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  • Ringouts (knocking your opponent out of the arena and into an auto-DQ zone), or any other means of winning a round without actually zeroing out your opponent's health bar are universally reviled. The Virtua Fighter and Soul Calibur series generally include ringouts on most if not all stages. Soul Calibur also heavily features juggling and several notably claustrophobic stages where accidental self-ringout is an actual possibility. Dead or Alive, on the other hand, put a more enjoyable spin on this, transforming most ringouts into events more to the order of 'you knocked him off the building and down through the flashy neon sign and into the pavement, but then you jump down after him and keep fighting down there.'
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  • For a lot of people who would otherwise play Tekken, juggling is exactly this. A large section of the fandom who thought 2 or 3 was the best in the series often find any game past 4 bordering on unplayable. One word - walls. Getting trapped by Eddy or Christie in the corner of the map has been known to break controllers.
  • Super Smash Bros..:
    • Tripping in Brawl. Whenever a player breaks into a run, they may, by completely random chance, trip over and leave themselves vulnerable. The mechanic doesn't go away in Sudden Death. Even though tripping gives you invincibility frames, you could do the same thing but better with sidestepping. It's supposed to be to limit overuse of dashing, but casual and competitive players alike agree that this mechanic has no good reason to exist. Fortunately, random tripping has been removed in the next installment.
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    • For the Pokémon Trainer, the stamina mechanic which punishes you for trying to rely on one of the Mons by reducing your stats when you use one specific one for too long (and to a lesser degree how the current mon automatically switches when you get KOed). You can tell when this happens when your Pokemon starts to act tired in their idle animation and move around more sluggishly. This despite the fact that Sheik/Zelda never needed any handicap on multiple forms besides lacking a Down-B move. The mechanic was completely axed when Trainer returned in Ultimate, much to the relief of fans.
    • The Pokémon Trainer's Pokemon are also affected by Type Effectiveness, meaning certain types of attacks do a bit more damage and knock a particular Pokémon further away than usual. This ends up making the Trainer's Ivysaur, a Grass-Type, susceptible to attacks from over half of Brawl's roster due to the abundance of characters that innately use fire-based attacks, making Ivysaur less durable than it should be. Squirtle and especially Charizard had an easier time with this. Both this and the stamina mechanic mentioned above were introduced to emulate the mechanics of the main Pokémon gamesnote , which only sounded good on paper in the end. It should be noted that only the Pokémon Trainer's team are affected by these mechanics, so the standalone Pokémon such as Pikachu play like the other characters in Brawl's roster. Fortunately, just like the stamina mechanic, Type Effectiveness was axed for Ultimate.
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    • For a large group of players (read: those who don't play in tournaments), this applies to every kind of "dashing" (except running) and "canceling" technique in Melee, the previous game. The fact that they were nearly completely removed in Brawl was seen as a breath of fresh air for some of those who didn't base their playstyles on physics exploits nor intentional advanced techniques. On the other hand, their removal was a huge cause to the very Broken Base, especially since many already-nerfed characters were nerfed even more as a result.
    • Brawl's random multiplayer. You're pitted against 1-3 anonymous opponents, and when someone quits, they're taken over by a CPU. Without notifying you. Most annoyingly, this feature was even touted on the official website. Unless you know the AI well enough, you'll never know whether your match was spent entirely with living, breathing humans or that awesome finish you pulled off in the final moments of the match was against the CPU.
    • Brawl's Final Smashes have also contributed heavily to its Broken Base. If items are in play, there's a chance of a Smash Ball appearing, and if you break it, you can unleash a super attack that will knock out enemies instantly. The main problem is that while you can dodge the super moves in some way, most of the time, you won't be able to (especially if the level is tiny and hard to maneuver around) and thus the user practically gets a free kill or two. What's also worse are "Pity" Final Smashes that occur when a player is severely lagging behind in points and respawns with a Final Smash already in standby. However, Super Smash Bros. for Wii U and 3DS Nerfed the Final Smashes, heavily toning them down in damage and launch power, so that for the most part, opponents have to be heavily damaged already to be knocked out.
    • In the games where you can play with a Nintendo GameCube controller, mashing the C-stick is a very useful way to easily perform smash or aerial attacks, unless you're playing Melee's single-player modes, where the C-stick zooms the camera in and out. Since the default camera placement already gives you the best view of everything, this feature serves no purpose but to restrict your view and to make many techniques much harder.
    • The Multi-Man modes in Melee and Brawl have items. While items like Poké Balls are helpful, many players view the biggest challenge of the modes is not trying to defeat all of the enemies (100-Man) or trying to survive (15-Minute), but hoping that a rogue Bob-omb or explosive doesn't spawn next to you and ruin that glorious victory. Alleviated in the fourth game, where items in the mode spawn on top of a floating platform that appears every couple seconds.
    • Collecting custom attacks in the fourth game. It's a Luck-Based Mission, only available through single player modes or the rare chance of having a bag spawn in a Smash match. The problem lied in how custom moves are lumped in with general equipment like stat buffers or even Mii costumes, so even after getting a guaranteed five custom parts after a Classic Mode match you have no idea if any of them are going to be full moves for your main or new hats for the Mii fighters until the match is over. Even worse is that it's possible to get repeats of both custom moves and other equipment, meaning that the item pool to draw from does not lower over time.
    • The replay feature:
      • First introduced in Brawl, replays don't record video footage of matches. What's really being recorded are the button inputs and instances of RNGnote  from start to finish and the "replay" of any given match just plays back that sequential recorded data in real time. Unfortunately, there's also a very small chance that a replay will desync and won't play back the way it's supposed to, which is usually irreversible. Also, replays in Brawl can only last up until 3 minutes. If there were any memorable matches that last 3 minutes and 1 second or more, you won't be able to record it.
      • There is a time limit for replays in both versions of the 4th Smash installment. It lasts for some time beyond 10 minutes and any reasonable match will end long before that. However, replays will become unplayable once you've downloaded the latest update patch, which has happened at least 9 times. All because the damage output and mechanics for several characters have been altered, which would mess up live playbacks for outdated versions of the game. To avoid this before updating, the Wii U version has an option for uploading video recorded matches to YouTube and Miiverse, but these replays can't exceed 3 minutes. As for the 3DS version, your only options are a capture device or an off-screen recording with a camera. And because that's not enough, while the Wii U version appears to save as much replays as you want depending on the console's memory, the 3DS version isn't so lucky. Did you just have an epic or hilarious match and want a replay of it? Well, if you've already reach the limit of 64 saved replays, the game almost tauntingly displays the message "You cannot save any more replays.", regardless of how much space you have in your SD card. At that point during the Results screen, there is no option to delete an old replay to save a new one.
    • Ultimate's matchmaking lets you tweak your preferences so that the game favors giving you matches with a particular ruleset (timed battle, stock battle, 1-on-1, team battle, items on/off, etc.) While it's understandable that the game won't always give you a match with the exact rules you want (it would likely take hours to give you a match otherwise), it's still entirely possible to, say, put down that you want 1v1's with no items and no gimmick stages and still end up in a 4-player free-for-all with everything on, or vice versa, with no option to review the rules you'll be put under and the option to subsequently back out without penalty.
    • Every character in Ultimate mode is playable in Classic Mode...except for the Mii Fighters.
  • In Tatsunoko vs. Capcom, when someone ragequits in an online match, it counts as a loss for the person who was still online, who likely would have been winning. And this even happens if the final hit was registered.
  • SmackDown vs. Raw:
    • Since the 2006 edition, gender restrictions have been placed (no more intergender matches). In SvR2K10, the Mixed Tag match was introduced, which pits two teams of one male and one female against each other. The problem with the match is that if a man and woman are legal in the ring, the ref starts a five count and the illegal partner has to make a tag or automatically gets disqualified. Worse still- and not just in this match but in any match- the men get disqualified for hitting the women, even if it's by accident while the women, on the other hand, are allowed to attack them as much as they please (If countered, they'll win automatically by DQ). Unfortunate indeed, but this is a reflection of the current "rules" in the WWE, which is sort of the point of Smackdown vs Raw. Thanks to PG and other things, men cannot hit women, and the five count is an accurate reflection of tag rules, as it has to be girl on girl and thus if the others tag it means that you also tagged.
    • The grappling system in SVR2011, which removed the modifier for strong and weak grapples. Weak grapples could only be performed on non-groggy opponents, while heavy grapples were restricted to groggy opponents.
  • The older GameCube title Day of Reckoning 2 introduced a new "stamina" system that left your wrestler completely helpless and at the mercy of an opponent if they ran too much or used too many moves in succession. You could also run out of stamina if you got beat up too badly, and while that normally only happens to characters with low stats, it makes comebacks difficult if it does. In one way, it added more strategy to matches, but it also made it harder to beat opponents with higher stats.
  • Marvel vs. Capcom 3:
    • X-Factor is this for some. It's a power-up that can be activated by any character in the game once per fight that increases in power as more characters of your team die off. The reason some say it is this trope is that the strength and speed boost it gives your character is so big that it breaks the game. Every character gets access to easy 100% combos upon using it and can easily decimate entire teams after one mistake, completely overturning the momentum of a match. And that's not even getting into the fact that activating it cancels instantly from ANY move.
    • Even better; Ultimate Marvel vs. Capcom 3 now allows you to activate X-Factor midair.
    • The inclusion of ground/wallbounces and really common OTGs in order to make combos as long as inhumanely possible is detrimental to the overall fun level for whoever isn't the winner. MvC3 is decidedly not a game that's fun at all if you're losing, if only because you have to watch completely helplessly for upwards of 20–30 seconds of pummeling that you have absolutely no control during if you make a mistake.
    • The match-search system for online has become notorious for being utterly broken. In theory, setting "Player Rank" to "Same" should pair you against players similar in skill to you. In practice, nobody has any clue what formula the game uses, but it likes to pit Amateur (the second-lowest rank) against Lord (one of the highest) and other such blatantly-lopsided fights. Expect to get into a lot of fights you just can't win.
  • Counters (or holds as they're properly known as) in the Dead or Alive series, especially in 4 where they're believed to have degenerated the game into pure guessing.
  • Deadliest Warrior:
    • The stamina bar embodied this trope to the max; even heavily armored warriors like Knights and Spartans could have their blocking ability momentarily disabled or their arm broken due to their shield being punched but not to being shot by a Blunderbuss.
    • Most characters have ranged weapons. Only some characters, however, have ranged weapons that aim for the head by default, and it's a One-Hit Kill if they connect. Worse still, there's no restrictions on when you can and can't use them, which means a round can end in a single solitary second just from someone chucking a spear into your skull at the very start of the match.
  • The tests of strength in the Fire Pro Wrestling series, which become impossible for a player to win above level 5, and occur with increasing frequency in the higher difficulty levels. Generally agreed by fans to be the worst aspect of the game.
  • Street Fighter:
    • Street Fighter I, an otherwise-decent game at the time of its release, is infamous for its pressure-sensitive buttons: the type of attack you inflict (light, medium, or strong) depends on how hard you hit the button. Naturally, players can injure themselves over the course of normal play, and there have been reports of people drop-kicking the buttons; meanwhile, operators found these buttons costly and difficult to keep in top-notch condition. Because of this, Capcom put out a revised version that instead uses the now-standard two rows of three buttons, dropping the pressure-sensitive gimmick almostnote  entirely from subsequent Capcom fighting games.
    • Street Fighter V changed the way alternate colors are unlocked from simply playing as a character in any mode, to playing through Survival mode for each character. On paper this doesn't sound too bad, but the mode itself is a chore to go through. First, you need to play through three difficulties to unlock all the colors for one character; you can't just do hard mode and unlock them all. For the two harder modes, the enemy AI is effectively braindead, rarely blocking and only getting slightly aggressive as the mode goes on. That is, until the final stretch, where the AI takes a massive Difficulty Spike and starts doing hard-hitting combos whenever it can, after you've fighting piss-easy opponents for ten or twenty minutes straight. The higher difficulties aren't actually harder, they just have more enemies to go through, from ten, to thirty, then fifty. There's also a system where you can spend your points between fights to buy supplements to help with the next fight; these supplements are randomized, meaning you can be stuck with low healing after barely making it through the last round. To cap it all off, this all needs to be done per costume for each character. Oh, and no continues if you die, of course, or if the game suddenly loses connection to the server and boots you to the main menu. Thankfully, with the announcement of Cody in June 2018 came with numerous changes to the maligned Survival Mode, including a save feature for the higher difficulties, power-ups that don't drain your score meaning you no longer have to worry about having low health and a bad supplement for the harder fights, and the opportunity to continue at the expense of some in-game currency. Take That, Scrappy Mechanic!
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