Very often in anime, the characters who have a great deal of expertise and a huge library of attacks rarely use all of them. As a matter of fact, they will only use a select few.
This is usually a Justified Trope, as it wouldn't make for much Character Development if a character was able to pull a new attack out of their hat every episode. Further, it makes sense that a veteran fighter would use the moves that he knows work, instead of trying a risky new strategy that could easily backfire. But still, when you hear the Combat Commentator explain that this character has an insane library of powerful attacks, you can't help but wonder...Is this their first day on the job?
Mostly this trope is used for niche protection. If every character can use all of the moves, every character is interchangeable.
Video Game justifies this by only giving the players a finite, usually low, number of "moves" the character can do, due to the inherent limitation of memory and programming, even if the character is supposed to know a lot of techniques.
- Sasuke has an ability that enables copying powers by looking at them. Instead of using any of the abilities he sees someone else using (with the exception of one hand-to-hand combat combination), he uses derivatives of two attacks he learned normally (Great Fireball and Chidori), said ability's other powers, and the Combo Platter Powers its Deadly Upgrade grants.
- Similarly, at the start of the series, Kakashi is said to have copied over a thousand jutsu. We see him using a bit over 20 different jutsu, many of which are variations of a jutsu he himself came up with.
- The title character and his teammates only have a handful of attacks, and they're all really powerful.
- Miroku occasionally shows the ability to use sutra magic techniques to do some neat things, but 95% of the time he just either hits things with his staff or whips out his wind tunnel.
- Lyrical Nanoha and her friends' magical libraries are never mentioned, but they nonetheless tend to use abilities with a theme, such as Nanoha's Divine Shooter... though on several occasions where it's not appropriate, she just switches to something else without a comment (or with a 'just what we expect of'), such as suddenly turning her Device into a spear to break through a shield before unleashing an uber-pink-laser-of-death at point blank range.
- By the time Bit Villains Rouge and Pantyhose are battling over his home, Ranma in Ranma ½ has an impressive array of deadly combat techniques such as ki blasts, invisibility, and the ability to create tornadoes. But he uses none of them, despite the fact a giant monster and a demon-goddess are wrecking the neighborhood. Secret techniques are usually used only in the story arcs they are learned in, when they'll be useless to the good guys, or in the Final Story Arc. He usually relies on his other skills and the Saotome Secret Technique (Run Away! Run Away!), which provides dramatic tension and the possibility of failure.
- Possibly Justified, as those moves are often impractical for one reason or another (for example, creating tornadoes requires a lengthy set-up period where Ranma must control his opponent's moves, while his ki blasts are fueled by confidence) or else not available (he swore never to use his Thousand Seas techniques again).
- Inverted in Bobobo-bo Bo-bobo, where the title character actually goes out of his way to avoid reusing moves; pointed out in the one episode he does reuse one.
- When your fighting style is confusing your opponent into submission, reusing moves isn't recommended. Or funny.
- For the record, he and his family have the specific theme decks of using various forms of body hair. How they can get creative with that is quite stunning.
- In Bleach, Aaroniero Arruruerie tells Rukia he can use the powers of all 33,650 Hollows he's eaten all at once. He proceeds to use the same technique he had been using, and is stabbed through the head by Rukia fairly quickly. While he was enjoying his mind games employed through what he had been using, he definitely could've been more careful.
- Subverted by one of the villains in YuYu Hakusho. Rando, the demon from the Genkai Tournament arc, is known for having killed and stolen the secret techniques of over a hundred psychics, and throughout the battle he pulls out move after move. And then loses when one of them backfires on him, because despite knowing how to perform the techniques, his understanding of them is limited and what he didn't know damn near killed him.
- And then really subverted in the Dark Tournament arc, when self-described "Beautiful" Suzuka revealed that not only did he have a vast arsenal of techniques, he was extremely well-versed in using them. Unfortunately for him, he was sorely lacking in raw power, which Genkai made painfully clear by beating him into the ground.
- Averted in A Certain Magical Index with Oriana Thompson: she never reuses attacks since she thinks using a spell she already used in the same fight is boring.
- Played straight (and literally) in Yu-Gi-Oh!. Most of the time, a character's Deck mirrors his or her characteristics. Some examples include Ryouta Kakiji/Mako Tsunami (Fish, Sea Serpent, and Aqua monsters), Edo Phoenix/Aster Phoenix (Destiny HEROes), Crow (Blackwings), Shark (Sharks), and Yuya (Performapals).
- This is very common in collectible card games. And justified, because due to the nature of card games, not playing a theme means you'll have a handful of unrelated and usually unplayable cards.
- Take the Pokémon TCG as an example. Pokémon require energy for their attacks. You'll have a much easier time providing your Pokémon with energy if you focus on a single (or sometimes two) type(s). Fire Energy isn't really going to help you if you if you don't have any Fire Pokémon in play/your hand. Similarly, Pokémon that require three or more different types of energy for their attacks are very hard to use.
- Zig-zagged in the Yu-Gi-Oh! card game. Players can build Decks revolving around "archetypes", which are groups of cards connected by sharing a common part of their name ("Gravekeeper's", "Shaddoll", etc.), or focus on an Attribute (WIND, LIGHT, DARK, etc.) or Type (Fairy, Pyro, etc.). Sometimes a "hybrid" Deck can be made with compatible cards/archetypes. But if you merely throw together a bunch of unrelated cards without any thought to how they can be used in conjunction with each other, you're not likely to win against any player whose deck has some sort of actual synergy.
- This happens in Magic: The Gathering, too.
- For instance, the Scars of Mirrodin block introduced the concept of infect and proliferate. Creatures with infect do damage to players in the form of poison counters (if you get ten, you lose the game), and to creatures in the form of other counters that permanently weaken them. When you proliferate, you add one counter to each card or player you choose that already has a counter. However, infect damage does not cause loss of life, so most of the time you're not doing much at all if you combine infect creatures with non-infect creatures in a deck.
- Like with Yu-Gi-Oh! above, it's far more efficient to focus your deck towards a single purpose than spread your goals thinly. The more cards you have in your deck that share a similar function, the more likely it is you'll draw something that will contribute to your win condition. Focusing your deck into fewer colors also means that you're less vulnerable to mana screw — a situation where you can't play your cards because you're missing the right combination of colors.
- Strongly enforced in Future Card Buddyfight. The deck-building rules require that all the cards in a player's deck be from the same World.
- A common criticism of Green Lanterns is that each has a ring that can, canonically, do "anything its wearer can imagine". The more abstract applications tend to be downplayed in favor of energy blasts, force fields, etc.
- Although the infamous All-Star Batman & Robin, the Boy Wonder did show him using his as a coat hanger.
- Specifically addressed in an episode of Justice League, where GL instructor Katma Tui criticizes her trainees (and John Stewart in specific) for not getting creative with their rings. Since John's an ex-Marine, one can understand his preferring function over form. However, after this episode, he does start showing more creativity - particularly in the episode where he gets de-aged to childhood and lets his imagination go wild. This doubles as a Meta example, since fans of JL had also complained about Stewart only using "beams and bubbles" in early episodes.
- Main antagonist Sylar on Heroes has a variety of stolen superpowers (including freezing, liquefying solid objects, and nuclear energy blasts), but he almost exclusively uses telekinesis for combat.
- Though their library of spells on Buffy the Vampire Slayer is still more varied than most on this list, writers tried to ensure that Willow and Tara used particularly effective spells more than once, since it would have made no sense to forget them unless they had good reason to. Some repeated spells included the light that found lost people, Willow speaking into people's minds, her flinging knives at enemies by telekinesis, and of course, returning Angel's soul.
- 4th edition of Dungeons & Dragons gives a wide variety of powers for characters, but they can only select one for a given slot, meaning characters have to plan in order to advance. As a meta example, these powers are also printed on cards and put into a deck.
- Between the fact that Black and White Magic used two different stats and the fact that in Final Fantasy II, spells (and stats) grew in strength with number of times used, this was encouraged.
- In Art of Fighting, the first enemy Ryo and Robert face is Ryuhaku Todo, the master of his own dojo that teaches the Todo family style of martial arts. ... And aside from standard punches and kicks, the man only ever uses one special move.
- Gilgamesh of the Fate Series is stated to have every Noble Phantasm to ever exist, in its original form (which also means they're much stronger than the Noble Phantasms wielded by other heroes). However, he tends to only use about five of them that the average viewer could identify: his Golden Armor, the chains of Enkidu, the sword Merodach, the Vimana flying machine, and his trump card, Ea. Everything else, he just tosses around as ammo for a Storm of Blades. This is, in fact, Gilgamesh's weakness: if he actually tried to master all of his Noble Phantasms and learn their strengths and abilities, he would be unstoppable, but being lazy and egotistic, he takes these legendary blades with all kinds of fantastical abilities and fires them off like arrows.
- Quantum Protocol: All decks contain cards based around a certain theme, such as fruit, Japanese weapons, music, and chess. These cards also have effects to support other cards of the same type.
- Martial arts themselves are to an extent theme decks.
- Many national-or-higher level judoka, possibly all of them, specialize in a maximum of five throws and grapples, despite knowing nearly every technique of their chosen martial art.
- Even high-ranked taekwondo competitors have kicks and blocks that they prefer, usually depending on their size and flexibility.
- Even the bafflingly extensive Kung Fu styles like Shaolinquan encourage the development of one or two specialized skills. The best known of these is likely the Iron Palm skill.
- There are eighty-two recognized techniques (kimarite) in sumo. The average wrestler uses only a bare handful of them; one of the things that made Mainoumi Shūhei both popular and fairly successful was that he strongly averted the trope, using a mind-boggling array of 33 kimarite throughout his career.
- Western martial arts do this to a much greater extent, which is part of the reason people forget things like boxing and wrestling even are martial arts.