppercut motion (this one is taken straight from Jam Kuradoberi's uppercut super).
81** ''Unlimited Arakune'' has a new super move which summons a bag of insects. If the opponent hits it, small red bugs pour out of it, and if the opponent touches any of them, they are instantly killed (complete with an amusing 5-second snippet at the end of the normal Astral Finish theme, which fittingly enough is the part which says "until the world is covered in Azure"). Also, that new Fever Mode gauge he has is now a thing of the past, as he now curses opponents instantly like CT!Arakune. Extend gives him a stronger version of his crawling special move as a distortion (taken from Eddie's Dark Sentinel).
82** ''Unlimited Bang'' borrows the 3-hit command combo and teleport from Chipp Zanuff. He now also has a multi-hit aerial auto-combo as a new super (which is also based on Chipp's super, Zansei Rouga).
83** ''Unlimited Carl'' is exactly the same as before, except for Nirvana's projectile moving much faster and wall-bounces if hit. Extend gives Arpeggio of Oblivion, which is his own version of Relius' Vol Tedo.
84** ''Unlimited Hakumen'': Enma can be canceled, the dash preceding it works much like wavedashes in VideoGame/{{Tekken}} in that just inputting the motion causes Hakumen to dash, it can be done repeatedly, pressing A at a precise time gives performs a better version of Enma which is faster and can be jump cancelled and neither it or Enma itself cost any magatama to perform; the dash also has other followups for mixup fun. All of his counters end in Yukikaze or Tsubaki, his actual Yukikaze comes out instantly like Jin's, and as a bonus his version is both invincible and unblockable during execution unlike Jin's which is only unblockable, and his Shippu now does multiple hits and stuns the opponent for a long time if they block it, leaving them open for Yukikaze if you have the meter to spare. Extend gives him a new all-kick autocombo super.
85** ''Unlimited Lambda'' is another unique case in that technically it isn't Lambda. When you attempt to select her Unlimited form, you'll find that it's none other than '''Nu'''. That's right, Madam Crazyeyes is back, and worse than ever. She is exactly the same as original Unlimited Nu, except with the added moves from Lambda and more cancel fun. Although it sounds lame and a bit low-effort, this actually makes her cheaper than before. ''CS Extend'' gives her a new autocombo super.
86** ''Unlimited Tsubaki'' is now the new ''Calamity Trigger'' Unlimited Hakumen. She has no changes (aside from general buffing of specials) except that she now has a Quick Charge function like Order-Sol (her technical predecessor) and charges her Install quicker. Extend gives her a diving attack (the same as Millia Rage's super) as a new super.
87** ''Unlimited Hazama'' is about 3 times as fast as he is normally is and has super meter auto-gain, as expected. What isn't expected is that he has a green force field around him that, if you get caught in it, drains your health and adds it to his. Extend also gives him a new Distortion where he grabs the opponent with his Ouroboros and then flings them all over the screen. The console version changes him up a bit in that you no longer need to do Serpent's Benediction to use its followups (but it instantly becomes fully "charged" if he does use SB), he has a new kicking move (a weaker version of Jayoku Houtenjin that still fatal counters), and his command throw leads into a mini version of his Mizuchi Rekkazan. He is the final boss for most characters in ''Continuum Shift'', but in Ragna's story mode he has to be fought while the player is both normal and [[PowerLimiter has Ragna's Grimoire locked,]] [[InterfaceScrew disabling all D moves.]]
88** ''Unlimited Mu'' has an exclusive super which is straight-up [[VideoGame/GuiltyGear Imperial Ray]], and the {{Attack Drone}}s that she summons can now move freely and fire at will (like Dizzy's Ice Fish). And you can also continuously summon as many as you want, essentially making the battle a BulletHell shmup. ''Extend'' allows those attack drones to cause CollisionDamage, and Mu now has two more Distortions: One is a grab-range distortion (taken from Dizzy's Necro's Anger) and the other one fills the screen with electric orbs. She's the TrueFinalBoss of the Story Mode. However, in the Arcade Mode, you only get one chance with her. That's right, lose to her and it's game over... well, not quite, as the game still plays the credits.
89** ''Unlimited Makoto'' is unique in that the majority of her movelist has been changed. It's a combination of [[VideoGame/StreetFighterIII Dudley's and the other Makoto's]] moves. The one thing that makes her broken, however, is her new 100-heat super, which makes you mash B in order to get '''[[MemeticMutation OVER]] [[Anime/DragonBallZ 9000]]''' damage! Extend gives her a multi-punch auto-combo super.
90** ''Unlimited Valkenhayn'' has a new battle stance where he waves his arms around similarly to [[VideoGame/MarvelVSCapcom2 Magneto]] or [[VideoGame/TheKingOfFighters Orochi Yashiro]]. He starts out unable to transform into a wolf, but once he transforms he can pretty much infinitely switch in and out of wolf form with impunity, and he also gains the ability to use his wolf transformation to escape many normally guaranteed combos, much like Bursting, but not limited in the number of times he can use it per round. His Beast Spiral can now be done 6 times in a row just by mashing A after the first one hits and it automatically homes into the opponent, and he has a new SpinningPiledriver super which always does a fixed amount of damage and can be easily comboed after latter. And now he also has an aerial-ramming super.
91** ''Unlimited Platinum'' can choose which one of her Magical Weapons she wants to summon next (instead of the order being randomized with the ability to see the next one in the row), and they're always the powered-up versions she normally only gets after using a Distortion Drive to power one up. That DD now summons multiple bombs from the air like one of Faust's specials. She has a new DD (a gigantic Cat Missile) that breaks 3 Guard Primers on block, more than any other move in the game (besides Arakune's Astral Heat, which doesn't really count), and her Cure Dot Typhoon summons a colossal cat missile followed by a rain of cat bombs if it connects. Extend gives her a short range super which attacks upwards.
92** ''Unlimited Relius'': The Ignis gauge regenerates much faster and she's permanently summoned. Ignis' specials are also enhanced to be able to do more damage and easier combos. He also has two new supers. One of them is a high-damaging variant of Venom's Dark Angel from ''Guilty Gear'' (a fireball super, and he can fire two rapidly if his gauge allows it), and the other is an instant autocombo with Ignis.
93* ''VideoGame/BlazBlueChronophantasma'' has brought them back yet again, and now they have even more new moves to bring out the salt. Every Unlimited character can use a maximum-time [[SuperMode Overdrive]] no matter what their health is, and the Overdrive versions of their normal Distortion Drives become their default ones. Also most of them have their Overdrive effects be active even when not in Overdrive (while their OD enhances something else).
94** ''Unlimited Ragna'' now has a new Overdrive-only Distortion Drive inspired by [[VideoGame/GuiltyGear Sol Badguy's]] [[SuperMode Dragon Install-enhanced]] Volcanic Viper. His Dead Spike also becomes the short version (with its followups) like the old version's Dead Spike, but can also be charged to be like his newer Dead Spike (a proper projectile) but much larger, hits 3 times and goes almost full screen.
95** ''Unlimited Jin'' now has more opportunities to freeze the opponent, and has enhanced Sekkajin and Hizansen. He also has his old Hishoken (Ice Blade) back. His Overdrive DD is like his Hiyoku Getsumei (Ice Arrow), only that he shoots a spread of 5 of them that freezes for much longer, allowing him to prepare a Yukikaze.
96** ''Unlimited Noel's'' Optic Barrel now only has 2 versions, but both of them fire at 2 locations at once, and can still be canceled to its other version up to 3 times. Her Bloom Trigger does extra hits, and Assault Through goes further. She also gets a super version of her Silencer for her Overdrive DD.
97** ''Unlimited Rachel'' is no longer the cripple she was in [=CS1=], meaning she is now actually a threat. Especially now that both versions of her Sword Iris (the normal and the special boss version) have '''0 cooldown frames''', meaning she can spam them with gusto. She also gets a new super in Overdrive where she rains bats down from the sky like Storm in VideoGame/MarvelVSCapcom3.
98** ''Unlimited Taokaka'' has Almost Becoming Two as a super move again, as well as two new supers. Her Overdrive only DD performs Sabretooth's Berserker Claw X super from VideoGame/MarvelVSCapcom2 and her other super summons a Kaka kitten riding a bowling ball like [[VideoGame/Persona4Arena Teddie's]] Circus Bear and isn't an Overdrive DD.
99** ''Unlimited Tager'' can now store up to 3 Spark Bolts, gets [[VideoGame/TheKingOfFighters Maxima's]] Bunker Buster as his Overdrive only super (that deals massive damage if charged), and a super version of Atomic Collider.
100** ''Unlimited Litchi'' is now locked in Daisharin (Great Wheel) mode, gains a lot more from Jam's arsenals (the sidestep backhand maneuver), and worst of all, her Overdrive DD is an ''[[VideoGame/MarvelVsCapcom3 MVC3-class]] [[Franchise/StreetFighter Shinkuu]] [[KamehameHadoken Hadoken]]''. Her Astral Heat also has a new input and can be done from standing normally.
101** ''Unlimited Arakune'' still instantly curses the opponent and summons 3 of every bug, but his Curse meter now drains much more slowly, allowing him to transform the game's genre to a BulletHell. His new spider move also summons spiders in all 3 places as opposed to just one, and his new cloud special makes the opponent unable to block bugs. He also has a new DD that's similar to Eddie's Executor super, and has a variant of his "f of g" DD that is done on the ground.
102** ''Unlimited Bang'', although he no longer has "easy FRKZ seals" techniques, gets his Fu-Rin-Ka-Zan as a Distortion again, while his Overdrive has been replaced with a regular one. His "palm thrust" specials (both ground and air version) travels him further. He gets another one of Chipp's specials - his invisibility move. He also has [[VideoGame/LastBlade Zantetsu's]] Yami Kari [=SDM=] as a new Distortion.
103** ''Unlimited Carl'', aside from having his health buffed to be the same as regular Carl, gets the [[WhyAmITicking old]] [[ActionBomb version]] of Deus Ex Machina, his [[FinishingMove Astral Heat]], as an '''''Overdrive DD''''', and this time Nirvana ''instantly'' explodes upon activation.
104** ''Unlimited Hakumen'' gets his own version of Hazama's Serpent's Infernal Rapture super, as well as a new OD-only autocombo super where he throws 4 Shippus (Summer's Advance) in succession. Not only that, his magatama gauge, normally just recovering 2 times faster, has its rate increased to '''7 times''' in Overdrive.
105** ''Unlimited Nu'' has her Supra Rage somersault attack buffed, can now delay the activation of her [[StormOfBlades Legacy Edge]] super, and summons two blades when using Crescent Saber. She also has a new autocombo super in Overdrive where the opponent is [[DeathInAllDirections impaled with miniature swords from all directions]].
106** ''Unlimited Tsubaki'' gets [[VideoGame/Persona4Arena Chie's Agneyastra]] as her Overdrive DD, her "Tsubaki Mugen" DD lasts longer, and her command grab charges the entire Install gauge rather than 2 segments.
107** ''Unlimited Hazama's'' anti-air chain grab is now fully unblockable. His Heat Gauge regenerates automatically with Overdrive. Like his other Serpent's Benediction's followups, his new grab super doesn't need SB to be done beforehand. Serpent's Infernal Rapture now '''teleports him to the opponent'''. He also replaces his old autocombo super from Continuum Shift Extend with a new autocombo super in Overdive that also teleports him to the opponent, does his guard crush move as soon as he reappears, laughs before slashing them to bits, then finishes with Orochi Burenso... This might seem hopelessly unfair, but keep in mind: Hazama is a HopeCrusher and god can't help you now; Hazama made sure of that in the last game.
108** ''Unlimited Mu'' can now use her Steins in three different ways. They can instantly fire a powered-up laser, fire multiple smaller lasers while rotating 90 degrees, or charge forward like [[VideoGame/GuiltyGear Dizzy's]] Ice Fish. She also has a new Distortion Drive in OD, in which four Arrows of Heaven rotate around her for a set period of time in a manner similar to [[VideoGame/{{Strider}} Strider Hiryu's]] [[VideoGame/MarvelVsCapcom Ouroboros]].
109** ''Unlimited Makoto'' ditches [[Franchise/StreetFighter Dudley's]] moveset (except for the acorn taunt), but all of her Drive Attacks become Level G, her normal Drive attacks moves her faster, she can fly by holding j.D, and she gains a larger [[EnergyBall Comet Cannon]] and a new autocombo super in Overdrive.
110** ''Unlimited Valkenhayn'' may have just become the most broken Unlimited character ever made, for he gets a new OD super where he howls at the moon, and then gets a glow of energy particles around him. He gets locked in Wolf Mode until the gauge runs out, but now he has Guard Point, better known as ''Super Armor'', '''on his entire body'''. With this new "Wolf Install", he becomes an absolute juggernaut, pinballing across the screen like crazy while there's nothing you can do to stop him.
111** ''Unlimited Platinum'' has an enhanced Happy Magika move: She no longer has to counter an attack to activate it, and it has 3 versions where she can teleport to a certain point, 2 of which behind the opponent. She also has a new Overdrive DD in which she smashes the ground with her hammer, then multiple bells fall onto the opponent, followed by either: 1) a gigantic cat missile, 2) more bombs, or 3) a gigantic bell from above. The opening hammer can hit anywhere on the screen as long as the opponent is grounded, even when they're down; one can easily repeat the DD after another.
112** ''Unlimited Relius'' gets Venom's other super, Red Hail for his Overdrive DD. His gear-summoning special also traps the enemy in the middle of it, allowing Relius to combo after.
113** ''Unlimited Amane'' has a constantly maxed out Drive gauge, meaning that if you block his Drive attacks you will take '''insane''' chip damage, and if you don't block you will take insane '''regular''' damage. His normal moves also hits more times. His Raibu special is fully invincible and wall-bounces, and he has a new special that's a variant of Eddie's big drill special. He also has a new OD super where he turns his scarf into a pinwheel that also causes chip damage and deals a lot of hits.
114** ''Unlimited Bullet'' has [[VideoGame/FatalFury Terry Bogard's Buster Wolf]] super in OD as well as [[VideoGame/StreetFighterIV C. Viper's Burning Dance]], and her Drive makes her instantly charge towards the opponent no matter how far away they are from her. Many of her specials are buffed, and her Afterburner instantly puts her in Heat Up Lv 2.
115** ''Unlimited Azrael'' is just one big ShoutOut to the brokenness that was the ''Manga/FistOfTheNorthStar'' fighting game. Many of his moves have altered properties that make combos easier (like how his Drive moves no longer needs to hit a weakpoint to power it up) in addition to opening up possibilities for infinites. His Growler Field automatically gives 1 Phalanx Launcher stock just by using it, and gives 3 if GF gets to absorb a projectile. He also gets an attack similar to the All-Out Attacks from ''VideoGame/Persona4Arena'', and a new Overdrive super which is basically Raoh and Kenshiro's Musou Tensei from the game, which lets him parry any attack 7 times.
116** ''Unlimited Izayoi'' is not much different from her regular version other than she's faster and her teleport shenanigans have been buffed in ways that would make [[VideoGame/MarvelVSCapcom3 Wesker]] proud. Charged Crusade Seraphim and Aegis Blade can hit 3 times and fills more of the Zero-type Gauge. Strike Fall is now a standalone move, and Valkyrie Astraea can be done after teleporting. Slaver Trans-AM is now not limited to time, but to the amount of hits available (20). She has Unlimited Tsubaki's diving attack as her DD, as well as a fast autocombo Overdrive DD.
117** ''Unlimited Kagura'' can now fire off 3 projectiles from the A version of his Dragon Spirit while his B version can track his opponent if they jump. He also has [[VideoGame/StreetFighterIV Guile's Ultra Combos]] (Flash Explosion and Sonic Hurricane) as his new Distortion supers while his new Overdrive Distortion has him running his opponent over with his motorcycle.
118** ''Unlimited Terumi'' can not only steal meter but now he can gain it in the same way that [[VideoGame/GuiltyGear Guilty Gear's fighters]] gain meter (Walking, running and air-dashing). His stomping special is buffed, and can hit up to twice as much as normal. He has [[VideoGame/Persona4Arena Mitsuru's Myriad Arrows]] and [[VideoGame/TheKingOfFighters Leona's V-Slasher]] for his new Distortion supers and he has his own version of ''Mizuchi Rekkazan'' as his Overdrive Distortion.
119** ''Unlimited Kokonoe'' has enhanced mobility and being able to fire off 3 Flame Cages at a time. She can also do the machine gun part of her Absolute Zero special and the RocketPunch part of her Broken Bunker special as standalone moves. If you're thinking about hitting her out of her "Golden Tager" super then you're better off blocking as she's fully invincible during the Distortion. Her new Distortion supers has her punching her opponent into the air before firing a lightning beam from a gun at the opponent (referencing [[VideoGame/MeltyBlood Sion Eltnam's Barrel Replica]]) while her other super has her using a pile bunker to attack her opponent. And to top it all off, her Overdrive Distortion has Kokonoe rain down lightning lasers everywhere in the stage from the sky (taken from [[VideoGame/TheKingOfFighters Geese's Thunder Break]]).
120** ''Unlimited Lambda'' is basically Unlimited Nu with more damage outputs and her Drive attacks now auto-fire if they hit the opponent. She has a new special where she summons a single sword from below, then additional ones from above. She also has two new Distortions, one where she rams you with a huge sword before following it up with a Supra Rage (Nu's backflip sword slash). The worse part about this distortion is that Lambda has a new meter for this super where the more hits she does with her C moves or Act Parser specials before using it, the more hits the Supra Rage follow up attack will do. Her other distortion in her overdrive is sending out buzzsaws from the ground to attack her opponent. Many of these new things are taken from Labrys of ''VideoGame/Persona4Arena''.
121** ''Unlimited Celica'' is now offically the most broken and most evil Unlimited character in the entire series. Why? '''She heals constantly during the match''', even going as far as having a move that is a quick version of her healing super and her drive attacks cause even more damage than before. She has 2 projectile specials, one is a quick laser and another is a slow EnergyBall that slowly gains speed. Her uppercut special can be charged, is invincible during charge, and deals massive damage and puts the foe into a Fatal Counter state. She gains three new Distortions, one where Minerva rushes towards the opponent while lasers come forward, another in her overdrive where Minerva turns into a jet and rams the opponent several times, and another where where she casts a healing point on the ground where she'll heal quickly if she stands on it.
122** The console release of ''Chronophantasma'' has [[spoiler: a TrueFinalBoss fight in the form of Take-Mikazuchi, a gigantic KillSat EldritchAbomination that's similar to the [[VideoGame/MarvelVsCapcom2 Abyss]] fight mentioned in the Capcom section. Its attacks are pretty telegraphed and hitting it enough times causes it to flinch, letting you wail away at it, but that doesn't stop attacks like flying discs covering the entire lower portion of the screen erratically and a laser that blows up the entire ground doing a ton of damage both on hit and on block. Oh, and you also have to deal with its AssistCharacter The Imperator[=/=]Saya[=/=]Izanami, who shoots out energy balls that track you even when you manage to hit it, which becomes even worse during its overdrive. Also, it is immune to LifeDrain, meaning Ragna's Soul Eater (like in the plot-mandated fight) has no effect, and immobilizing attacks and Distortions are useless, too. The best part? This giant thing has an ASTRAL HEAT. You know, that OneHitKill move that most people deem too risky to use unless you want to show off against your opponent. The computer doesn't care about that and will use it when you're ever open, so ''pray'' that your health doesn't get to the point where he can use an Astral during this fight.]]
123*** There are some consolations for this fight, both in the plot and in ''Gigant Assault'', however. First, both of its distortions can be nullified. [[BreakMeter Wail on the head during one distortion, and it will crumble to the ground,]] [[AttackItsWeakPoint leaving the orb on its chest open for a pounding]]. For the other, a piece of debris will be raised and glowing green; get behind this to dodge the screen-filling explosion altogether. Second, your character is given an inflated health meter. Third, both of its Distortions require a full 100 Heat, so if it uses one, you're safe from the Astral for a moment. Trust us when we say ''you will need all of these'' for a chance at victory.
124* ''VideoGame/BlazBlueCentralFiction'' continues this in its Act 3 arcade by bringing back Unlimited Ragna and adding Unlimiteds for Nine and Izanami.
125** ''U. Ragna'' is mostly the same, only that his "Dead Spike combo" specials have larger hitboxes and are more powerful (The 3rd hit for his Dead Spike combo now being his non-Active Flow Seed of Tartarus attack that can break your guard). Oh, and he uses Belial Edge (his diving sword attack) instead of the newly-introduced (for regular Ragna) Nightmare Edge. And just to make matters worse, his Overdrive DD from Chrono Phantasma is now a normal DD move.
126** ''U. Nine'' has an enhanced teleport move that can move her virtually anywhere on the stage, even behind you. She can now do things that she can only do in Overdrive without entering it, i.e stocking elemental signs on whiffed attacks, and automatically gains the Flax Nurture buff after doing spells. She has a quicker, horizontal version of Navy Pressure. Her same 3-element spells, when activated, will make her do the weaker versions of the spell before the intended one. All of her spells are also buffed in damage and effectiveness; for one, the Citrine spell (the mirror) now shocks opponent upon touch.
127** ''U. Izanami'' moves much faster, her Araragi projectile now always reaches full screen, her Drive projectiles can be shot in multiple new ways, she can teleport behind the opponent when doing her specials (and Distortion Drives!), she has a counter that heavily stuns the opponent if it connects, and her Shield of Dreams Barrier works differently: it now only drains the Barrier Gauge if an attack hits, so she's much harder to stop, although it drains quicker when it does drain (it breaks in just 2 or 3 hits).
128* Now in the console version of BB:CF we have the Grim of Abyss's boss rush dungeon, 32 fighters (Not counting the DLC fighters and the one you unlock at the end of story mode), each with their own special skill to mess you up and their AI set to the hardest mode by default. Oh, and you have to go through at least to depth 13 to unlock all the courses (You can however restart from whatever depth you last left off in the boss rush dungeon). Let's run down the list.
129** Mu-12: Her "Dim Accelerator MK.2" triples her movement and damage, allowing her to pester you with her Steins and blades
130** Carl: He has "Mystic Waltz", giving him HP regeneration and an increase in speed.
131** Rachel: Her "Twilight Fleur" quickly regenerates her heat gauge, allowing her to fire off her Distortions with ease.
132** Tsubaki: "Proud Guardian" keeps her from taking any kind of damage on the ground, forcing you to hit her with air attacks and air combos. On the bright side, the damage she takes from them are tripled.
133** Platinum: "Spoiled Child" is the start of the more BS skills you'll face in the boss rush dungeon as any attack will not cause Platinum to take any damage unless it was a counter hit.
134** Hakumen: "Fantastic Revival" allows Haku to use Kokuujin Ougi: Akumetsu AT WILL, regardless of how much HP you have. And he can cause more damage to you when he's not trying to use his AH on you.
135** Bullet: At first "Warrior's Pride" seems easy as she's taking damage on her own with it, but the lower her HP gets, the more powerful her attacks and defense becomes. If you're not used to fighting Bullet she'll be a massive roadblock for you.
136** Litchi: Her "Unstoppable Force" locks your Burst icon, keeping you from using Burst and OD, and to make matters worse her Burst icon can rapidly regenerate and while she's in OD, she takes less damage.
137** Taokaka: "Kaka Clan Martial Arts" allows Tao to have two more air jumps and doubles her speed, however she's unable to block so it can be a breather if you know how to keep the pressure on her.
138** Hazama: "Toxic Earth" can be a breather for you as well; both you and Hazama are poisoned and Hazama can regenerate HP if he gets a hit on you.
139** Azrael: From here the breaks are over as Azrael's "Ultimate Dueler" Skill allows him to move faster, and deal more damage to you the longer the fight goes on. If there's any good news from this it's that he's unable to jump.
140** Jin: Do not let Jin get his heat gauge to 50%, otherwise his Skill "Flower in the Snow" kicks in and he'll be able to freeze you with non-Drive attacks, regenerate all of his gauges, and use Arctic Dungeon at any time.
141** Tager: "No Failure" allows Tager to [[MightyGlacier reduce 100% of all incoming damage at the start of the round, making him a deadly force able to tank your strongest combos with ease.]] It does lower with each knockdown so it becomes a game of sweeping Tager down enough times so you can finally get some real damage in.
142** Relius: "The Observer" also allows Relius to tank hits, and his defense is greatly increased unless you're in Overdrive.
143** Amane: Think UN Amane was cheap before? Think again. "Imperial Roman" increases the amount of chip damage he can do to you by TEN times! And to make matters worse, your Barrier is automatically draining as well, forcing you to hope that Amane doesn't get his Spiral gauge to lvl 3.
144** Makoto: "Ferocious Beast" decreases her movement speed, but raises her defense and triples her attack, allowing her to smash your face in with one good hit of her Distortions or her Drive attacks.
145** Bang: His "Enrage" skill keeps both you and him from blocking, only he has increased attack, defense, movement, and OD regeneration.
146** Nu-13: Her "Anti-Impact Armament" boosts her defense from physical attacks and increases her attack for every physical attack she's hit with. Also her Distortions can drain your heat to zero.
147** Kokonoe: "Hyper-Conductor Alloy" drains her Barrier gauge, but it extremely boosts her stats until it's fully drained.
148** Lambda 11: "Life Unsupport" boosts her attack based on how much HP you have and it doubles her movement speed as well.
149** Hibiki: "The Assassin" skill he has works like Nu's skill, only this time it's with projectiles. Oh, and if you get hit by one of his Distortions, no matter how much HP you have, [[OneHitKill you're dead.]]
150** Valkenhayn: "Flesh Sever" allows him to return 30% of the damage you deal to him back to you at the cost of him having reduced attack.
151** Izayoi: "Executioner of Time" allows Izayoi to have a massive stat boost at the start as her skill boosts all of her stats depending on how much time is left in the round. How bad is it? One hit from a Crusade Seraphim, her basic Iai-slash special, can slash half of your HP off.
152** Noel: "Burning Heart & Cold Mind" Allows Noel to have more defense depending on how much heat you have.
153** Arakune: "Longing for the Abyss" allows Arakune to take chunks out of your Barrier gauge with each hit, and when your Barrier gauge is drained he gains an increase to his attack.
154** Celica: As if her UN form wasn't already broken when CP:E came out, Creator/ArcSystemWorks does it again with Celica. "Holy Mother's Love" drains your HP to 35% at the start of the round... No, [[NotMakingThisUpDisclaimer you're not reading that wrong.]] Even worse is that because of this, Celica gains a huge boost to her defense. Making an already uphill battle ever more daunting.
155** Kagura: "Dragon Fang" allows his specials and Distortions to break your guard and drain your Barrier fast... Keep in mind his drive stances lead into attacks that count as special moves and you can't burst because the Skill locks your OD icon as well.
156** Naoto: He's the last breather you get as his "Divine Shield" will greatly boost his defense unless he's hit by a Distortion, Overdrive Distortion, or a Astral Heat.
157** Terumi: [=BlazBlue=]'s troll himself has "Misfortune". It's like Naoto's skill but this time it boosts defense for everything save for Astral Heats.
158** Nine: From here, you're fighting the Unlimited Characters, starting with Nine. Her "Magical Essence" cuts your defense by half. Meaning if she lands one good combo on you (and seeing how she's in her UN form with the AI set to the hardest difficulty, it's most likely going to happen) you're more or less dead.
159** Izanami: Her "Essence of Death" gives her double the movement speed, meaning good luck trying to break her Barrier, let alone hitting her.
160** Ragna: And finally we have the Grim Reaper and his skill, "Essence of the Azure". As if trying to fight UN Ragna wasn't hard enough, now he can regenerate HP from any attack he hits, not just from C and D attacks anymore (by the way, they stack with his "Soul Eater" Regeneration). And just to add the cherry on the cake, he has auto HP regeneration as well... [[SarcasmMode Have fun!]]
161* ''VideoGame/BlazBlueCrossTagBattle'' gives us [[AIIsACrapshoot System No. XX]] as the FinalBoss. For starters, she possesses SuperArmor meaning that she'll tank your attacks until she knocks you away with her large blade, which is often very fast. Depending on the route, she can also summon clones of the other fighters to stop you. She can also use her keystones as [[AttackDrone Attack Drones]] to fire lasers at you as well as fire her blade at you and send you flying into the nearest wall. That said, if you manage to hit her hard enough then she will falter and fall to the ground allowing you to attack with impunity.
162[[/folder]]
163[[folder: Other]]
164* Arc also demonstrates their penchant for adding ridiculously cheap bosses into other fighters as well in ''Franchise/DragonBall Z: Supersonic Warriors 2'', where you can fight superpowered versions of Cell, Broly and Goku in the Maniac difficulty Maximum mode. They all move twice as fast as anyone else, take half damage from all attacks, do double the damage of their normal counterparts, have infinite ki and possess special attacks that would make their anime counterparts stare at them slackjawed with drool dribbling out.They are only playable with a hacking device!
165** Cell can summon tons of ki orbs around him that turn into ridiculously fast lasers that home in, has energy balls that never stop and spams a superpowered warp Kamehameha.
166** Broly uses the huge ki sphere attack 5 times in a row(one is a super in normal conditions) which each one doing as much damage as a single one would normally do, and can fill half the screen with energy blasts faster than most characters can shoot one.
167** Super Saiyan 3 Goku has an oversized Kamehameha bigger and faster than Super Saiyan 3's and can fire two different, seemingly endless streams of ki blasts... one comes in the size of most special attacks with each individual blast and both are homing. He can also use an unblockable grab move across the entire length of the screen. You can only thank the programmers for being merciful enough to not let the AI realize they don't have to charge their ki and only having to fight them one at a time.
168* ''VideoGame/FistOfTheNorthStarTwinBlueStarsOfJudgment'' has a superpowered version of Raoh at the end. Renamed Ken-Oh (After his tyrant persona in the source material), the boss version has all of his powerups active, can [[FlashStep Musou Tensei]] at will, and has a new super which fires a [[EnergyWeapon HUGE FUCKING LASER]] (Basically the true version of Tensho Honretsu or Heaven Command Charge) at his opponent.
169** It gets even worse. [[http://youtu.be/mAbs0IUSGbA?t=1m35s If you use a combo to summon the Death Omen star on him in the final round, he will heal back all of his health and his stars]] and there isn't a damn thing you can do to stop it, unlike with Gill. Also, he overrides the music from the OP of the anime to the Fatal KO music. Just as a fair warning to what will happen.
170* And Creator/ArcSystemWorks has done it again in ''VideoGame/BattleFantasia'' with its end boss, End of Deathbringer (like the original, except constantly [[ManOnFire ON FIRE!]]) Though he lacks a Super Move meter, his lone super-special attack, Apocalypse Flame (activated after an unpredictable countdown), almost completely fills the screen, and will burn off a large chunk of HP to anyone who hasn't mastered Gachi counters. This, of course, is provided you manage to survive his regular special attacks, which deal a lot of damage and have insane priority. And unless you go into "Heat Up!" mode, you won't be able to cause anything but chip damage to him. Also, half of [=EoD=]'s moves are unblockable ''and'' make him immune to stance break (ie, you can't knock him out of them), and on top of that, his Apocalypse Flame ''can be comboed into'', which basically spells instant death if he does it. For all that Arcana Heart 3's Parace L'sia (another boss done by Arc System) is incredibly cheap, she's got nothing on End of Deathbringer - at least she can be hurt with normal moves and hit out of her own attacks, and her lifebar is normal. This... monstrosity... on the other hand, is completely and utterly unfair to anyone who isn't a master. And even to the masters, too. For an amateur, beating End of Deathbringer at anything above the easiest setting is wishful thinking.
171** It's not too difficult to beat him without the Gachi counter. For one, your own super meter builds up much faster against [=EoD=] - it can be filled a whole stock within two or three hits! Your charge rate was probably added to ease having to spend a single stock to enter "Heat Up!" mode in order to damage him.
172** Really, [=EoD=] is the kind of boss that scares players at first with his overpowered Apocalypse Flame super, but is ridiculously easy the moment you discover how to play his AI like a puppet. Want to keep him from using his super? Don't retreat from him. Want him to do the easily Gachi-blocked dash attack (that fills all three levels of your super meter when you do Gachi counter it)? Stay half a screen away from him. With a boss that is stupid enough to broadcast its moves to you and do you the favor of keeping your super meter full for most of the battle, End of Deathbringer is one of the easiest SNK bosses on here. It's less cheap-super-powered-attacks and luck-based-victory, and more memorization of his move timings and taking advantage of his less-than-intelligent AI.
173* Score Attack returns once more in ''VideoGame/Persona4Arena'', but it may as well be called [[SNKBoss SNK]] BossRush Mode. Why? ''Every character you fight becomes an SNKBoss''. That's right: you must fight every character in the game, but they have special attributes that essentially makes them equivalent to Unlimited characters, aptly named "Boss" versions in ''Ultimax''. In addition to the buffs listed below, all characters have their damage and health increased.
174** ''Boss Yosuke'' is first, and has Sukukaja active at all times, making him extremely fast and hard to hit.
175*** In ''Ultimax'', this has the effect of making his Sukukaja-only super completely free.
176** The 2nd match is ''Boss Naoto'', whose every attack now lowers the Fate Counter (When the counter hits 0, Naoto can start spamming Hamaon and Mudoon, which instantly kill you).
177** The 3rd match is ''Boss Yukiko'', who has permanent Fire Break and is always at level 8 Fire Boost (raised to 9 in ''Ultimax''). Eat one Maragidyne and you're dead. Also, the normals where she throws her fans now toss three of them at once.
178** The 4th match is ''Boss Teddie'', whose Circus Bear Awakening super has been drastically altered. Teddie now comes charging in twice as fast, and also does it 3 times instead of one. It also juggles, and does 6000 damage per hit, so if you get hit by it you die because it juggles and is unblockable.
179*** In ''Ultimax,'' Boss Teddie now throws two items instead of one with his strong Persona attacks and has an additional jump and airdash for a total of three jumps and two airdashes.
180** The 5th match is ''Boss Kanji'', whose grabs deal damage equivalent to a '''[[VideoGame/BlazBlue GIGANTIC TAGER]]''' and his sweep move now starts up faster, wallbounces and has super armor.
181** The 6th match is ''Boss Chie'', who is stuck in permanent Level 3 Power Charge, meaning her attacks do insane amounts of damage. One hit from her God's Hand super, and you're a goner.
182** The 7th match is ''Boss Mitsuru'', whose attacks now freeze and cause charm.
183** The 8th match is ''Boss Akihiko'', who always has Level 3 of his Cyclone Gauge (Level 5 in ''Ultimax'') and is in permanent Electric Fists mode. He's also immune to being shocked.
184** The 9th match is ''Boss Aigis'', who has 999 ammo and is permanently in Orgia Mode. Her EX Megido Fire also deals more hits and lasts longer.
185*** You'd also better watch out for her Multi-Mounted Machine Gun Orion super in ''Ultimax''. That super can and ''will'' end the round in her favor if you're not careful enough.
186** The 10th match is ''Boss Yu'', who can cancel all of his specials and supers into one another, and has a chance of inflicting shock with electrical attacks.
187** The 11th match is ''Boss Shadow Labrys'', whose Persona attacks are faster and have new properties including super armor.
188** The 12th match is ''Boss Labrys'', whose Axe gauge is always red. Much like Chie, one wrong move and her Weaver's Art: Beast super will end the round in her favor regardless of how much health you had before.
189*** In ''Ultimax,'' Boss Labrys now gains meter ludicrously quickly.
190** If you somehow manage to make it through all 12 of the regular opponents, you fight a special [[ThirteenIsUnlucky 13th]] opponent in the form of ''Boss Elizabeth'', who is by far the cheapest and most infuriatingly ''evil'' TrueFinalBoss that Creator/ArcSystemWorks has ever created. To start, her meter regenerates much faster than normal (in about 5 seconds she instantly has 100 meter), allowing her to spam her supers. Two of these supers are instant kills, and unlike the playable version, these supers come out instantly and don't stop working when Elizabeth is hit. Another of these supers has ridiculously inflated damage, dealing 7500 damage normally and [[FourIsDeath 44444 damage]] on an opponent with Fear (in a fighting game where most characters have around 9500 health). Also, as soon as she enters Awakening or activates Mind Charge, she will automatically heal herself with Diarahan, which now fully restores her health. Last, but certainly not least, her Instant Kill no longer requires a 3-hit activation. One hit is all it takes for her to Megidolaon you. ''Ultimax'' gives her an additional jump and airdash and additional range on her strong character attack.
191*** And in true BossRush tradition, if you lose to any of them it's an instant Game Over.
192* ''VideoGame/Persona4ArenaUltimax'' yet again continues Score Attack, with the additional characters getting new boss forms as well. It's made much easier since you can continue this time (meaning you don't go right back to the start after one loss unless you switch characters), but not by much; if you want to get any navigators, you'll have to go through '''''four separate sets of score attack bosses on Risky'''''. [[SarcasmMode Have fun!]] Oh, and you can unlock the Score Attack versions by completing Arcade Mode on the Risky difficulty. Unfortunately, you can't use them outside of Versus and Player Network Battles. Regardless, here are some of the new character's score attack forms:
193** ''Boss Yukari'' fires 3 arrows in all her normals involving them regardless of charge, and they home in on the opponent once they leave the screen (or after a certain distance in the case of her Feather Arrow special). Her DP also has longer range, making it easier for her to run circles around unsuspecting players who try to rush her.
194** ''Boss Junpei'' starts out with nine runs and the bases loaded for his baseball mechanic. One hit leads him into his "Victory Cry" form, which makes him deal more damage than he already did in that mode. And he starts to regain health in that form.
195** ''Boss Sho (No Persona)'' has all of his sword slashes deal multiple status effects, including Charm (draining your SP so you can't fight back with supers or instant kills), Confusion (reversing your controls), and Rage (you can't block his attacks, which sets you up for MORE sword slashes). All of those stack on you, by the way, which means all three can effect you at once and can continue if Sho gets aggressive (which is pretty much ''ALWAYS'' since he's a rushdown character). In addition, his Survival Knives are thrown three at a time.
196** ''Boss Minazuki (With Persona)'' is pretty much the same as Boss Sho, except the statuses he inflicts are Poison (drains health, also ignores awakening defense boosts), Fear (every hit is a Fatal counter and you are unable to break throws, setting you up for massive damage), and Mute (disables your persona and ability to burst, also setting you up for massive damage), and his Wings of Purgatory super (the SwordBeam) is unblockable.
197** ''Boss Rise'' has a meter that gives her Skill Boosted Tetrakarn automatically, and the opponent is always scanned.
198** ''Boss Ken'' can now recover more health with Mediarama, and Koromaru now has no hurtbox, meaning his attacks can no longer be stopped.
199** ''Boss Adachi'' gains meter ridiculously fast and has Heat Riser and Magatsu Mandala buffs active automatically.
200** ''Boss Marie'' has the effects of her weather conditions multiplied.
201** And just when you thought they couldn't possibly make anything cheaper than Boss Elizabeth, they did. Enter ''Boss Margaret''[[note]]Which makes sense because, in canon, Elizabeth has never been able to beat her older sister in a fight[[/note]]. Already a strong character to begin with, Margaret's boss buffs are absolutely ludicrous. All 5 hits of her autocombo, which are normally short-ranged beams of light, now hit the opponent from a full screen distance away. Her sweep is now completely unblockable, she can use her All-Out Attack in the air and cancel either version into the air version, her healing super is much faster and heals her completely, Hassou Tobi is now unblockable and deals 12000 damage, her air strong persona attacks shoot spread shots instead of single projectiles, and her Ultra Suplex DP becomes a full-on IzunaDrop. She flies high into the air and drops you for 7000 damage. And to top it all off, she has an additional jump and airdash. Have fun!
202** Outside of Score Attack mode, the story mode has the Malevolent Entity, aka. Hi-no-Kagutsuchi, as a boss. It's basically a giant, fiery demon taking up the right side of the stage not unlike Gigant: Take-Mikazuchi in ''VideoGame/BlazBlueChronophantasma''. He possesses several painful attacks including a lunging bite, fireballs, flamewaves, a vortex that sucks you in for damage and a massive fiery laser attack that, if not blocked, will take '''''TWO-THIRDS''''' off your lifebar (so yeah, don't get hit by that). Not helping matters is the fact that he can cast buffs on himself and has SuperArmor allowing him to NoSell your attacks. Oh, and his health bar is invisible, so good luck trying to figure out how much life he has left. That said, a good few of his attacks such as his laser have absurdly long start-up times, meaning that if you start whaling on him while he's doing them, you can stagger him out of them and go to town on him. Also, said attacks will show an exclaimation point when he's about to do them, meaning that you have a split second to get out of the way before he sends you flying.
203* ''VideoGame/GranblueFantasyVersus'' has a special version of DLC character Beelzebub as the FinalBoss. The first thing you will notice is that he takes on a [[PowerFloats different stance]] compared to the playable version. All of his special attacks are the EX versions by default, and his Black Fly is now fully charged at all times. His Shadow Move teleport also has a different animation that travels through the opponent with a phasing effect and has faster recovery. His Black Spear Skybound Art is now twice as large and goes full screen, its charge having been maximized. The biggest change, however, is to his Super Skybound Art: Chaos Legion. Instead of creating several dark spikes in front of him, Beelzebub will instead take to the skies, charge up energy, and unleash black spikes from his wings that shred up to 70% of your lifebar in a manner similar to [[VideoGame/StreetFighterIII Gill's Seraphic Wing]]. He has an even tougher, worse form in the game's RPG Mode, or Story Mode in ''Rising''. When fought as a boss here, his attacks are all significantly more powerful and he gets exclusive Super Skybound Arts that cover the whole screen and force you to utilize the more advanced system mechanics in order to avoid them. Not only that, but he has a shield which you have to break with a Skybound Art or Super Skybound Art in order to deal any sort of meaningful damage to him.
204** The sequel, ''Rising'', is a bit of a subversion, at least when it comes to Arcade Mode. Beelzebub returns as a final boss, but he's now nerfed to simply being the playable version. There is, however, another final boss that you can face which replaces him if you beat your first 6 opponents with Skybound Art finishes and don't continue: Avatar Belial. He's ''also'' a subversion, but getting to Avatar Belial means you have a chance at fighting a secret boss beyond even him: '''Lucilius'''. If you beat Avatar Belial without continuing, Lucilius will challenge you in a secret 8th fight. No matter what difficulty you fought Avatar Belial in, Lucilius will always start each round with at least 50% of his super meter filled. When fought on Nightmare difficulty, he always starts out with 100% meter. And when he has 100% meter, there is a small chance he'll do something that players of the mobile game are very familiar with: '''Paradise Lost'''. And yes, just like in the mobile game, it deals a whopping '''30,000 damage'''. The story mode version of Lucilius takes this to its logical conclusion. Not only does he have exclusive moves he doesn't use in his Arcade Mode fight, but he ''always starts the match with Paradise Lost'' and has the same shield mechanics that Beelzebub does, requiring a Skybound Art or Super Skybound Art to break.
205* ''VideoGame/DNFDuel'' has the Lost Warrior as its FinalBoss, who plays with this trope a fair bit. It's not so much that his attacks deal massive damage per se, but rather the fact that they have a surprisingly long reach (the biggest offenders being his 2B attack and his Phase Shift skill which, despite looking like a projectile, is actually a fullscreen command grab, albeit one that's still blockable) and that some of his attacks such as his Mysterious Pierce MP skill can actually track your location. Not to mention that some of his specials like his Mysterious Slash can do cross-ups on you, which he will gladly take advantage of to catch you off-guard (not helping matters is the AI's propensity for trapping you in combos). He's also capable of teleporting into the air to attack you from above and throw you off your game. And then there's his Gold Cube Awakening where every MP attack he lands on you will add an "Engraved Time" debuff on you. If he manages to land at least 5 MP attacks and get five of these debuffs stacked on you, then he'll temporarily freeze time, leaving you a sitting duck while he goes to town on you (and his Awakening passive makes it last longer too!). Little wonder he's the only character in the roster to be banned in official Neople tournaments...
206** It is however played straight in the Arcade mode, where the Lost Warrior receives a significant boost to his abilities as the last boss of that mode. The first thing you might notice is that he's now using his 6th colour palette. Then you see that his MP gauge now refills at an absurdly fast rate, letting him spam his MP attacks on you with impunity. ''Then'' there's the fact that both his offense and defense have now been ramped up to extremes, meaning that a full combo (or a single MP skill for that matter) from him will most likely take about 2/3's off your lifebar, while yours will only do meager damage to him. Combine that will all his previously-mentioned traits, and you have a bonafide SNKBoss on your hands. Woe betide you if you decide to fight him on [[HarderThanHard Slayer mode]]...

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