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    Action Adventure 
  • Special combat moves in the Batman: Arkham Series require you to actively and continually use regular moves to build up your combos. Such a move is only available after every eight (five with an upgrade) combo multipliers, which are added when you land a hit on an enemy.
    • In battles against drones in Batman: Arkham Knight, the requirement is to destroy an enemy drone with the 60mm Cannon and the Vulcan Gun to charge a powerful Missile Barrage that can destroy multiple drones at once.
  • God of War Series
    • In God of War, Kratos has a meter which fills each time he deals damage. When it fills, it allows him to unleash the Rage of the Gods, which lets him attack quicker and stronger and unleash infinite magic attacks for as long as it lasts without draining his magic meter.
    • God of War II upgraded this to Rage of the Titans (which, although weaker than Rage of the Gods, can be turned off at will), and in God of War III, it got upgraded again to Rage of Sparta (where Kratos whips out the Blade of Olympus and the colors are desaturated to only show the blue of his sword and the red of everything else).
  • inFAMOUS and inFAMOUS 2 have the Lightning Storm and the Ionic Powers respectively. The lightning storm drains ALL your energy in less than 15 seconds give or take and the Ionic powers have three uses. Then you have to go and kill people to pick up more of them. On the plus side, both of these kill basically anything in one shot.
  • The Incredible Hulk: Ultimate Destruction and its Spiritual Successor [PROTOTYPE] have the Critical Mass moves that are available when you have excess health or are at low HP; they kill pretty much everything visible on the screen (although regular moves start doing this when you are powered up enough.)
  • [PROTOTYPE] and [PROTOTYPE 2] bring out Devastators. In Prototype, they're based around how much biomass you have, and a particular upgrade can give you the option to use one when you're at critical health. The limit actually makes sense because you're expending this extra biomass to launch the attack. They come in three flavors - Field of Blades, Wave Motion Gun, and Sphere of Destruction. In Prototype 2, it's on a separate meter, but there's only the Sphere of Destruction variant and making your own monster bodyguards.
  • Soul Sacrifice has the Black Rites, which are executed at low health because, by that point, paying prices such as burning off your skin seems reasonable.

    Action Games 
  • One of the licensed video games based on the Beast Wars franchise, "Beast Wars Transmetals", both fighters could stock up to three Super Attacks as they took damage during the battle. The amount required to earn their next Super Attack was proportional to their current HP, allowing a player at lower health to unleash more Super Attacks more often than their opponent.
  • In The Bourne Conspiracy, when Bourne builds up enough adrenaline, he can execute a Takedown that often involves a combination of brutal hand-to-hand moves with using the environment to his advantage, or just a highly stylized shot — on mooks, this is an instant kill, while on bosses, it recovers some health and can possibly disarm them. (The pen stabbing from The Bourne Identity? That's a takedown.) With enough adrenaline, Bourne can also Takedown multiple enemies at once, requiring Action Commands to complete.
  • The Force Unleashed II has a Force Fury mode, unlocked after a certain amount of hitting the enemy. Stronger strikes, Force powers vaporizing enemies...
  • Darksiders, a franchise widely regarded as the bastard child of God of War Series and The Legend of Zelda, copies this functionality and calls it the "Chaos Form".
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    Beat 'Em Up 
  • In Big Fight: Big Trouble in the Atlantic Ocean, if one player is knocked to the ground with low health, a bar named "Anger Power" appears, the player must mash the buttons to fill it before the player gets up. If it's successful, the player will receive a power boost that increases his/her attack and gives the ability to set his/her enemies on fire for a limited time (this would be seen again in the first game of the Rushing Beat series, released later on the same year). Note that this also applies to Bosses too, and they will ALWAYS fill up his/her gauge regardless.
  • The eponymous power in God Hand, which renders Gene invincible, makes his attacks unblockable and increases the strength of his attacks for a brief period. The same game has God Reels, single-use mega-attacks that are made available by grabbing special power-ups.
  • The PlayStation remake of Mad Stalker: Full Metal Force introduced this feature in the game. By completely filling the Overdrive Meter, players can perform a powerful Hyper Attack indefinitely for a brief period of time.
  • The characters of Panzer Bandit can perform a Hyper Attack by filling their special attack meter to full, indicated by the flashing gauge next to their life meter. A Hyper Attack in this game is not just dishing out heavy damage against foes, but also makes them cough up much more coins for extra points.
  • The Warriors had a limit break system called "Rage". Beating up anyone except your allies builds up your rage and when it's full, activating it makes your character invincible and powers up their attacks. Doing a special attack while in rage mode would cause an instant kill most of the time, except against bosses. Once you complete a certain side mission after beating the game, using "flash" while your health was full would give you instant rage.
  • In the X-Men Legends series:
    • Once you fill the "Xtreme" meter, you can use the character's strongest attack, complete with shouting the move's name ("OPTIC RAGE!", "SAVAGE RAMPAGE!", "PHOENIX FORCE!"). This continues with its Spiritual Successor, Marvel Ultimate Alliance. MUA 2, on the other hand, trades it for Fusion attacks (when much-easier-to-come-by fusion stars are filled, two characters pull a combined super-effective attack. There are only a few varieties, instead of a unique Xtreme for everyone.)
    • Certain characters (like Hulk or Wolverine) have a 'rage' meter. Once you make enough melee hits, you are for a short time powered up, with advanced, more damaging (and brutal) versions of all your attacks. It's so awesome... that you're never, ever gonna get to use it because by the time you've filled the meter, there aren't any Mooks left and it's expired by the time you find some more.
  • Paint the Town Red has a gauge that fills up with each kill. The gauge comes with three attacks that respectively consume more and more meter: Shockwave (which knocks over everyone in the immediate vicinity,) Berserk (which slows down time and powers up your melee attacks to the point that you can One-Hit Kill any non-boss enemy,) and Smite (which also slows down time and lets you gib individual enemies at a distance with a massively damaging Kill Sat.)
  • Yakuza has Heat Actions - cinematic take-downs that are performed after filling a certain amount of heat gauge. Each game has an absurd number of unique, situational Heat Actions depending on where you and your target are, what weapon you're wielding or, when applicable, what fighting style you're using.

    Eastern RPG 
  • Every Final Fantasy game from Final Fantasy VII on.
    • Final Fantasy VI had a similar mechanic, though it applied randomly (at a low percentage rate, no less) — but damned if it didn't save several players' butts from certain death.
    • Final Fantasy VII is the Trope Namer. In its world, Limit Breaks are tied to the characters' emotional states; the angrier the character is, the more quickly it will build up. In terms of gameplay, this is portrayed by the Fury and Sadness status effects. Fury makes the Limit gauge fill more quickly, Sadness makes it fill more slowly.
    • In Crisis Core, Zack's Limit Breaks are tied to a slot machine mechanic; when the right character portraits line up, Zack performs the attack associated with that character. Zack's Limit Breaks are all based on other characters he meets in the game.
    • In Final Fantasy VIII, Limit Breaks aren't tied to a gauge, but instead stand an increased chance of triggering the closer the character is to defeat. Low HP is the main factor, along with KOed party members and negative status effects; the Aura spell also enables Limit Breaks to trigger without the dire circumstances normally required.
    • In Final Fantasy IX, the Limit Break system is called Trance. Athough the typical super moves is just one aspect of it, it works more like a Super Mode for most characters and unlike other games, you don't get to choose whether to actually use it when you fill up the bar, meaning you might end up wasting it entirely on weak enemies. It also has plot significance and can be triggered automatically in the key points of the story. The One-Winged Angel form of the Big Bad is the result of this trope. For much of the game, Kuja is seeking out the game's Summon Magic to gather the power needed to take his revenge on Garland. After failing to take control of Alexander, however, he decides to take a leaf from the book of the player character's party, and gets them to induce a Trance in him. This results in the destruction of the planet Terra.
    • In Final Fantasy X, it was called Overdrive, and you could customize how the gauge was filled up. You started with the standard from VII, where damage is what fills it up. But you could eventually change it to have the charging activity be one of nearly any common activity in a turn based game (Attacking, healing, getting a turn, running away, ect.)
    • In Final Fantasy XI they are called Weapon Skills, and are far more frequently used. When more than one character uses compatible Weapon Skills, together they can trigger a Skillchain to boost damage. Square went to the next logical step and created a job class based mostly on performing Limit Breaks quickly and easily: the Samurai. They even have the ability to fill the TP gauge used for these attacks by 100% nigh-instantly every 3 minutes.
    • Final Fantasy XII:
      • The game features 'Quickenings' which are similar to your standard 'limit break' in that they deal above average damage and look particularly impressive. You can also chain the various quickenings of each of the current party members into a single chain to increase the damage, and making certain combinations can also result in finishing move called a "Concurrence." (Discovering every one of these Concurrences earns an achievement in the game's "Sky Pirate's Den" feature.) The International re-release ties them to a “mist” gauge to make them more like the standard limit break; in the original game, they're fuelled by your MP.
      • The thirteen Espers have a more Limit Break-like attack. Though they have increasingly exotic trigger conditions...the simplest ones trigger when there's less than 10 seconds of the summon time left or when their HP drops below 30%. The most insane ones are Exodus (Exodus must be paralyzed with less than 10 s of summon time left), Hashmal (you must have <10% HP), Ultima (both you and Ultima must have less than 30% of your HP left), and Zodiark (you must be petrified).
    • Final Fantasy XIII has Limit Breaks in the form of Full ATB Skills, but they limit your battle strategy if you try to spam them FFVIII-style, and by themselves are not particularly impressive. Their true strength lies in the fact that they provide some kind of damage benefit when utilized as part of a longer combo: Sazh's Cold Blood pushes up the Break Meter at roughly 3 times the speed of any other attack; Lightning's Army of One does increased damage on staggered enemies and is best used to lengthen the time an enemy comes out of Stagger depending on when you activate it; likewise, Fang's Highwind and Snow's Sovereign Fist immediately empties the stagger bar, and thus, is used to end combos, but doing it right means they can do upwards of two MILLION damage in one hit. Vanille's Death is a noted Game-Breaker and has found a favored use in high-level strategy, thanks to its ability to instantly kill almost any enemy in the game, including the final boss (IF the death status actually triggers).
    • Final Fantasy XIII-2:
      • Full ATB Skills return, but now they can only be used once per battlenote . Serah's Ultima Arrow is the best attack at increasing the Stagger Bar once the enemy is staggered, and Noel's Meteor Javelin empties the stagger bar but is the most damaging attack in the game. The Mon party members have their own form of Limit Breaks known as a Feral Link, which are usable upon filling a gauge. Sazh, Snow, and Lightning’s Feral Links are their Full ATB Skills from the first game.
      • Snow can use his Limit Break against you in his boss fight in the Coliseum DLC. If you let him keep attacking the same target for too long, he'll use Sovereign Fist to wipe your entire party.
    • Lightning Returns: Final Fantasy XIII: Army of One once again returns, and this time, Lightning is required to have activated a time stopping ability before being able to activate it, but to compensate for that, it does a ridiculous amount of hits and potentally a ton of damage while simultaneously healing her.
    • Final Fantasy XIV:
      • A Realm Reborn possess a Limit Break system designed around party play. When players form a group of either 4 (a Light Party) or 8 (a Full Party), the party gains a Limit Break gauge. Ordinarily, only one limit break gauge may be charged; however in certain circumstances, two and even three bars may be unlocked, with a corresponding increase in the limit break's power. Whenever one or more limit break gauges is fully charged, any player in the party may activate the limit break via a general command. The limit break's effect differs based on the class role of the player. Melee damage dealing classes will initiate a powerful single target attack. Magic damage dealing classes will initiate a slightly less powerful area of effect attack. Tank classes will initiate a powerful party-wide defense bonus for a short duration. Finally, healing classes (as well as the Archer class, because they become Bards) will initiate a party-wide healing effect (which at level 3 will also revive all fallen party members in addition to fully restoring the party's HP). Limit breaks may be used in emergencies as well as part of specific strategies to bring down some of the most powerful enemies in the game.
      • The Heavensward expansion makes the level 3 unique for every class, rather than every "type" of class having the same one (Monk, White Mage and Paladin keep the original Level 3 ones), though they all have the same effects across types (Tanks have defensive ones, Healers have healing ones, ect.) and gives the Bard a damage dealing Limit Break.
      • Stormblood introduces "mini-Limit Breaks" for most DPS classes with the introduction of Job Gauges, special UI elements that keep track of special mechanics. When certain conditions are met (like filling up a special meter, or keeping a buff active for a certain period of time) certain classes can activate a powerful Limit Break-esque ability. This is most prominent on the DPS casters; Black Mages get a powerful instant cast nuke, Red Mages can perform an enhanced melee combo followed by a Verflare or Verholy spell, and Summoners can replace their current pet with Demi-Bahamut.
    • Final Fantasy XV:
      • The Armiger serves as Noctis' Limit Break, allowing him to Teleport Spam and bring out his Royal Arms for a continuous Storm of Blades. One can also prematurely end the Armiger mode by initiating an Armiger Chain, equipping each of Noct's retinue with the Royal Arms before they all make a devastating combined attack at the targeted foe.
      • The Windows and Royal editions add the possibility to pgrade Noct's Limit Break into Armiger Unleashed, an extended and much more powerful version of the old Armiger mode only available once you've found all 13 Royal Arms. The trade-off is that your companions are put on the sidelines while Armiger Unleased is, ehr, unleashed... presumably so they're not caught in the crossfire of your onslaught... but it's no big loss since you probably want to hog all the fun for yourself anyway.
      • The Techniques of Noctis' companions can also qualify for Limit Breaks, especially their LV 2 and LV 3 attacks, which are often enough to completely wreck single targets or even entire groups of enemies. Doubly so once you've bought the abilities that allow you to break the damage limit.
      • Finally there are the companions' techniques for when you switch character in mid-battle, which were added in the Windows and Royal editions.
    • Dissidia Final Fantasy gives every character a Limit Break, or EX-Burst, to go with their EX-Mode. In many cases, the move is the same as the Limit Break the character had in their own game (Cloud's, Sephiroth's and in the prequel, Tifa's even include a window that says Limit Break, and Cloud and Tifa actually say they're "breaking [their] limits"), and some are references to infamous game breakers. Most characters who have multiple Limit Breaks have their moveset be made up by them, with their most powerful, or signature one as their Ex-Burst.
    • Final Fantasy Tactics Advance actually has TWO kinds of Limit Breaks. There's regular Combos, which are easy to pull off and can deal massive damage to one opponent with enough people who can use them joining in on the attack, and Totemas. They are a more standard definition of a Limit Break as they are hard to pull off, yet deal incredible damage to ALL enemies. However, you need to advance the plot to unlock those, and each of the 5 totemas can only be used by the corresponding race (and 2 can only damage MP).
    • Final Fantasy Tactics A2 more or less replaces combos with Opportunity Commands, which pop up at random no matter the state of the unit. The effect depends on who you stand next to on the field (buffs if you're next to an ally, attacks if you're next to an enemy) and all these abilities can bypass the law system (unless the law says Opportunity Commands are forbidden). Totemas are replaced by scions, which are even closer to traditional limits breaks in that they're powered by a dedicated gauge, but now you need a specific accessory to use them, which also means that they're not restricted by race anymore.
    • Bravely Default has the Special moves. Each type of weapon (swords, spears, daggers, etc.) has three Specials available, and each of those requires performing a certain action (such as using Brave, using any kind of magic, or defeating enemies) a certain number of times a base number for the Level 1 Specials, twice that for the Level 2 Specials, and three times that for the Level 3 Specials. Interestingly, these can actually be powered up by unlocking certain add-on parts in Norende's shops, parts that add things like power boosts, status effects, and increased length of buffs and debuffs. This is particularly effective with the Level 1 staff special, which only heals the party's HP by default but with enough add-ons, can also heal their MP, increase their BP and grant them positive statuses.
    • Theatrhythm Final Fantasy features these on most of the characters that were also playable in Dissidia Final Fantasy. Learned at level 40, they activate immediately upon the entry of a boss-class character and do extra damage to them. They're generally named after the most powerful Limit Break in the character's home series (Omnislash for Cloud, Lion Heart for Squall) or the EX-Mode for the character in Dissidia (Soul Shift for Cecil, Blood Weapon for Firion). Theatrhythm Final Fantasy Curtain Call adds these to several more characters that weren't necessarily playable in Dissidia.
  • Lufia:
    • Lufia II: Rise of the Sinistrals is the Ur-Example and introduced a system highly similar to Final Fantasy VII's a few years earlier, under the name of "IP Attacks." Each character has an IP bar (Ikari/Infuriation Points) which fills as damage is taken. Other than that, the bar is treated like Magic Points; IP abilities can be invoked at any time if sufficient charge is available (which might be anywhere from 12% to 50%). However, the attacks available are bound to the character's equipment. Some pieces of gear have good skills, some have lame ones, and some have nothing at all; and the numerical strength of the item may have nothing to do with the quality of its IP skill.
    • IP abilities return in the sequel, Lufia: The Legend Returns, though this time they are taught to characters rather than being based on their equipment. However, IP abilities require specific amounts of Spiritual Force, which each character has one of four colors of and is shared between all characters in the same row and column. While a character only needs to meet the S.F. requirements to learn the ability, not meeting the requirements causes the ability to require 50% more of the IP meter.
    • The Gaiden Game Ruins of Lore replaces the standard IP abilities with the Installation system, which allows the three main characters to fuse with their Mon once their IP meter is full. The fusion lasts for three turns, during which the fused character is invulnerable and will use a special ability each turn. However, some Installations result in less than favorable transformations.
  • Every Kingdom Hearts game has at least one:
    • The first game gives Sora several physical moves he can use at MP cost. The most impressive being ones like Ragnarok or the Awesome, but Impractical Trinity Limit, both of which went on to be Sora’s signature Limit Breaks.
    • Sleights in Kingdom Hearts: Chain of Memories. Every boss has at least one high-powered one that creates a big flashy attack, and Sora, depending on where you draw the line, has a staggering number of Limits, including a repeat performance by Trinity Limit and Ragnarok.
    • Kingdom Hearts II introduced the Limit command, which sends Sora and the current Guest-Star Party Member into a big flashy combo attack, ending in a huge finish if they run through all the commands before the Limit Bar runs out. Again, Trinity Limit is one of them, combining attacks from Sora, Donald, and Goofy, and ending with a pulse of light that fries everything on the screen. Much like Trinity in the first game, the Limits drain all of Sora's MP, but there is no minimum cost, so you can use them with 1 MP if you want. Final Mix added the Limit Drive form, which brought back every other Limit Break from the first game, along with other classic moves.
    • 358/2 Days gives each playable character a Limit Break unique to them, which you can activate at low health, most of which are based on the character's signature moves, such as Roxas’s pillars of light, Sora’s Ragnarok, Saix’s Berserk, Donald’s Comet, and so on. There are also "Final Limits" which do even more damage and look even flashier.
    • Birth By Sleep has Command Styles, the Finish Command, and D-Links, all brought on by filling the Command Meter with attacks, the difference between them is that Command Styles rely on you using specific Commands and change the characters’ fighting style to various Elemental flavored ones before giving them a powerful finisher, D-Links are a not quite summon like power that changed the characters’ command deck, and gives useful abilities and a finisher based on another character, and the Finish Command is just that, a Finisher that isn’t connected to Command Styles or D-Links.
    • Re:coded has Overclock, similar to the Command Meter in that you fill a gauge with attacks to unlock the use of a powerful finisher; however, this time, for every level the meter goes up, Data-Sora unlocks more passive abilities on his equipped Keyblade.
    • Dream Drop Distance has the Link System, when your Dream Eater party members fill up their gauge by taking damage or attacking, you can team up with them to unleash either team up attacks as Sora or power up Riku's attacks similar to the command modes in Birth by Sleep.
  • Later Mana series games let you execute special attacks after using enough regular attacks to "charge up". (Secret of Mana used a Charge Meter instead for this purpose.)
    • Final Fantasy Adventure had a meter that slowly charged up automatically, resetting to zero each time you attacked. Attacks were stronger the fuller the meter got, with a full meter releasing a special attack dependent on the type of the currently equipped weapon. Said game also allowed one at level up to choose one base stat to receive the most growth. Savvy players would choose Willpower, the stat responsible for the gauge's refill speed, at every single level, so that by end-game, EVERY ATTACK IS A LIMIT BREAK.
  • In Children of Mana, the Fury meter fills as you take and deal damage. Once it's full, it can be activated for a limited time to use special attacks, depending on the weapon type used. If the Fury Reels gem is used, it can also provide benefits such as a full HP refill, or invincibility for the duration of the Fury.
  • Odin Sphere: Lifthrasir gives each protagonist a powerful cinematic attack that they can obtain in their epilogues. While they do deal astronomical amounts of damage, they take a whopping 50 PP to use.
  • Tales games since the Tales of Phantasia PlayStation remake featured Hi-Ougis. They usually require a huge TP payment as well as low HP. In games that focus more on repeated comboing, the condition may be building up a combo meter instead, a la Valkyrie Profile.
    • In Tales of Symphonia, Lloyd, Genis, and Colette all have Limit Breaks (called Hi-Ougis), although all of them have different activation triggers. Sheena's summons require similar conditions, even if they don't techinically count as Hi-Ougis. In the Japan-only rerelease, all nine playable characters have their own Hi-Ougis. There's also has a second Limit Break system in the form of Unison Attacks. Once the Unison Attack gauge is full (it fills up for every hit the player lands on an opponent, so techs that land a lot of blows fill up the meter faster), the player can start a Unison Attack, in which all the characters do a single attack on the enemy (chosen from their pool of techs beforehand.) If certain characters do certain attacks (like if Lloyd and Kratos/Zelos both do a Sonic Thrust-type attack,) two of them will even team up to do a follow-up at the end of the attack (in the aforementioned case, Cross Thrust, where both characters do a second, simultaneous Sonic Thrust.).
    • The official translations of the later games seem to have decided to call them Mystic Artes (granted, the same games changed the translation of regular abilities from "techs" to "artes", so maybe you might call it a "hi-tech").
    • Later games also seem to have stabilized how hi-ougis/Mystic Artes are used: be in OverLimit and use a high-level arte while holding down the arte button. Some games have other, more powerful Mystic Artes, though, which have other conditions such as holding down different buttons, casting a certain spell, or being under a certain HP threshold.
    • The Mystic Artes Tales of Graces work somewhat differently. The player first needs to enter Eleth Burst, either by scoring or taking many hits. They then need to build up a meter by scoring hits, with more filling when using Artes that have been used more. Later upgrades allow a character to activate each of their Mystic Artes once per battle if there are enough hits in the current combo. F added Accel Finalities, which are used by activating Accel Mode with a full meter.
  • In Anachronox, each character has 4 different abilities that require varying amounts of "stored energy".
  • Arc Rise Fantasia have these in the form of Excel Acts, which can be used after the characters gained enough SP to use them. What's more, when all three characters in the party use them at once, they can be combined into Trinity Acts and the much more powerful Excel Trinity Acts.
    • Characters from the Luminous Arc games appear as a cameo in a battle at the Arena. They can use Flash Drives, but they are treated with less flare than Excel Acts, which they also have (the E As have the Super Move Portrait Attack, not the FDs).
  • The Vanguard of Ar Tonelico 2 can both build up their attack levels and eventually get out the Lv. EX attacks by doing what the Reyvatiels want them to do.
  • Baten Kaitos Origins has the MP Burst. When you fill your MP meter up to level 5, you can perform an MP Burst, which gives you infinite MP for the duration of the combo but shuts down your MP meter for several turns afterwards. Learning the various strategies for this is vital for late-game boss fights.
  • Freeware RPG Balmung Cycle has this in the form of Hyper Attacks. By building up your adrenaline points, each character can perform wicked, over the top special abilities. You can also spend adrenaline on minor skills.
  • Dragon Quest IX has the Coup de Grâces. Each class has one, and each one has different effects, like healing the entire party, ensuring an item drops after the battle, or an attack that always causes a critical hit. They can even be combined, which is called a Co-op de Grâce.
  • Enchanted Arms has EX skills, which are powerful attacks only humans can use, and require a portion of a shared EX bar. The stronger skills require more of the bar, with some using up all of it. This bar charges, but slowly, usually requiring many battles to fill it. Certain bosses tend to have EX skills as well, though they can charge their EX bar to full over the space of three turns. The computer's EX skills hurt, to say the least, and can one-shot your characters if you are not prepared. It's especially bad when you can get one-hit-killed during a Duel Boss.
  • Etrian Odyssey 2 calls these "Force Skills", although not all of them are damaging: the Protector's "Painless" makes your party completely invincible for a turn. The first game instead had "Boost", which increased the effectiveness of a normal skill.
  • The Laguz transformations in Fire Emblem: Path of Radiance/Radiant Dawn sort of work this way.
    • A better example would be the randomly-activated mastery skills that the beorc gain upon reaching their final classes.
    • A few examples of the above:
      • Leathality: which gives an Assassin a random chance of a One-Hit Kill, no matter how strong the enemy was.
      • Astra: which turns one attack into five.
      • Sol: which, when activated, drains the attack's damage into the user's HP.
      • Luna: which makes an attack deal damage as if the enemy's defense was half its actual value.
      • Æther: given only to Ike, turns one attack into a Sol attack and a Luna attack in succession.
  • The summons in Golden Sun usually function as limit breaks, as you typically start the battle with all your djinn set to your party (because doing so gives you better stats and spells), then unleash them in battle over the course of several turns before finally being able to use the summon.
  • In Last Scenario, each spellcard has a special spell that can be used only once its user's crisis bar is full, at a large MP cost (usually) as well.
  • The Spirit Attacks in The Last Story. Each character can learn his or her own ability of this type after leveling up sufficiently, and when they do so they can perform it when the Spirit Meter fills after hitting enemies and being hit. The Spirit Attacks are, namely, Accelerate (Zael, attacks much more quickly), Death Sentence (Dagran, kills enemies after 30 seconds), Ancient Barrier (Calista, repulses the attacks landed on Zael and can also be dispelled to share the effect with the other party members), Shadow Stitch (Syrenne, paralyzes enemies), Meteor (Yurick, delivers a big, almighty ball of fire that weakens the defense of the enemy), Revive (Mirania, restores fully the HP of the party members and gives an extra life to each of them), and Glacier (Lowell, casts a big, almighty iceberg that inflicts a slip status ailment to the targeted enemy).
  • Legend of Legaia games have Miracle and Mystic Arts, respectively: Miracle Arts combine multiple normal Arts together and have no cost beyond maxed out AP and long enough Arts bar to fit their lenghty input in full, while Mystic Arts also require you to have half HP or less remaining and at least 100 MP but far outdamage any other moves in the game.
  • Live A Live gives you the chance to use ARMAGEDDON as a Limit Break.
  • Lunar Legend, the Game Boy Advance version has powerful moves for each character (accompanied by a close up of the character's face) that can only be used when the arts bar at the bottom of the screen is full. The arts moves were later imported into Lunar: Silver Star Harmony for the PSP.
  • Neptunia gives its eponymous character the fittingly named attack "Neptune Break," while Nisa has "ZHP Legend!!"
    • Hyperdimension Neptunia mk2 gives every character several Limit Breaks, executed by using standard attacks in a certain order and spending enough SP in the process. Console Patron Units and their candidates can also spend a full SP bar to activate Hard Disk Divinity to get an overall power boost. The two can be combined for more devastating finishers.
    • Hyperdimension Neptunia Victory simplifies things by giving the party a shared EXE bar, and using EXE attacks consumes a given number of segments. Again, doing so while in HDD gives the best results, and entering HDD is cheaper, just requiring 20% of the character's MP.
    • Megadimension Neptunia VII brings back the EXE bar and EXE attacks, but this time it doesn't carry over between battles, and transformations require a bar of the EXE gauge instead of SP.
  • In Ni no Kuni, performing critical hits or blocking major attacks give a chance of special restorative "Glims" to drop from the enemies. One such thing, the "Golden Glim," restores the HP of whoever picks it up to full, and allows them to perform an incredibly powerful "Miracle Move" at no cost to MP.
  • The first and second Paper Mario games have "Special Moves" that are granted to Mario upon receiving each game's respective Plot Coupon (Star Spirits for the first, Crystal Stars for the second). In both games, each special move is powered by "Star Power", the games' limit break meter. Also, in both games, Mario receives eight Limit Breaks that each use varying amounts of Star Power.
  • Persona 3 lets your party do an All-Out Attack against the enemies if they're all knocked down; this usually wipes out anything but bosses. Persona 4 even shows a skull-shaped mushroom cloud afterwards if you obliterate them.
    • Persona 4 also has Follow-Up Attacks: if you knock some enemies down with an attack, sometimes your teammate will offer to strike them as well, knocking even more enemies down or insta-killing them in style. And if the Follow-Up knocks them all down...
  • The remake of Phantasy Star II introduces Skills, which use varying amounts of Defend commands to activate. They range in utility across the eight characters, from area-of-effect attacks to status buffs.
  • Radiant Historia has the Mana Bursts. Each character has their own set of them, the meters fill up whenever that character deals or receives damage, and if the meter is full, you can perform one, which then resets it to zero. Annoyingly, some enemies can actually drain your Mana Burst meters.
  • Riviera: The Promised Land has both the Overdrive Meter, which gives you a more powerful attack once it's full, and the Rage Meter, which is the enemy's equivalent and which fills up by being attacked rather than by attacking.
  • Skies of Arcadia features a number of "super moves" that can be activated after a certain number of spirit points has been amassed in battle. Prophecy, which requires all party members to be healthy and a full spirit gauge, involves crushing the enemy with the moon.
  • In Summon Night: Swordcraft Story 2, the Mono Shift essentially functions like this, giving you crazy damage and a crazy damage skill when it's activated. It also comes complete with its own transformation sequence, and is actually used as a plot element.
  • Super Press Space to Win Action RPG 2009 has one. You use it to kill the final boss.
  • Valkyrie Profile has these for each character, and if you play your cards right, you can use them each round. In fact, since the boost to damage is almost necessary to defeat all but the weakest enemies, and you can boost the power by comboing them, it's unlikely that the Limit Breaks are the focus of combat. These are called Purify Weird Soul in Lenneth. Since those sounds rather underwhelming, they are called Soul Crush in Silmeria. The mages, though, gets the biggest and blastiest of them, called Great Magic. Some of your enemies can also do Great Magic.
  • Wild AR Ms 1 has a Force meter that increases during a battle. You have 4 increasingly powerful skills that enhance your attacks that can only be used when you have the appropriate level of Force (For example: Rudy has a skill that guarantees a hit when used in conjunction with his ARM weapon, Cecilia has a skill that allows her her to cast two spells in one go ,and Jack has a skill that guarantees he gets the first move). When a character has reached their maximum Force level, any status changes inflicted by enemies such as sleep, poison, paralyse, etc, will be removed (denoted by the phrase "Condition Green!" appearing in place of the Force meter).
    • The second and third games even tied it into the basic magic system. You need a certain amount of force points to cast spells, although it doesn't take them away to do so. They left in the super moves that actually take points away, although they became a lot less valuable when they prevent you from doing anything else afterward.
  • The World Ends with You has these in the form of Fusion Pins — gather enough stars via the minigame on the top screen during battles and at the highest levels, the player can do things from crushing their foes under a giant tidal wave in the middle of Shibuya to dropping the frickin' moon. Just to sweeten the deal, the latter, appropriately dubbed the Jesus Meteor, deals almost 100x the damage of a normal attack.
  • Xenoblade
    • Most characters have access to an ability called Talent Art. They are charged by successfully striking auto attacks, and once charged they allow the use of an unique ability of the character, such as Shulk's Monado Arts and Riki's "Yoink!"
    • Melia enters a state of Element Burst after several uses of elemental attacks. In this state, she gets access to two powerful arts (Burst End and Mind Blast), and her next elemental attacks do double damage.
    • A few characters have abilities that only become available when their tension reaches high levels, such as Riki's Happy Happy.
    • Filling your Party Gauge also gives you ability to perform party-wide Limit Break called Chain Attack. During it, time freezes and every member of your party can perform any of his/her skills, with extra attacks possible if their affinity is high enough. In addition, you have increased chance of inflicting status ailments, and using several skills of the same type multiplies their power. Notably, several enemies can use this technique against you!
  • Xenoblade Chronicles X has Overdrive.
    • On the ground, it makes your arts recharge faster and allows for a third-level of cooldown, which boosts their effects. It also offers a scattering of other benefits based on the combo number and the color of the arts you've used in combination.
    • In your Skells, your weapons no longer use fuel and cockpit mode — which instantly recharges your weapons' cooldown — triggers more often. It has other effects that vary based on the frame you're in, but typically include regenerating HP, damage boosts and defense buffs.
  • In A Witch's Tale, every 10 or so battles is a "BURST!" battle wherein the critical hit rate for all party members massively increases and the team earns 2x the experience after winning.
  • Falcom's Kiseki Series has the "S-Crafts," which are usable at 100 CP or higher, with a power-up at 200 CP. The drawback is that S-Crafts have a longer delay than most other actions.
  • Tokyo Xanadu has the "X (Cross) Strikes."
  • In Moco Moco Friends, when the Fever Gauge gets full, Moco goes into Moco Fever, and she can spend infinite magic power that turn.
  • In Gems of War, each troop has a special ability which is charged up via the Match-Three Game part of the game. Each has a specific mana affinity, and matching gems of that colour charges the gauge (with varying amounts necessary). These can be attacks, but can also provide heals, buffs, and other effects. Using them takes up a turn.
  • Rakenzarn Tales uses the Soul Points mechanic to deliver these. They're called Soul Breaks and take the form of either an original move or one of the character's most well-known finishers from one of their previous games.
  • Rakenzarn Frontier Story allows each character to have up to three, obtained by building their Relationship Values up to a certain level. It requires building up and using all Soul Points to fire one off.
  • The Awakenings in Dot Hack GU lets you use powerful attacks by filling the Morale gauge, which can be done e.g. by doing Rengekis or healing your party members.
  • In Yo-Kai Watch, all Yo-kai possess a Soultimate Move which has a variety of effects, from a super powerful attack, status effect on the enemy, or healing allies.
  • Pokémon:
    • Last Resort is a powerful move with no penalty to HP or stats... That can only be used after the player has used all other available moves at least once.
    • Trump Card is an interesting example: It can be used right away, but it is rather weak. However, the less PP the move has left (i.e., the more you use it. Without any extra items, you can use it a total of five times), the stronger it becomes. At its peak, it deals 200 damage. This can be dealt only once, and only after dealing increasingly powerful (but at most decent) attacks four times.
    • Some moves, such as Revenge, are rather average when it comes to power, but after a certain requirement is met (in Revenge's case, having received damage before in the same turn), they become way more powerful, and far more useful.
    • Starting with Pokémon X and Y, after a certain item (namely, a Mega Bracelet) is obtained and a Mega Stone is equipped to the right Pokémon (thus sacrificing the space for any other held item), the player has access to Mega Evolution, a temporary form that makes the current Pokémon extra powerful, until the end of the battle so long as it does not faint. Mega Evolution can only be triggered once per battle across the player's whole team, even if all of the player's Pokémon have Mega Stones, and if the Mega Evolution faints, it reverts back and cannot Mega Evolve again during the same battle.
    • Pokémon Sun and Moon introduces powerful Z-Moves that can be used once per battle, which are only available if the trainer has a Z-Ring and Z-Crystal.
  • Atelier games starting with Totori have these (the Updated Re-release of Rorona adds them too, even though the original was released before Totori). They are not only extremely flashy, but starting with Meruru, using them to finish a fight will result in a Theme Music Power-Up and an extended animation. However, the meter to use them builds up very slowly and is reset in between fights, so you're unlikely to ever use them outside of boss battles.
  • Nocturne: Rebirth has skills that have very high cooldown and darken the screen upon activation. In the case of spells, the casting time will also be high. These ultimate skills are also exempt from the Accelerate passive, which has a chance to instantly cool down a lesser skill. There is also a passive that has a chance of replacing a fourth-tier spell with an ultimate spell of the same element.
  • Both playable characters and enemies in Granblue Fantasy have a charge attack, or ougi as referred to in the Japanese version. With enemies, it fills up through a series of diamonds while the player's characters have to fill up a bar up to 100% which can be increased through a buff to speed up the rate at which it's filled or increase the number of times they attack in one turn. Samurai-type characters have the ability to go beyond 100% and can use the extra charge to fill their charge bar faster. Playable characters also have the bonus of being able to utilize chain bursts when multiple characters use their charge attack in one turn, dealing extra elemental damage based on the element of the character who started the chain.
  • Ys Particularly Ys VIII: Lacrimosa of Dana has Extra Skills. These attacks can be achieved when characters have increased their skill meter to Max by landing normal skills. Ys Origin also has Limit Breaks in the form of Bursts, which are only usable during Boost mode, deal decent damage, and provide invincibility frames.
  • Noble Phantasms work like this in Fate/Grand Order. Each Servant has a gauge that fills up whenever they attack or are attacked (Arts cards fill the meter the most). Filling the gauge to 100% adds a special attack card in addition to the regular 5 that allows the Servant to use their Noble Phantasm. Higher level Noble Phantasms can be charged beyond 100% for a greater effect. Enemy Servants instead have a series of bars that fill up with every turn.
  • In Forever Home, each character has a Prism Link skill that costs 100 TP and requires a QTE input to use. After using it, the Prism Link has a cooldown so that it can't be spammed even if the character gains 100 TP again.
  • Sacred Earth - Promise: Exceed Limits are learned at level 15, and require the Limit Index to be filled before they can be chained from EX Arts. The Limit Index is filled when an EX Art is used.

    Fighting Games 
  • Play Station All Stars Battle Royale is based entirely around a system of limit breaks. Players gather AP from fighting and have access to 3 levels of Super Attacks depending on their AP meter. These Super attacks are the only way to net a kill and gain points.
  • 2D fighting games often have a "super bar" that fills up as your character fights, allowing your character to perform flashy special moves once it's full, such as the Hyper Combos from the Marvel vs. Capcom series or Super Arts from Street Fighter III. Boss characters may have a super bar that automatically fills up (like M. Bison's in Street Fighter Alpha 3 and Jivatma's in The King of Fighters: Maximum Impact 2).
    • Art of Fighting's Super Death Blows were the first fighting game example of this feature, though they could only be unlocked after completing one of the game's bonus rounds.
    • In terms of game mechanics, the game that most closely fits the FFVII archetype is Samurai Shodown. Bar fills only as you take damage (as opposed to games where your attacks that connect can fill the bar as well), allows a super attack once it's full. In Capcom vs. SNK 2, this is reflected in the "K-Groove" meter style.
    • Meanwhile, the S-Groove in CvS2 and the super system in early The King Of Fighters games allow for unlimited Supers once the character's health is low, and, if the user has both low health AND a full meter, allows them to perform their Level 3 Super.
    • In Street Fighter IV, there is a Revenge Gauge separate from the usual Super Meter, and the player can execute a cinematic Ultra Combo after it reaches a certain point. However, the gauge only fills up as the player takes damage making this more like a Desperation Attack.
    • Certain games also allow EX special moves, which are a midpoint between special moves and super moves that require meter to use.
    • Touhou Hisoutensoku combines the super bar with a card battle system. During the game, you have five spellcard spaces that fill as you deal damage, take damage and dodge ranged attacks. Every time you fill a box, you are dealt a new spellcard out of the deck you have previously built on the game options. You can then choose a spellcard with a button and activate it with another button. Some spellcards activate a super special move and will make you discard multiple cards at once, others activate a normal special move (the game was intended to be a gateway into fighting games for Touhou Project fans) that can improve or replace an already-possessed move, and other cards that cause special effects such as extra speed, stopping time, healing, or performing a sudden dash. If you dial a super special move manually, you won't use any spellcards.
  • Distortion Drives and Astral Heats in BlazBlue. Tager even says "Limit Break!"note  during his Astral Heat.
  • The Hiryu No Ken series introduced this trope to Fighting Games with the Hiryu-no-Ken attack, which can only be used when the K.O. Gauge is full.
  • In addition to their regular supers, each character in Eternal Fighter Zero has a special level 3 super known as a "Final Memory", which can only be activated when low on health. Doppel Nanase's Final Memory even requires that she must have lost a round in the best-of-three match.
  • Medabots AX Metabee And Rokusho: The Medaforce. After suffering enough damage or standing still to charge the Medaforce meter, each Medabot can unleash a powerful technique. Each Medal has a unique ability, so for example the Medaforce can either be a devastating attack or an emergency heal for your Medabots. Damaging Medaforce attacks can pierce Mercy Invincibility.
  • Mortal Kombat 9 and its sequel offer the "X-Ray Moves", which are as awesome as the Fatalities themselves.
  • In the computer game Sacred and sequel, special maneuvers refill over time (depending on the maneuver and its level, this may only take a few seconds, but combos take very very long to reload), or quickly/instantaneous when special potions are used.
  • Super Smash Bros.
    • Starting with Brawl, every character has a Final Smash that they can use after breaking a Smash Ball. Most of the time, they're either a single powerful attack or a transformation that seriously powers up the character for a few seconds.
    • Little Mac has a more traditional version. Dealing and taking damage causes his power meter to rise, and when it's full he can deliver a KO punch, which is very likely to One-Hit Kill opponents even at as little as 30% damage.
    • Cloud has the original Limit gauge from Final Fantasy VII as part of his mechanics. It rises from taking and dealing damage, similar to Little Mac, and when it's full, all of his stats increase a bit and the next special move he uses will be strengthened. He has a move to manually charge the gauge as well, but attempting this when it is full has him use Finishing Touch instead.
    • Ultimate added an option to retool Final Smashes into a more conventional meter system like Little Mac and Cloud. Instead of breaking a Smash Ball, every player has their own Final Smash Meter that when full activates a weaker version of the character's Final Smash.
  • Soul Series:
    • Soul Calibur IV allows characters to use ''Critical Finishers" once their opponent is weak. These attacks can be things such as throwing the enemy into a black hole, unleashing a barrage of attacks, or knocking them out with their butt. Yeah. Aside from Yun-Seong's and Cassandra's (the above butt attack) Critical Finishers, they are all still pretty epic and Limit Break worthy.
    • Soul Edge, the precursor game, and Soul Calibur V have a more traditional version in "Critical Edge" attacks.
      • In SE, you can unleash a multi-hit combo against your enemy at the expense of a third of your weapon durability meter.
      • In SC V, Critical Edge attacks use up one stock from your Critical gauge, which is also consumed using Brave Edge (extended combo) attacks and Guard Impacts.
  • X-Men: Next Dimension: as you punch and kick your opponent, you build up a charge bar which can be spent on a number of special powers. These range from simply unusually powerful punches or slides, to spectacular displays of ownage as Magneto sprays magnetic doom everywhere. Due to a quirk of programming, these are also one of the few ways to semi-reliably interrupt enemy attacks.
  • ARMS has its "Rush Meter", a triangle that slowly fills up over the course of a fight until it turns yellow and erupts in flames. Once that's the case, the player can enter a "Rush Mode", causing the fighter to glow golden and deliver much faster and stronger punches than usual. If used at the right time, the opponent will not be able to escape the combo and take massive damage (300-400 in a game where the strongest regular attack usually deals between 150 and about 200)
    • Played more straight with the games True Final Boss, who will shoot a giant fireball at the player once he unleashes his Rush.
  • Part of the gameplay in The Grim Adventures of Billy & Mandy is that players can collect Mojo Balls to fill up their Mojo Meter. When the Mojo Meter is filled up once, it will enable the player to instantly beat away their opponent's hit points or to counter against an opponent doing the same. Filling up the Mojo Meter twice will enable the player to do a Mojo Meltdown, a super attack that instantly causes every opponent the player is fighting to lose either a life or the remainder of their health.
  • Touhou flyer fighting games feature a Last Word for each character. These attacks are very flashy, complete with Super Move Portrait Attack. A Last Word attack deals enormous damage if it hits, but need special conditions to activate.
    • In Hopeless Masquerade, activating a Last Word requires the player to be at 100% Popularity. Activating it will reset popularity back to zero, making it risky since popularity determines the winner instead of HP in case of timeouts.
    • In Urban Legend in Limbo, the activation requires the player to collect at least 4 Occult Balls, and the damage gets higher the more Occult Balls are collected.
    • In Antinomy of Common Flowers, the activation requires the player to have full Spell Gauges for both the master and the slave, as well as a full Possession Gauge. If the Last Word fails to finish off the enemy, however, the slave's Spell Gauge and the Possession Gauge are disabled, meaning the player can't do anymore tagging or Occult Attacks.

    First Person Shooters 
  • In Dragon Rage, you have the Fury Attack, which you get the option of using after you collect 5 cow souls and deliver them to an ancient shrine.
  • Doom mod GMOTA:
    • Blaz has the Fatal Draw. The Fatal Draw is the ultimate sword attack that can kill most enemies in the game in one hit, and it also unleashes deadly sword beams. Using this attack needs spirit power that can be charged by dealing damage with powered sword or getting spirit gems.
    • Doomslayer has the Berserk Rune, which adds a berserk meter charged by dealing damage. When full, Doomslayer can activate it to enter a berserk state. In this state, he can pulverize enemies with very strong fists, and shoot massive sword beams from his greatsword.
  • Medal of Honor: European Assault had a hilariously out-of-place Adrenaline meter that, when maxed, could be triggered at will to give the player total invincibility, unlimited ammo (even for bazookas), and increased fire rate with no accuracy drop. It borders on the absurd, considering this took place in an otherwise totally serious World War II.
  • Each of the playable characters in Overwatch has a unique "Ultimate" ability that charges over time or by dealing/healing damage. The effects vary widely and sometimes include a drawback: Lúcio's "Sound Barrier" encases himself and any nearby team-mates in a powerful (but slowly-dissipating) shield, Winston's "Primal Rage" gives him increased health and melee damage (but disables his gun), while Pharah's "Barrage" simply fires a stream of powerful missiles at wherever she aims (but requires her to stay stock still for the seconds the barrage lasts, making her very vulnerable).
  • Similar to Overwatch, Paladins has an "Ultimate" for each of its champions that charges over time, whether it's by dealing damage, or by healing allies. Examples include Fernando's "Immortal" making himself and nearby allies unable to die for a few seconds, Pip's "Evil Mojo" turning the enemy team into harmless chickens, and Drogoz's "Dragon Punch" allowing him to One-Hit Kill any enemy with a jet-powered punch.
  • Collecting a certain number of souls in Painkiller causes Daniel to Demon Morph, gaining invincibility and one-hit-kills on almost everything for a short time. It also grants a cool greyscale vision with enemies tinted red and black. One of the key reasons for the leap in difficulty up to the game's final Trauma Mode is due to the removal of souls and thus the Demon Morph. Demon Morph also activates whenever a boss is killed, though it's largely useless there since, you know, you just killed the boss (except in the case of the first boss, who is still alive when the player goes to Demon Morph, and has to be finished off using the Demon Morph attack). It's all for effect.
  • Team Fortress 2:
    • The Medic has a special ability to give himself and his current healing target 8 seconds of invincibility in the form of the ÜberCharge, give his healing target 8 seconds of 100% critical hits in the form of the Kritzkrieg, or give his target immunity to movement impairing effects and 300% heal rate with the Quick-fix. The Vaccinator grants a great deal of resistance and crit immunity to a specific type of damage for a few seconds, and is split into four charges. The medic has to build up charge from healing teammates to use any of these, charging faster the more injured they are.
    • The Scout has the Soda Popper, which adds a Hype meter charged by dealing damage. When full, the scout can activate it to Double Jump up to five times in a row for ten seconds. Before being Nerfed, it was charged by simply running, and granted mini-crits for eight seconds automatically when full.
    • The Soldier gets three in the form of his Banners. After causing enough damage to enemy players, the Soldier may unleash the Buff Banner and give him and allies near him a mini-crit boost for ten seconds. The Soldier also has access to the Battalion's Backup, which provides damage and Critical Hit resistance instead of mini-crits, and the Concheror, which provides a speed boost and Life Drain. The latter two also provide +20 max health and a slight health regen effect, respectively, to the Soldier at all times, while the Buff Banner has no benefit until charged.
    • The Pyro's Phlogistinator requires that the Pyro cause 300 points of fire damage to fill its Mmmph meter. Once full, the Pyro can taunt to activate its effect, which grants a moment of invulnerability and ten seconds of Critical Hits.
    • The Sniper has a rifle known as the Hitman's Heatmaker, which gains Focus on each kill (less if you merely assist in a kill). Once the Focus meter is full, the Sniper gains the ability to remain constantly zoomed in (normally he would have to zoom out in between shots) as well as a faster charging time for his rifle. This setup is meant to encourage numerous powerful headshots while it lasts. For a short time, Every Bullet Is a Tracer as well, which is more of a downside. He also possesses the Cleaner's Carbine, a sub-machine gun which fills a Crikey meter as it deals damage. Once filled, the Sniper can unleash several seconds of mini-crits.

    Hack and Slash 
  • In Afro Samurai, Afro can go into over focus, which gives you a sort of Bullet Time for a short while. In order to activate it, Afro has to fill his Focus Meter by killing enemies.
  • There are two different examples of this in Asura's Wrath. The first is Unlimited Mode, which basically makes Asura's rune like imprints in his skin glow white, and he can effectively run through anything and takes little to no damage from regular attacks. The other example, which is a unique case that's actually a necessity to get past a level, is the Burst mechanic, which effectively allows Asura to execute a powerful attack via a Quick Time Event that destroys all opponents in the area, as well as being able to get past an area to the next one. Basically, with each burst done, Asura is technically getting more and more powerful as the episodes progress.
  • The "Devil Trigger" in the Devil May Cry series transforms the activator into a powerful demon while it lasts. Also a Super Mode.
    • Devil May Cry 2 has an even more powerful one, dubbed the "Desperation Devil Trigger" by fans, that activates if Dante goes into Devil Trigger mode on low HP. It's hard to get into, but a bad thing for any enemies around if it happens.
    • It's also possible to charge up the Devil Trigger in the third game to create an implosion upon releasing that absolutely destroys most enemies and causes heavy damage to bosses, but greatly reduces the length of the Trigger.
  • "Onimusha mode" in the Onimusha series. On second thought, a lot of Capcom games have this trope.
  • Drakengard involved an effect that you picked up after defeating 50 enemies in a row (with a time limit between each kill). Your character would get supercharged for a time, basically able to kill most enemies in a few hits.
  • The Dynasty Warriors franchise and related games have these: it, Samurai Warriors, and the Warriors Orochi triology call them Musou attacks. You get True Musou attacks by performing them while your character's health is low enough for the bar to be red (or if you equipped an item or ability to do this any time the bar is filled); during the attack the character becomes temporarily invincible. Normally, the Musou bar fills when you attack, when you take damage, when you collect restorative items, or when you manually charge it. A notable change in the Warriors Orochi game was that without the Absorb attribute on your character's weapon, he or she doesn't fill the bar with attack damage, bringing it close to Too Awesome to Use.
    • The Orochi games also utilize passive skills (which includes a game breaking ability that triples your attack speed) that require a full bar to utilize, further trivializing Musou Attacks.
    • The Musou attack is upgraded in Dynasty Warriors 7, where rather than just elaborate combos the character unleashes a single powerful move. Some are even grabs that deals particularly massive damage to a single enemy while still having some degree of AOE.
    • On top of the Musou meter (which gives the player access to three different Musou attacks: a normal Musou, an aerial Musou, and a Musou activated by holding down the Switch Weapon button while activating it,) 8 has a Rage meter that fills as you attack enemies (but unlike the Musou meter doesn't have restorative items to fill it quickly.) Once full the player can enter a Rage state where they become invincible, their attacks are faster and more powerful, their Musou meter is maxed out, and in place of a Musou attack they have a True Rage attack, an extremely long but steerable flurry of attacks that lasts as long as the player holds down the Musou attack button and slowly drains their Musou meter, and is capable of annihilating hundreds of enemies (including enemy officers) in one go.
  • Ninety-Nine Nights is an interesting example because it has a Limit Break that is used to charge a second Limit Break. Killing enemies with normal attacks fills the Orb Attack gauge. Killing enemies with Orb Attacks fills the Orb Spark gauge. The Orb Spark kills all the Mooks you can see and heals you and your allies, but the mooks don't award Experience Points directly. Instead, enemies killed by Orb Sparks are worth more points on the end of mission score, which affects your rank and the amount of bonus Exp you get.
  • In No More Heroes, Travis has a random chance of shouting an attack name from his favorite anime and going into Dark Side Mode after defeating an enemy. These range from getting a new long-range attack for a short while to increased speed and attack power, and the most powerful of these attacks, Anarchy in the Galaxy, clears the screen of enemies and is triggered whenever the player feels like it. However, beating the level without using it nets you extra money.
    • In the sequel, he has a standard "Ecstasy" meter which, when filled up, lets him attack crazy-fast as well the slot-based Limit Break which goes from things like letting him unleash Sword Beams to turning into a tiger and just straight-up maul the mooks trying to get the hell away from you.
  • In the earlier Rune, Ragnar also has a meter which fills every time he deals damage (and drains slowly over time), when it's full (or he picks up a red rune) he immediately launches into a berserker rage and the meter starts draining rapidly. Ragnar's eyes glow red and he roars with fury, dealing enormous amounts of damage until the meter empties all the way, although he can prevent the rage from ending indefinitely as long as he causes enough damage continuously to outpace the draining meter.
  • In Sengoku Basara the Basara gauge fills every time you kill a certain amount of enemies, allowing to to perform a special attack. This attack can be upgraded to the Super Basara Attack if you execute it while in Hyper Mode.
  • Spartan: Total Warrior has rage attacks fueled by attacking enemies. The attack used is based on the weapon the Spartan is holding and if it was a group attack or a single attack. They are all done in slow motion and with lots of gore. The most notable thing is how fast the rage bar charges: in large battles, it is possible to use the rage attack every other attack.
    • Then there's the God Attacks, fueled by a separate gauge that increases as you kill enemies and doesn't decrease. While Rage Attacks boil down to elaborate sequences of hacking and slashing, God Attacks range from turning enemies to stone and shattering their bodies to making them explode.
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    MMO 
  • Bloodline Champions has an ultimate ability requiring 100% energy (build up by effectively using abilities) and EX abilities that require 40% (usually a added effect onto a current skill, but occasionally a rather different one) for each bloodline.
  • EVE Online sort of incorporates this, in the form of Overheating and Siege Mode. If players have trained the appropriate skills, they can overload many modules to push their performance up, but this, of course, damages the modules over time, eventually breaking them. Dreadnought ships, while only able to equip three capital weapons of their racial default, can equip a special Siege Module that multiplies their weapon damage by 625%, halves the duration on self-repair modules and doubles the amount repaired as well as making the Dreadnought immune to enemy electronic warfare (warp scramblers, targeting jammers et al.) however this cripples the tracking speed of the turrets/reduces the explosion radius of missiles and completely disables all ship navigation and warping, and the Dreadnought cannot be affected by friendly electronic warfare or repairs until the Siege Module runs out.
  • zOMG! features a rage meter that slowly fills as the player takes damage and uses rings. By quickly pressing the hotkey, one uses a RR 1 skill, such as a slashing with a sword, shooting a handgun, or tossing a water balloon. By holding the key down, the skill's power increases, and the animation gets progressively more spectacular. For example, the sword now performs a complex combo, the number of guns you wield reaches The Mask-like proportions, and the water balloon turns into a screen-filling liquid nuke.
    • Quite possibly the most hilarious is the RR4 Taunt. The Taunt ring has you gesture at the enemy or yell at them to draw their attention. Rage Rank 4 has you give them The Double Deuce and yell obscenities at them. What enemy wouldn't want to tear your face off after that?
  • With the change to the Evolution of Combat, Runescape now has a form of this. Before EoC, some higher-level weapons had a special attack gauge that could pull off powerful abilities when they were full, but it was more akin to a Charged Attack than a Limit Break. Now, all players have an adrenaline bar that fills up over time in combat by using basic-level abilities. Threshold abilities are a sort of mini-limit break that require 50% adrenaline and drain 15%, whereas Ultimate abilities require a full bar and would be of almost game-breaking power if it weren't for the long cooldowns and time needed to build up the adrenaline.
  • Phantasy Star Online featured sidekicks called Mags, who could perform various different Photon Blasts after a gauge filled up. A slight subversion in that these abilities were of extremely limited utility on higher difficulty levels.
  • Phantasy Star Online 2, in addition to seeing the return of Photon Blasts, has Compound Techniques, which require the player to charge a meter by attacking enemies with techniques, combine two elements together for heavy damage. These include Zandion, an electricity/wind technique that sends the user flying while coursing electricity; Formelgion, a fire/dark technique that fires a devastating energy beam; and Baranstion, an ice/light technique that assaults enemies with swords made of ice.
  • Star Wars: The Old Republic has this in the form of "Heroic Moments" which heals you and your companion over time as well as resetting the cooldown on your class's stun ability.
    • By completing the storyline with each class, you also unlock a specific attack related to that class for using during Heroic Moments... which is then available to all of your characters once unlocked. This means you can have Jedi busting out grenades and flamethrowers or Bounty Hunters shooting lightning while calling down orbital strikes!
  • Warhammer Online has Morale abilities: as you kick ass on the battlefield, your Morale gauge builds up, allowing you to make, for example, a devastating attack at the 25% Morale level that's capable of dropping a weak foe in one hit, or a really devastating ability at the 100% level capable of turning the tide of a battle.
  • World of Warcraft has many player-character mechanics that work this way:
    • Warriors gain "Rage" points from dealing or taking damage in combat (or from certain skills, such as Bloodrage), which they spend on their abilities.
    • Rogues are largely built upon using certain special skills to build up "Combo Points" followed up by a "Finisher", which has a more severe effect (be it more damage, longer incapacitation, etc.) based on how many Combo Points you have accrued on a target.
    • The Druid's bear form has rage like a warrior, and its cat form has combo points like a Rogue.
    • In addition, most if not all classes have abilities that can only be used after something happens in combat. (When available, these abilities are said to "proc".) The warrior ability Overpower can only be used in a window of a few seconds after an attack by the warrior has been dodged, blocked or parried, and the Execute ability can only be used on targets that have been reduced to less than a fifth of their total Hit Points.
    • Death Knights gain Runic Power as they use their abilities, and depending on how much they have they can empty it to use a special ability; frost spec Knights use a decent strength attack or an AoE freeze (although using the right glyph takes away the latter's cost), blood Knights (no, not those) summon an animate sword to fight with them, and unholy users call a gargoyle in to bombard the enemy. In addition, Unholy Death Knights have Shadow Infusion, which increases the power of the Death Knight's ghoul every time they cast Death Coil; upon reaching five stacks, the Death Knight can consume them to temporarily increase the power of their ghoul even more, and give its abilities additional effects.
    • Paladins have a resource called Holy Power and several spells or attacks that do more damage/healing depending on how many charges of Holy Power are available. Certain abilities, such as Shield of the Righteous and Templar's Verdict, require the paladin to accumulate 3 charges of Holy Power before they can be used at all.
    • Prior to Mists of Pandaria, Priests had Evangelism, which had different effects depending on whether the player used Shadow or Holy spells. The holy side built up by casting Smite or Holy fire, and gradually increased their power while reducing their mana cost; consuming it restored mana and temporarily improved the priest's healing abilities. The shadow side built charges by casting Mind Flay, and gradually increased the power of their damage over time spells; consuming it restored mana and temporarily increased the power of many of their direct Shadow attacks.
    • Elemental Shaman have Fulmination. When they cast lightning spells, they have a chance to add charges to their Lightning Shield (if it's up). The charges Lightning Shield has above three are consumed when they cast Earth shock to increase its power. Enhancement Shaman have Improved Lava Lash, which increases the power of Lava Lash for each stack of Searing Flames(a damage over time effect inflicted by Searing Totem) on the target, and Maelstrom Weapon, which has a chance to build up every time the Shaman strikes an opponent and reduces the cast time and mana cost of various spells to potentially nothing.
    • Marksmanship Hunters have Master Marksman, which gives them a chance to receive a buff whenever they cast Steady Shot; when this buff stacks to three (previously five), the hunter's next Aimed Shot (a powerful attack that normally has a long cast time) cast instantly and with no cost. Beast Mastery Hunters have Frenzy, which increases the attack speed of their pet every time said pet attacks; consuming charges of this restores the pet's Focus and temporarily increases the attack speed of the hunter.
    • Balance Druid's Eclipse worked a bit like this. They had a bar with two halves, Nature and Arcane; casting direct damage Nature spells brought it closer to the Arcane end, and casting direct damage Arcane spells brought it closer to the Nature end. Once the druid reached one end of the bar or the other, they gained a brief spell haste buff, a mana recharge and a buff to one of their magic schools, depending on which end of the bar they were on, which lasted until they reached the middle of the bar again.
    • Before Legion, Warlocks had a Demonic Fury bar. Casting Shadow spells earned Demonic Fury, and when the DF bar topped out they could transform into a demon version of themselves, which could wreck things.
    • The Shadow Priest's Shadow Orbs worked like this: each time the priest cast Mind Blast or Shadow Word: Death, they gained a Shadow Orb. They could obtain a maximum of three and the more used, the more powerful the spell. They could use it on a short, powerful Damage Over Time or a single target horror effect.
    • Paladin tanks now have Bastion of Glory, which they gain a stack of each time they use Shield of the Righteous, up to five. Bastion of Glory increases the amount the paladin is healed by their own Word of Glory, a decent healing ability. Similarly, Death Knight tanks get Scent of Blood, which has a chance to gain a charge whenever the DK auto-attacks, up to five. Said charges increase the amount the Death Knight is healed by their next Death Strike, and increases the Runic Power they gain by using it.
    • As of Mists of Pandaria, both DPS Warrior specs have a new one as well. Arms Warriors have Taste for Blood, which gains a charge when their Overpower ability procs another use of Overpower, up to five. Said charges increase the power of the Warrior's next Heroic Strike or Cleave. Fury Warriors get Meat Cleaver, which procs whenever they use Whirlwind, and increases the number of opponents their next Raging Blow is capable of hitting by one, up to a max of four.
  • Global Agenda has the Morale Boosts, powerful class-specific buffs that affect the entire team. Using them requires the Morale gauge to be full. The gauge charges over a lenghty period of time from pretty much any action taken in combat.
  • Dominators in City of Villains have the Domination meter, which fills as they attack opponents. When full, Domination can be activated to increase the damage, duration, and effectiveness of all powers for up to two minutes, then it must recharge and cannot be reactivated even if the Domination bar is refilled until the cooldown period is over. Brutes similarly have the Fury meter, which fills up as they are attacked or use their own attacks and boosts their damage output as it rises for a total boost of 200% of their base damage. This Fury boost stacks with all other damage buffs the Brute has on him. Blasters in City of Heroes have a similar system to Fury called Defiance, with the added feature that they can still use their weaker attacks even when paralyzed by a hold power.
  • In AdventureQuest Worlds, the Undead Slayer's Dragon Lance attack, probably the most damaging move in the class's entire arsenal, is only available if you have accumulated 20 or more points of Spirit Power through autoattacks on undead foes. Because Spirit Power powers your attacks and your heals, and using this attack burns ALL of your Spirit Power, its best use is as a Finishing Move against an undead boss, which means you need to bring the boss down to low HP before unleashing on him.
  • This is how the "Daily Powers" in Neverwinter work, since of course few would want a combat ability with a 24 hour cooldown.
  • In Runes of Magic, the entire warrior class is built around this. Warriors have exactly 1 damage skill that can be used without any Rage (warrior mana, basically) and it requires you to be a certain distance from the target, and it's on a 12 second cool-down. As you attack and get hit, you build up rage, which is then used to fuel anything you can do from a big old slash attack to bashing heads to stab-stab-stun combos, boost defense at the cost of attack and vice versa, use area of effect attacks, etc.
    • Offset by Runes' dual class mechanic, where there are about 5 to 7 skills available from your secondary if both classes are high enough level to unlock them. These skills use Focus (Scout class mana), Energy (Rogue class mana), or Mana, and are usually on short/nonexistent cool-downs. Also, starting at 15/15, then 20/20, 25/25, ... 50/50, you can obtain Elite Skills that are usually either buffs or attacks. those that are attacks are pretty powerful, and normally use your secondary class's energy.
  • Player characters in DC Universe Online have Supercharge abilities that are built up from using weapon attacks or specific powers and can then be activated to deliver a powerful attack or heal. Depending on the strength of the ability, it will use either all of the meter or just half of it.

    MOBA 
  • Dota 2 and League of Legends have ultimate skills which may qualify as this, since they can only be skilled at levels 6, 11 and 16.
  • In League of Legends, Shyvana has a fury bar which fills up when she deals damage with her abilities and basic attacks. Once it is filled up, she can execute her ultimate, transforming into a dragon and flying for a short while, knocking enemies back in the process. Not only that, but her abilities are buffed, and she can gain more fury in order to extend the duration of her dragon form.
  • In Heroes of the Storm, they are called Heroic abilities. There are usually two heroics per hero, but the player can only choose one of them at level 10, and can be improved upon reaching level 20.
  • In Gigantic the heroes' ultimate abilities are called Focus abilities, and require a bar to be filled up before each use. Characters can build up Focus by dealing damage to enemies or killing them, but Focus is also granted for taking damage or dying.
    Platform Games 
  • The Kong Pow from Donkey Kong Country: Tropical Freeze. Collecting bananas gradually fills a gauge on the HUD that, when full, allows the Kongs to transform all onscreen enemies into extra lives, recovery hearts, or Banana Coins, depending on which partner you currently have. It takes two characters to pull off the move, though, so Donkey Kong is out of luck if he's by himself.
  • In Iji, Iji can learn to activate Retribution when low on health and knocked to the ground. It's very powerful, theoretically capable of dealing 418 damage, compared to the Nuke which does 5.
  • In Jak II: Renegade and Jak 3: Wastelander, Jak can turn into Dark Jak after absorbing enough Dark Eco. You can launch a flurry of rapid attacks with reduced risk of injury. Or, you can kill everything on the screen with a massive spray of purple lightning. Guess which one is more fun.
  • In Kirby's Return to Dream Land, you get a Super Ability if you eat certain enemies. The Super Ability gives you an incredibly powerful attack, and even comes with a slightly flashy cutscene with its first use.
  • The Legend of Spyro has Fury in all three games, though they differ a bit between games. In the first two, the fury bar is filled by collecting purple gems, and obliterates all the enemies onscreen in a blast of whatever element Spyro is using at the time. In the third, it's filled simply by fighting enemies, and when activated briefly allows both Spyro and Cynder to use Convexity/Fury breath, which is ridiculously overpowered.
  • Several of Mega Man X's armors have a meter that fills up with damage. This full meter can be used for a single powerful attack or a screen-clearing blast. The Ultimate Armor lets you use the attack unlimited times.
    • Mega Man Battle Network had the Program Advance. If you put certain set(s) of 3 or more specific Battle Chips in your folder, saved them when they were drawn in battle until the full set has been drawn, then selected the set in order, the chips would merge together to form a Program Advance. A Program Advance was extremely powerful (in fact, one of them was a Game-Breaker in Battle Network 2), and some came with temporary invincibility for the duration of the attack. However, the same Program Advance could not be used multiple times in one battle from the fifth game onwards.
    • Mega Man Star Force has the Big Bang attack. When you counter an enemy attack, you get an extra card. But if you are in a special form, then you may get a special Big Bang card, which is ridiculously powerful, hits most enemies, and hard to dodge.
    • Mega Man X: Command Mission uses Action Commands for its Limit Breaks, similar to Final Fantasy VIII and Final Fantasy X, although they are more unique in that they feel more like minigames rather than power enhancers. One character's Limit Break effectiveness is determined by the player's luck at poker!
  • In a variation, the Mega Man Zero series gives limit breaks (known in-game as EX Attacks) to some of the bosses that you fight, especially certain bosses like the Four Guardians or Copy X. Often these manifest as a particularly powerful attack that the boss starts using at low health (and only while you have an A or S rank), and many of these also give the boss a brief period of invulnerability. While Zero doesn't get any limit breaks himself, fighting a boss that's using an EX Attack means he'll get a new technique after beating it.
  • One of these serves as a secret Special Attack in Super Metroid; the Crystal Flash can only be triggered if Samus has less than 50 units of energy, no reserve energy, at least 10 Missiles, at least 10 Super Missiles, and at least 11 Power Bombs. The player must then select the Power Bombs and input a very complicated button combination. If pulled off, it drains 10 of each missile and 11 Power Bombs, but fully replenishes Samus' energy.
  • Michael Jackson's Moonwalker offers a variation where, if they can catch a shooting star, the player will morph into Mecha Jackson, the King of Robo-pop, a 10-foot-tall robot with a pair of rockets strapped to its feet, lasers in its eyes, and bombs to scatter all over the screen. Yes, it is exactly as awesome as it sounds.
  • Sonic the Hedgehog's "Super Sonic" form could count as a Limit Break as well as (obviously) a Super Mode, especially in the classic games. In Sonic Adventure 2's two-player mode, characters are granted "special moves" after getting 20, 40, and 60 rings respectively - the 40-ring one is an attack on the opponent which also shows up when said character is a computer opponent in story mode, such as Sonic's "Sonic Wind" and Shadow's "Chaos Spear".
    • "Time Break" and "Speed Break" in Sonic and the Secret Rings. Both require the Soul Gauge to be full before using. Sonic and the Black Knight has "Soul Surge", which functions in a similar way.
    • Defeating enemies and collecting rings in Sonic Heroes fills a power meter that allows you to use a "Team Blast" that destroys all regular enemies on screen and gives an after-effect depending on which team uses it that lasts until the bar empties (letting Sonic use the light speed attack, Team Sonic; freezing time, Team Dark; leveling up, gaining a shield and invincibility, Team Rose; and getting rings for every enemy defeated, Team Chaotix).
    • Defeating Black Arms in Shadow the Hedgehog fills the good side of the Karma Meter that temporarily allows Shadow to use Chaos Control to fly through a large portion of the level (which can ironically lead to Shadow fulfilling the neutral ending for the level rather than the good one), whereas defeating G.U.N. troops fills the evil meter that temporarily lets him unleash a Chaos Blast to attack all surrounding enemies. Both options also make him invincible for their duration.
  • Vexx features a meter that fills up as you attack enemies. It fills up quicker with consecutive hits. When full, it can be used to activate a special mode that allows you to run fast and shoot energy blasts from your hands. It's only actually required at one point in the game, though — and that spot has a special area-only powerup that fills it instantly.

    Racing Games 
  • The nitrous oxide in Need for Speed: Underground 2 counts: you refill it by narrowly avoiding cars, tailgating, drifting, and pulling enough Slo-Mo Big Air.
  • Need for Speed: Undercover has a similar mechanic. Nitrous and Speedbreaker both recharge normally, but by "pushing the envelope" with dangerous driving techniques like near-misses, trading paint with other cars, and drifting, the player gets more Zone points to signify going deeper and deeper into The Zone. As the meter fills up, the player gets a multiplier, effectively increasing the amount of zone points they get, and the speed at which nitrous and speedbreaker recharge, up to five times. Crash into a wall, though, and you lose a multiplier.
  • The Burnout games from Takedown onwards are similar to Need for Speed, but add refilling the boost all the way by making your opponents crash, and triple the fun quotient.
  • Midnight Club: Los Angeles, in addition to a standard Nitro Boost replenished each lap of a race, has a Slipstream Boost, which is charged by riding an opponent's slipstream (draft).

    Real Time Strategy 
  • Dawn of War features "Relic Units." These units require a relic to be held (essentially a certain point on the map), tier 3 or 4, and usually a few expensive and time-consuming researches. Relic units generally kick the shit out of most other units, and are limited to one at a time.
  • Dawn of War II and its expansions, there's a meter for each faction like Space Marines' Fury or Orks' WAAGH, these fill as you kill enemies and your own units die. When it reaches a certain number depending on the faction, you may be able to summon a special unit like Terminators or drop down a turret. When your meter is almost full, you can use your faction's strongest special attack (such as the Imperial Guard's Rocket Volley) to target a visible point on the map.
    • In the campaign, there's also Thaddeus who may gain an ability (if you attributed his skill points accordingly) to enter a state in which he will be able to use his abilities with no energy cost and no recharge time after he takes a certain amount of damage. Pair that with another ability, allowing brief invulnerability after a successful jump/teleport and you have a Lightning Bruiser/Glass Cannon.
  • EndWar has an unusual form of this — when one side is close to defeat by the opposing side meeting the objective, Defcon 1 triggers and Weapons Of Mass Destruction (ranging from tactical nuclear weapons to orbital energy cannon strikes, along with the ability to crash an uplink, making it irrelevant for the scenario objectives) become available to the losing side for the first salvo, and then to the winning side as retaliation if they're used. These WMDs are a weapon powerful enough to instantly wipe out units at ground zero (at full health and shields), and to cause units to require evacuation at a near-miss.
  • Syndicate reboot has the DART Overlay, which slows down time and allows you to keep track of enemies, which are highlighted in orange against a darkened background, even through cover.
  • Plants vs. Zombies 2: It's About Time has Plant Food. Giving it to a Plant causes it to use a powerful attack (usually enough to off most tougher zombies), inflict status on all enemies on screen, produce a huge amount of sun, increase its defences, or self-duplicate.
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    Rhythm Games 
  • Star Power in Guitar Hero, which not only doubles the player's score for each note, but makes the player's "Rock meter" rise more dramatically, which can be a great strategic advantage in beating more difficult songs.
  • Overdrive in Rock Band, which has the added effect of reviving band members who've failed.
  • Euphoria in DJ Hero which automatically handles crossfading while active.
  • Fever in DJMAX has effects that vary from game to game. In the more conventional games, Fever makes each note add more to your combo. In DJMAX Technika, it makes your gauge recover faster with each note hit and also converts "green" MAXes into a slightly better "rainbow" MAX. In DJMAX Respect, it also gives you more points per note. In all games it's featured in except in Technika, if you fill the Fever gauge again before your current Fever runs out, you can extend the Fever duration and gain additional buffs.

    Roguelike 
  • Each class in Dicey Dungeons has one, which is charged by taking damage:
    • The Warrior has Fury, which doubles their next action.
    • The Thief has Unlucky Roll, which instantly rolls four "1" dice.
    • The Inventor has Focus, which turns all their unused dice into 6's.
    • The Robot has Autoroll, which guarantees a Jackpot.
    • The Witch has Broomstick, which rolls 3 extra dice.
    • The Bear (which can only be played as by copying a Druid's Bear Transform move) has Bear Smash, which deals 10 damage.

    Shoot 'Em Up 
  • Raystorm has the Special Attack that is refilled through use of the lock-on laser.
  • In Touhou, the eighth game, Imperishable Night features Last Spell. If you bomb right at the moment you get hit, instead of casting your Spellcard, you cast a Last Spell instead. A Last Spell is considerably stronger than a regular Spellcard, but consumes two bombs.

    Sports Games 
  • In Backyard Basketball, the team gets Hot Hand if it makes 3 shots without the other team scoring, a dunk powerup if it makes 3 outside shots without the other team scoring, and a butterfingers powerup if a player makes a steal when the team has a powerup. Hot Hand and Dunk have shot limits, and Butterfingers has a time limit.
  • Some iterations of the NHL Hockey games allow you to build up power by performing tricks and cool stuff (like scoring from miles away), and once the bar is filled, you can hit a button to slow down time for a few seconds, theoretically helping you to plan and execute even more cool moves.
  • The Mario sports games tend to do this a lot.
    • In Mario Power Tennis and Mario Tennis: Power Tour, each character has an Offense and Defense Power Shot. Offense Shots are powerful shots that are difficult to return successfully (usually going absurdly fast or having a ridiculous curve) and, if they are returned, have some sort of negative impact on the player who returns it (spinning him around, shocking him, pushing him back, etc.). Defense Shots can hit the ball from (almost) anywhere and negate the damage done from power shots.
    • Making good plays in Mario Super Sluggers will fill your Star gauge. Every time it's completely filled, a star will be added to the counter. Using a star in batting will make the contact more prone to being a base hit, and using it in pitching will produce a faster or tricky pitch. Team captains may use two stars instead of one sometimes.
    • Super Mario Strikers has the Super Shot which, if timed perfectly, can't be stopped even by a goalie. It's sequel, Mario Strikers Charged has an even flashier version known as the Mega Strike: The captain launches into the air with the ball, temporarily transforms and, again depending on timing, can potentially score between 3-6 goals.
  • In NBA Ballers, you can "bring down the house" when you fill up the House meter. Performing the move results in a one-man alley oop that destroys the hoop and instantly ends the match.
  • 1080° 2: Avalanche features a power meter that fills up as you perform tricks, when it's full your character glows with exhilaration and can now instantly recover from a fall or smash their way past an opponent.
  • Ace Fishing has a Fever Mode gauge which fills up everytime you catch fish. When activated, the player's attack increases.

    Third Person Shooters 
  • Max Payne:
    • The first game has a meter that allows him to engage bullet time. Filling the meter involves killing enemies, you get a bonus when you kill an enemy while in bullet time, and you can manually toggle the bullet time. It's possible to stay in bullet time near-indefinitely with well-timed activation, killing, and deactivation.
    • Max Payne 2 expands on this mechanic — by killing enemies while in bullet time, the screen turns more and more sepia, and time moves slower and slower and slower, to represent Max getting in the zone.
    • Max Payne 3 follows up by allowing you to use bullet time even when your bullet time meter is empty; Max jumps out of the way and bullet time lasts for most of the time that he's airborne. The cost is that it ends with Max whacking the floor, which leaves him prone to gunfire as he needs a few seconds and both of his hands to get back up, and takes damage if he falls from a great height.
    • The multiplayer in 3 is centered around RPG-mechanic gang wars, which involve multiple types of limit breakers (and the aforementioned jumping bullet time no matter which you equip). Examples include a superior bullet time (relative to your enemies), perfect-detection sonar, perfect-stealth cloaking, extra damage, extra health, strengthen your teammates, sabotage your enemies' weapons, etc.
  • One has a Smart Bomb hyper attack available when the Rage Meter is maxed out and pulsing out of the screen.
  • In The Punisher, killing bad guys fills up a rage meter that eventually will let you go into Slaughter Mode, where the eponymous protagonist pulls out a pair of knives, with which he can perform both melee and ranged one hit kills, and becomes invincible.
  • The Tequila Bomb meter in the John Woo game Stranglehold is filled up by taking out enemies stylishly, and when the meter gets filled up enough, you can either recover some health or execute a Tequila Bomb attack — sniping someone off from long distance with Precision Aim, doing a rock-and-roll Barrage attack, or wiping out everyone in the vicinity with the Spin Attack.
  • Warhammer 40000 Spacemarine has a Fury Mode very similar to the Force Unleashed 2 above, except that instead of improved Force powers, you get Bullet Time shooting.
  • Wild Guns has the Vulcan gun, which does extra damage, has a wide area of effect, and makes you temporarily invincible. You get it by shooting enemy bullets until you fill up the green meter at the bottom of the screen. Once it's full, boom.
  • Splatoon has the special weapons, which become available by covering empty or enemy-colored turf in ink until the special meter is filled. These weapons are wildly varied, with stuff like temporary invincibility, Grenade Spam, the Inkzooka, and the Inkstrike among others. With clever use, these weapons can help to turn the tide of battle.
  • In The Grid, if someone manages to amass $4,000 before the round ends, they will gain access to a special attack called Da Bomb. Using Da Bomb kills all of your oppponents instantly and results in a unique "DA BOMB!!" voice clip that uses a subwoofer installed in the cabinet just for this clip.
  • When the power of flight is active during Kid Icarus: Uprising, Pit gets two slowly filling gauges, which fill faster when narrowly dodging attacks in glide mode, and let him do special attacks when full. Blades bring down lightning bolts, staffs shoot a gigantic Magic Missile, orbitars shoot a scattered Magic Missile Storm, palms let loose a circling Spread Shot, bows shoot a Rain of Arrows, cannons cause explosions to happen all throughout the air, arms simply punch as much as possible, clubs generate multiple tornadoes and claws produce a Razor Wind tornado.

    Turn Based Strategy 
  • In the PSP SRPG Jeanne d'Arc, there is a system of transformations that act something like a Limit Break. During the course of the game, several characters find magic Bracelets that let them grow fancy shining armor for around two turns during the battle. While transformed, the characters' stats are boosted, they have access to super-strong attacks, and once they kill an opponent they get "Godspeed" — a free turn all for themselves. And since this is a SRPG, having free turns is a friggin' godsend. Played right and just one character can wipe out the enemy team all by herself.
  • In the RPG The Last Remnant, many of the main characters have a limit break, usually powered by Remnants (it could be said that some limit breaks belong to the Remnants themselves, rather than the character using them). Rather than a limit break guage, there is a small chance of characters being able to use their limit break on any turn. There's a much greater chance of this happening if your team is losing badly, although many other factors come into play.
  • All the playable characters in Luminous Arc can use Flash Drives, once they build up enough Flash Points (FPs) in battle. They're strong, as well as Super Move Portrait Attack.
    • Same system came back in the sequel, Luminous Arc 2 with Drive Points (DP).
    • Along with the typical Flash Drives for every character, Luminous Arc 3's Refi can gain a Zodiac Card and use a Unison Strike with his partner.
  • The Advance Wars games have "CO Powers" which work like limit breaks.
    • The second game introduced Super CO Powers which was a buffed/different variant of a CO's normal power.
    • Dual Strike introduced Tag-Powers which allowed you to execute one Super CO power and then switch to the next CO and use their power next to gain two turns at once, which can be lethal depending on which CO's you pair up together.
    • Days of Ruin/Dark Conflict changed it that CO's board a unit of your choice at a factory/airfield/port/HQ for half the unit's price and they gain an aura around their unit (excluding one CO) that boosts it's effectiveness and units inside the aura, which increases in radius and power when they fill the meter halfway (and again when you charge it up all the way).
  • In the Super Robot Wars series, each character has a "morale" or "Will" meter, which can increase and decrease over the course of battle. Nearly every combat-oriented character has some attacks that are only usable with high enough morale. So while a Super Robot may start off with Eye Beams and a Rocket Punch, as the battle rages, it can pull out a big-ass sword and start swinging.
    • Endless Frontier has actual Limit Breaks, performable by filling up the combo meter. If the character's BGM isn't already playing for the battle, it does now, making this also a case of Theme Music Power-Up.
    • From Super Robot Wars Destiny onward is when it became the norm for the leads to have a unique final attack complete with a different version of their theme.
  • Disgaea 5: Alliance of Vengeance introduces Revenge Mode and Overloads. Revenge Mode is a downplayed version of this trope, giving the character critical hits, reduced SP costs, and reduced inbound damage for a few turns. Overloads, on the other hand, play it straight, with effects like instant dopplegangers, charming every male unit within 5 panels, and even some transformations.
  • In Atlas Reactor, characters gain energy when using their basic attacks and cooldown abilities. Once at full energy, the character unlocks a powerful 'ultimate ability' that works like a limit break: Using the ultimate drains all energy from the character and they have to build up their reserves again afterwards.

    Western RPG 

    Wide Open Sandbox 
  • Grand Theft Auto V introduces special abilities to the series that last for a short amount of time depending on the special ability meter. Trevor's is greatly increased defense and every attack pulled off from him deals a large amount of damage.
  • The Blind Rage mode in Scarface: The World Is Yours, which is fueled by "Balls" and grants Tony invincibility, Bottomless Magazines and quasi-vampiric healing-through-killing.

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