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* ''Franchise/StreetFighter'': Starting with the [[UsefulNotes/PlayStation home]] [[UsefulNotes/SegaSaturn versions]] of ''VideoGame/StreetFighterTheMovie'' ([[NotMakingThisUpDisclaimer yes, really]]), players can perform EX Special Attacks by pressing two attack buttons instead of one when performing most special attacks. They would be integrated into the main series starting with ''VideoGame/StreetFighterIII: Second Impact'', requiring that the player expend part of their Super Meter in order to do so.

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* ''Franchise/StreetFighter'': Starting with the [[UsefulNotes/PlayStation [[Platform/PlayStation home]] [[UsefulNotes/SegaSaturn [[Platform/SegaSaturn versions]] of ''VideoGame/StreetFighterTheMovie'' ([[NotMakingThisUpDisclaimer yes, really]]), players can perform EX Special Attacks by pressing two attack buttons instead of one when performing most special attacks. They would be integrated into the main series starting with ''VideoGame/StreetFighterIII: Second Impact'', requiring that the player expend part of their Super Meter in order to do so.



* In Toka's 1998 UsefulNotes/PlayStation fantasy BeatEmUp ''Legend'', your three warriors have their basic combo from spamming the attack button. They also have three special combos that use your constantly recharging combo gauge and require you to enter a specific sequence of attacks and kicks. Your character will perform a powerful combo that hits harder than usual, makes you temporarily invulnerable and often involves fancy acrobatics or new moves (though big guy Karo's Combo 1 is completely identical to his basic combo but slightly slows the timing of each punch). The characters also have a Super Combo that uses all the combo gauge but has a much longer attack sequence than your other special combos.

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* In Toka's 1998 UsefulNotes/PlayStation Platform/PlayStation fantasy BeatEmUp ''Legend'', your three warriors have their basic combo from spamming the attack button. They also have three special combos that use your constantly recharging combo gauge and require you to enter a specific sequence of attacks and kicks. Your character will perform a powerful combo that hits harder than usual, makes you temporarily invulnerable and often involves fancy acrobatics or new moves (though big guy Karo's Combo 1 is completely identical to his basic combo but slightly slows the timing of each punch). The characters also have a Super Combo that uses all the combo gauge but has a much longer attack sequence than your other special combos.
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** ''VideoGame/StreetFighter6'': Overdrives, this game's equivalent to EX specials, are just one of many tools the player has at their disposal for the Drive Gauge, costing two of six Drive Gauge segments per use. It's a separate resource from the Super Meter, so players don't have to worry about sacrificing one mechanic for the other.

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** ''VideoGame/StreetFighter6'': Overdrives, this game's equivalent to EX specials, Specials, are just one of many tools the player has at their disposal for several mechanics tied to the Drive Gauge, costing two of the gauge's six Drive Gauge segments per use. It's The Super Meter is a separate resource from the Super Meter, resource, so players don't no longer have to worry about sacrificing one mechanic for the other.
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*** Celica has a "recovery gauge" that she gains when her Drive attacks successfully hit, represented by green-colored extension from her current health. She can either use said green bar for powering up her special moves or [[HealThyself turn it into HP]].

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*** Celica has a "recovery gauge" that she gains when new ability in ''Centra Fiction'' called "Recover Cap"; her Drive attacks attacks, when they successfully hit, represented by green-colored extension grant her a green bar that extend from her current health. She can either use said green bar for powering to either power up her special moves or [[HealThyself turn it into HP]]. HP]].
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Occupying a space between a SpecialAttack and LimitBreak, EX Special Attacks are boosted versions of a character's regular special attacks that require expending a part of a meter to activate. The cost usually comes from the same meter used for {{Limit Break}}s, but some games have a separate meter. They tend to be [[BoringButPractical less flashy and damaging than a full-on super attack, but easier to hit with or combo into]]. The two main ways of performing EX Special Attacks are pressing two attack buttons instead of one, or holding down a dedicated button while performing the input.

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Occupying a space between a SpecialAttack and LimitBreak, EX Special Attacks are boosted versions of a character's regular special attacks that require expending a part of a meter to activate. The cost usually comes from the same meter used for {{Limit Break}}s, but some games have a separate meter. They tend to be [[BoringButPractical less flashy and damaging than a full-on super attack, but easier to hit with or combo into]]. The two main ways of performing EX Special Attacks special attacks are pressing two attack buttons instead of one, or holding down a dedicated button while performing the input.



## Most of the other EX Special attacks in the game still fit the above point
## The attack is performed in a similar way and has a similar cost to the other EX Specials
* Have some additional resource cost compared to the regular version

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## Most of the other EX Special special attacks in the game still fit the above point
point.
## The attack is performed in a similar way and has a similar cost to the other EX Specials
specials.
* Have some additional resource cost compared to the regular versionversion.
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Occupying a space between a SpecialAttack and LimitBreak, EX Special Attacks are boosted versions of a character's regular special attacks that require expending a part of a meter to activate. The cost usually comes from the same meter used for {{Limit Break}}s, but some games have a separate meter. They tend to be [[BoringButPractical less flashy and damaging than a a full Super, but easier to hit with or combo into]]. The two main ways of performing EX Special Attacks are pressing two attack buttons instead of one, or holding down a dedicated button while performing the input.

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Occupying a space between a SpecialAttack and LimitBreak, EX Special Attacks are boosted versions of a character's regular special attacks that require expending a part of a meter to activate. The cost usually comes from the same meter used for {{Limit Break}}s, but some games have a separate meter. They tend to be [[BoringButPractical less flashy and damaging than a a full Super, full-on super attack, but easier to hit with or combo into]]. The two main ways of performing EX Special Attacks are pressing two attack buttons instead of one, or holding down a dedicated button while performing the input.



Some games also allow you to perform EX Supers, which are stronger {{Limit Break}}s with a higher cost.

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Some games also allow you to perform EX Supers, "EX Super Attacks", which are stronger {{Limit Break}}s with a higher cost.



This is mostly a FightingGame trope, but some other genres occasionally feature this. Subtrope of TimTaylorTechnology, since you're putting more power into the attack to improve its power. See also ChargedAttack for examples where time is the cost for enhancing an attack, and EvolvingAttack for longer-lasting power boosts.

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This is mostly mainly a FightingGame trope, but some other genres occasionally feature this. Subtrope of TimTaylorTechnology, since you're putting more power into the attack to improve its power. See also ChargedAttack for examples where time is the cost for enhancing an attack, and EvolvingAttack for longer-lasting power boosts.
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* ''VideoGame/DarkestDungeon2'':
** The Occultist's basic skills gain additional effects if he has 2 Unchecked Power tokens to spend, typically stunning the enemy in addition to their regular effect. These compete with his {{Limit Break}}s, which also cost 2 Unchecked Power tokens, but can't be used at all without them.
** Knights and Arbalists in the Tangle gain access to AreaOfEffect versions of their regular attacks if granted an "Order" token by a Drummer.
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** ''VideoGame/StreetFighter6'': Overdrives, this game's equivalent to EX specials, are just one of many tools the player has at their disposal for the Drive Gauge, costing two of six Drive Gauge segments per use. It's a separate resource from the Super Meter, so players don't have to worry about sacrificing one mechanic for the other.
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* Not be the most costly and powerful attack the character has. If a game has [[LimitBreak Supers]] as a regular feature for all characters, they don't count, even if they resemble a bigger and flashier version of the character's special attacks. However, a character ''can'' have both EX and Super versions of certain special moves

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* Not be the most costly and powerful attack the character has. If a game has [[LimitBreak Supers]] as a regular feature for all characters, they don't count, even if they resemble a bigger and flashier version of the character's special attacks. attacks (those would be {{Super Special Move}}s). However, a character ''can'' have both EX and Super versions of certain special moves
moves.
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* ''VideoGame/DissidiaFinalFantasyOperaOmnia'': This game has an interesting case. It is a turn-based spinoff of the fighting games ''VideoGame/DissidiaFinalFantasy'' and ''VideoGame/DissidiaFinalFantasyNT'', and like the former two games every character has something that is outright called an EX ability that the ones in ''Opera Omnia'' are a reference to. However, in the other ''Dissidia'' games, while they are fighting games, EX abilities are what start off [[SuperMode EX Mode]], which means they do not qualify for this trope despite sharing the name. ''Opera Omnia'''s version fits the trope definition better, and there is even a more powerful Burst Mode that the characters get.

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!Examples

[[AC:Fighting game examples]]

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\n!Examples\n\n[[AC:Fighting game examples]]----
!!Examples

[[folder:Fighting Game]]



*** Jin Kisaragi's Drive lets him spend 25% of his Heat Gauge while executing special attacks to freeze his opponent. Out of the examples from this series listed, his enhanced specials function the most to traditional EX special attacks, and he was the only character to have his Heat Gauge divided into fourths prior to ''[[VideoGame/BlazBlueChronophantasma Chronophantasma]]'' due to this mechanic.

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*** Jin Kisaragi's Drive lets him spend 25% of his Heat Gauge while executing special attacks to freeze his opponent. Out of all the examples demonstrations from this series listed, his enhanced specials function the most to traditional EX special attacks, and he was the only character to have his Heat Gauge divided into fourths prior to ''[[VideoGame/BlazBlueChronophantasma Chronophantasma]]'' due to this mechanic.




[[AC:Non-fighting game examples]]

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\n[[AC:Non-fighting game examples]][[/folder]]

[[folder:Non-Fighting Games]]




[[AC:Non-video game examples]]

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\n[[AC:Non-video game examples]][[/folder]]

[[folder:Non-Video Games]]



* ''TabletopGame/{{Pathfinder}}'': In the 3rd-party supplement ''Path of War'' (a SpiritualSuccessor to [[TabletopGame/DungeonsAndDragons D&D 3.5]]'s ''Tome of Battle''), certain maneuvers from the SupernaturalMartialArts discipline "Elemental Flux" can be augmented by spending animus (a pool of [[ElementalPowers elemental]] themed RegeneratingMana). Likewise, anyone who studies the [[EnlightenmentSuperpowers Sleeping Goddess]] discipline is considered [[PsychicPowers psionic]], and can augment some of its maneuvers by expending [[ManaMeter power points]] or [[ChargedAttack their psionic focus]].

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* ''TabletopGame/{{Pathfinder}}'': In the 3rd-party supplement ''Path of War'' (a SpiritualSuccessor to [[TabletopGame/DungeonsAndDragons D&D 3.5]]'s ''Tome of Battle''), certain maneuvers from the SupernaturalMartialArts discipline "Elemental Flux" can be augmented by spending animus (a pool of [[ElementalPowers elemental]] themed RegeneratingMana). Likewise, anyone who studies the [[EnlightenmentSuperpowers Sleeping Goddess]] discipline is considered [[PsychicPowers psionic]], and can augment some of its maneuvers by expending [[ManaMeter power points]] or [[ChargedAttack their psionic focus]].focus]].
[[/folder]]
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* ''VideoGame/BattleCAPAcity'' has X-Attacks that change your special moves and can only be used if you have an X. Both players start with one X, and they are only consumed if the X-Attack hits or is blocked. Getting hit or blocking an X-Attack also grants you one X, so there are always exactly 2 X's in play, either spread across both players or all in possession of one player.
* Some characters' Drives in ''VideoGame/BlazBlue'' qualify as this:
** Jin Kisaragi's Drive lets him spend 25% of his Heat Gauge while executing special attacks to freeze his opponent. Out of the examples from this series listed, his enhanced specials function the most to traditional EX special attacks.
** Tsubaki has a separate "Install" bar that she can charge by herself and comes in stocks. Each stock can be used for performing better (by pressing D button) versions of her special moves.
** Celica has a "recovery gauge" that she gains when her Drive attacks successfully hit, represented by green-colored extension from her current health. She can either use said green bar for powering up her special moves, or [[HealThyself turn it into HP]].
** ''VideoGame/BlazBlueCrossTagBattle'' allows the player to burn 1 stock of meter to perform an EX special. This was the first time the majority of the ''[=BlazBlue=]'' cast were able to take advantage of this mechanic, since the majority of the cast (Jin as mentioned above had them before, plus the casts of ''Persona 4 Arena'' and ''Under Night In-Birth'') were capable of using them before.
* ''VideoGame/{{Darkstalkers}}'' is both the TropeMaker and TropeNamer. The game was the first to introduce multi-level super meters which could be used to power up special attacks (known as ES moves), or consume multiple meters for super moves (called EX moves).
* ''VideoGame/GuiltyGear XX Accent Core'' has Force Breaks, which cost 25% of a character's Tension and are performed by pressing Dust after the directional input. Most of them are improved versions of special attacks, but some are completely new techniques.

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* ''VideoGame/BattleCAPAcity'' Creator/ArcSystemWorks:
** ''VideoGame/GuiltyGear XX Accent Core'' has Force Breaks, which cost 25% of a character's Tension Gauge and are performed by pressing Dust after the directional input. Most of them are improved versions of special attacks, but some are completely new techniques.
** Some characters' Drives in ''Franchise/BlazBlue'' qualify as this:
*** Jin Kisaragi's Drive lets him spend 25% of his Heat Gauge while executing special attacks to freeze his opponent. Out of the examples from this series listed, his enhanced specials function the most to traditional EX special attacks, and he was the only character to have his Heat Gauge divided into fourths prior to ''[[VideoGame/BlazBlueChronophantasma Chronophantasma]]'' due to this mechanic.
*** Tsubaki has a separate "Install" bar that she can charge by herself and comes in stocks. Each stock can be used for performing better versions of her special moves (by pressing the D button instead of the usual input).
*** Celica has a "recovery gauge" that she gains when her Drive attacks successfully hit, represented by green-colored extension from her current health. She can either use said green bar for powering up her special moves or [[HealThyself turn it into HP]].
** Skill Boost in ''VideoGame/Persona4Arena'' allows you to power-up your special attacks by pressing two buttons instead of one when doing special attacks, at the cost of 25 SP. ''VideoGame/Persona4ArenaUltimax'' also lets you boost [[LimitBreak SP Skills]].
** ''VideoGame/BlazBlueCrossTagBattle'' allows the player to burn 1 stock of meter to perform an EX Special. This was the first time the majority of the ''[=BlazBlue=]'' cast was able to take advantage of this mechanic, while most the remaining roster[[note]]the aforementioned Jin plus the casts of ''VideoGame/Persona4Arena'' and ''VideoGame/UnderNightInBirth''[[/note]] was already capable of using these moves.
* ''VideoGame/BattleCapacity''
has X-Attacks that change your special moves and can only be used if you have an X. Both players start with one X, and they are only consumed if the X-Attack hits or is blocked. Getting hit or blocking an X-Attack also grants you one X, so there are always exactly 2 X's two [=Xs=] in play, either spread across both players or all in possession of one player.
* Some characters' Drives in ''VideoGame/BlazBlue'' qualify as this:
** Jin Kisaragi's Drive lets him spend 25%
The ''Manga/{{Bleach}}'' DS games have Reinforced or "RF" Attacks, done by either pressing Heavy Attack or using the shortcuts on the touch screen, which players cannot FlashStep out of his Heat Gauge while executing like they can with normal special attacks attacks. They use the same gauge as the FlashStep mechanic, but take twice as long to freeze refill despite both consuming one bar. In a twist, [[BigBad Sosuke Aizen]] ''[[MechanicallyUnusualFighter doesn't]]'' have these. Instead he just charges his opponent. Out of [[MagicKnight Kido attacks]] by [[ChargedAttack holding the examples from this series listed, his enhanced specials function the most to traditional EX special attacks.button down]].
** Tsubaki has a separate "Install" bar that she can charge by herself * ''VideoGame/{{Darkstalkers}}'' is both the TropeMaker and comes in stocks. Each stock can {{Trope Namer|s}}. The game was the first to introduce multi-level super meters which could be used to power-up special attacks (known as ES moves, short for performing better (by pressing D button) versions '''E'''nhanced '''S'''pecial) or consume multiple meters for super moves (called EX moves, short for '''E'''xtra '''S'''pecial).
* Creator/FrenchBread is a regular user
of her this trope:
** ''VideoGame/TheQueenOfHeart'' has EX Specials in all three games that consumes one level of the Super Bar; they're basically more powerful variants of regular
special moves.
** Celica ''VideoGame/MeltyBlood'' has a "recovery gauge" that she gains when her Drive attacks successfully hit, represented by green-colored extension from her current health. She can either use said green bar EX Special Moves for powering up her all characters, serving as more powerful variants of their regular special moves, or [[HealThyself turn it into HP]].
** ''VideoGame/BlazBlueCrossTagBattle'' allows the player to burn 1 stock of meter to perform an EX special. This was the first time the majority
moves that cost 100% of the ''[=BlazBlue=]'' cast were able to take advantage of this mechanic, since the majority of the cast (Jin as mentioned above had them before, plus the casts of ''Persona 4 Arena'' and ''Under Night In-Birth'') were capable of using them before.
* ''VideoGame/{{Darkstalkers}}'' is both the TropeMaker and TropeNamer. The game was the first to introduce multi-level super meters which could be used to power up special attacks (known as ES moves), or consume multiple meters for super moves (called
Magic Circuit.
** In ''VideoGame/UnderNightInBirth'',
EX moves).
* ''VideoGame/GuiltyGear XX Accent Core'' has Force Breaks, which cost 25% of a character's Tension and are performed by pressing Dust after the directional input. Most of them are improved
versions of special attacks, but some moves are completely new techniques.executed by using the same command and then pressing the C attack button. These use up half of the EXS bar and are more powerful than the usual specials. If performed during [[SuperMode Veil Off]], they'll use just 1/3 of the bar instead.



* ''VideoGame/TheKingOfFighters''
** ''[=KoF=] XIII'' introduces EX Specials to the series. They cost 1 stock of Super Meter (as much as a regular [[LimitBreak Desperation Move]]) and are done by pressing both punch or kick buttons during the input instead of just one. There are also EX Supers that cost 2 bars.
** ''[=KoF=] XIV'' has [[SuperMode MAX Mode]]. It costs 1 stock of Super Meter and starts a timed gauge, during which EX Special Moves can be executed in a similar manner to ''[=KoF=] XIII'', at a cost of a portion of the MAX Mode gauge. Super Moves executed during MAX Mode also become enhanced into MAX Super SP Moves without having to press both buttons, but at the cost of the rest of the MAX Gauge and 1 stock of Super Meter. Climax Super Moves executed during MAX Mode only cost 2 stocks of Super Meter.

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* ''VideoGame/TheKingOfFighters''
[[ThePowerOfTheSun Hamon users]] in ''VideoGame/JoJosBizarreAdventureAllStarBattle'' all have the ability to use Hamon-infused versions of their special attacks. These attacks inflict extra damage that vampires and Pillar Men can't regenerate [[DevelopersForesight due to their vulnerability to the Hamon]].
* ''Franchise/TheKingOfFighters'':
** ''[=KoF=] XIII'' ''VideoGame/TheKingOfFightersXIII'' introduces EX Specials to the series. They cost 1 stock of Super Meter (as much as a regular [[LimitBreak Desperation Move]]) and are done performed by pressing both punch or kick buttons during the input instead of just one. There are also EX Supers that cost 2 bars.
** ''[=KoF=] XIV'' ''VideoGame/TheKingOfFightersXIV'' has [[SuperMode MAX Mode]]. It costs 1 stock of Super Meter and starts a timed gauge, during which EX Special Moves can be executed in a similar manner to ''[=KoF=] ''KOF XIII'', at a cost of a portion of the MAX Mode gauge.Gauge. Super Moves executed during MAX Mode also become enhanced into MAX Super SP Moves without having to press both buttons, but at the cost of the rest of the MAX Gauge and 1 stock of Super Meter. Climax Super Moves executed during MAX Mode only cost 2 stocks of Super Meter.



** Enhanced special moves in ''VideoGame/MortalKombat9'' and ''VideoGame/MortalKombatX'' are done by pressing the guard button while doing a special attack, and cost one third of your super meter.
** ''VideoGame/MortalKombat11'' changes things so enhanced special moves use your Offensive meter, which automatically regenerates over time and is separate from Defensive Meter (so you don't have to sacrifice your defensive maneuvers to use them). [[DesperationAttack Fatal Blows]] (this game's version of X-Ray Attacks) are also tied to your [[LifeMeter Health Bar]] instead of any meter, so you can use them without worrying about being unable to Amplify. Some Kustom Variation abilities also require some meter to use.

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** Enhanced special moves in ''VideoGame/MortalKombat9'' and ''VideoGame/MortalKombatX'' are done performed by pressing the guard button while doing a special attack, and cost one third one-third of your super meter.
** ''VideoGame/MortalKombat11'' changes things so enhanced special moves use your Offensive meter, Meter, which automatically regenerates over time and is separate from Defensive Meter (so you don't have to sacrifice your defensive maneuvers to use them). [[DesperationAttack Fatal Blows]] (this game's version of X-Ray Attacks) are also tied to your [[LifeMeter Health Bar]] instead of any meter, so you can use them without worrying about being unable to Amplify. Some Kustom Variation abilities also require some meter to use.



* Skill Boost in ''VideoGame/Persona4Arena'' allows you to power up your special attacks by pressing two buttons instead of one when doing special attacks, at the cost of 25 SP. ''VideoGame/Persona4ArenaUltimax'' also lets you boost [[LimitBreak SP Skills]].
* ''Franchise/StreetFighter'': Starting with ''VideoGame/StreetFighterIII'', players can expend part of their Super Meter to perform EX special attacks by pressing two attack buttons instead of one when performing special attacks.
** In ''VideoGame/StreetFighterIII'', EX Specials cost half of your Super Meter. Each character has a choice of three different [[LimitBreak Super Arts]] that have differently-sized meters and limits to how many full bars you can save up. Choosing a Super Art that lets you save up multiple shorter bars of meter means you can use more EX Specials than one with just one long bar.
** ''VideoGame/StreetFighterIV'' has an EX Focus Attack that costs 2 bars of meter (most EX attacks only cost 1), but can cancel the recovery time on most attacks and can itself be canceled by dashing immediately. It's the key to longer combos. Also, ''IV'' reformatted the Super Gauge into smaller bars, which made it easier to keep track of how much meter is needed to perform EX Specials. ''IV'' had four segments, while ''VideoGame/StreetFighterXTekken'' and ''VideoGame/StreetFighterV'' reduced them to three.

to:

* Skill Boost in ''VideoGame/Persona4Arena'' allows you to power up your special attacks by pressing two buttons instead of one when doing special attacks, at the cost of 25 SP. ''VideoGame/Persona4ArenaUltimax'' also lets you boost [[LimitBreak SP Skills]].
* ''Franchise/StreetFighter'': Starting with ''VideoGame/StreetFighterIII'', the [[UsefulNotes/PlayStation home]] [[UsefulNotes/SegaSaturn versions]] of ''VideoGame/StreetFighterTheMovie'' ([[NotMakingThisUpDisclaimer yes, really]]), players can expend part of their Super Meter to perform EX special attacks Special Attacks by pressing two attack buttons instead of one when performing most special attacks.
attacks. They would be integrated into the main series starting with ''VideoGame/StreetFighterIII: Second Impact'', requiring that the player expend part of their Super Meter in order to do so.
** In ''VideoGame/StreetFighterTheMovie'', once the Super Gauge was at least half-full (signified by the gauge changing colors from yellow to blue), players could use enhanced specials, referred to in-game as Super Specials. Unlike EX Moves in other entries, Super Specials could be used indefinitely until the player used a Super Combo and would not drain meter upon use.
** In ''VideoGame/StreetFighterIII'', EX Specials cost half of your Super Meter. Each character has a choice of three different [[LimitBreak Super Arts]] that have differently-sized differently sized meters and limits to how many full bars you can save up. Choosing a Super Art that lets you save stock up on multiple shorter bars of meter means you can use more EX Specials than one with just one long bar.
** ''VideoGame/StreetFighterIV'' has an EX Focus Attack that costs 2 bars of meter (most EX attacks Specials only cost 1), but can cancel the recovery time on most attacks and can itself be canceled [[LagCancel canceled]] by dashing immediately. immediately (Focus Attack Dash Cancel or FADC for short). It's the key to longer combos. Also, combos.
** Additionally,
''IV'' reformatted the Super Combo Gauge into smaller bars, which made it easier to keep track of how much meter is needed to perform EX Specials. ''IV'' had four segments, while ''VideoGame/StreetFighterXTekken'' and ''VideoGame/StreetFighterV'' reduced them to three.



* Creator/FrenchBread is a regular user of this trope:
** ''VideoGame/TheQueenOfHeart'' has EX specials in all three games that consumes one level of the Super Bar; They're basically more powerful variants of regular special moves.
** ''VideoGame/MeltyBlood'' has EX Special Moves for all characters, they're more powerful variants of their regular special moves, and they cost 100% of the Magic Circuit.
** In ''VideoGame/UnderNightInBirth'', EX versions of special moves are executed by using the same command and then pressing the C attack button. They'll use up half of the EXS bar and be more powerful than the usual specials. If performed during [[SuperMode Veil Off]], they'll use just 1/3 of the bar instead.
* [[ThePowerOfTheSun Hamon users]] in ''VideoGame/JojosBizarreAdventureAllStarBattle'' all have the ability to use Hamon-infused versions of their special attacks. These attacks inflict extra damage that vampires and Pillar Men can't regenerate [[DevelopersForesight due to their vulnerability to the Hamon]].
* The ''Manga/{{Bleach}}'' DS games have Reinforced or "RF" Attacks, done by either pressing Heavy Attack or using the shortcuts on the touch screen, which players cannot FlashStep out of like they can with normal special attacks. They use the same gauge as the FlashStep mechanic, but take twice as long to refill despite both consuming one bar.
** [[BigBad Sosuke Aizen]] ''[[MechanicallyUnusualFighter doesn't]]'' have these. Instead he just charges his [[MagicKnight Kido attacks]] by [[ChargedAttack holding the button down]].

to:

* Creator/FrenchBread is a regular user of this trope:
** ''VideoGame/TheQueenOfHeart'' has EX specials in all three games that consumes one level of the Super Bar; They're basically more powerful variants of regular special moves.
** ''VideoGame/MeltyBlood'' has EX Special Moves for all characters, they're more powerful variants of their regular special moves, and they cost 100% of the Magic Circuit.
** In ''VideoGame/UnderNightInBirth'', EX versions of special moves are executed by using the same command and then pressing the C attack button. They'll use up half of the EXS bar and be more powerful than the usual specials. If performed during [[SuperMode Veil Off]], they'll use just 1/3 of the bar instead.
* [[ThePowerOfTheSun Hamon users]] in ''VideoGame/JojosBizarreAdventureAllStarBattle'' all have the ability to use Hamon-infused versions of their special attacks. These attacks inflict extra damage that vampires and Pillar Men can't regenerate [[DevelopersForesight due to their vulnerability to the Hamon]].
* The ''Manga/{{Bleach}}'' DS games have Reinforced or "RF" Attacks, done by either pressing Heavy Attack or using the shortcuts on the touch screen, which players cannot FlashStep out of like they can with normal special attacks. They use the same gauge as the FlashStep mechanic, but take twice as long to refill despite both consuming one bar.
** [[BigBad Sosuke Aizen]] ''[[MechanicallyUnusualFighter doesn't]]'' have these. Instead he just charges his [[MagicKnight Kido attacks]] by [[ChargedAttack holding the button down]].



* ''VideoGame/DevilMayCry4'':
** The weapon Pandora has a special Disaster Gauge that is filled up by using normal attacks, and can be spent by using Gunslinger Style attacks.
** Nero's Exceed mechanic requires you to charge up your sword, and then expend the charges to perform a greatly enhanced version of your next move. It's even in the mechanic's naming theme; most powered-up moves are prefixed with the letters "EX".
* In ''VideoGame/DevilMayCry5'' not only does Exceed return, V can expend some of his Devil Trigger meter to power up Griffon or Shadow's next attack.

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* ''VideoGame/DevilMayCry'':
**
''VideoGame/DevilMayCry4'':
** *** The weapon Pandora has a special Disaster Gauge that is filled up by using normal attacks, and can be spent by using Gunslinger Style attacks.
** *** Nero's Exceed mechanic requires you to charge up your sword, and then expend the charges to perform a greatly enhanced version of your next move. It's even in the mechanic's naming theme; most powered-up moves are prefixed with the letters "EX".
* ** In ''VideoGame/DevilMayCry5'' not only does Exceed return, but V can expend some of his Devil Trigger meter to power up Griffon or Shadow's next attack.



* ''VideoGame/WarriorsOrochi'' features Type Actions, which are various techniques based on the class of an officer. Technique characters can use an Enhanced Strike, which functions as an altered version of a charge attack, and will drain part of the Musou Gauge.

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* ''VideoGame/WarriorsOrochi'' features Type Actions, which are various techniques based on In ''VideoGame/{{Indivisible}}'', Leilani can spend half a bar from the class party's shared super meter on her neutral and up attacks, making them do a ''lot'' more damage than they normally would.
* In Toka's 1998 UsefulNotes/PlayStation fantasy BeatEmUp ''Legend'', your three warriors have their basic combo from spamming the attack button. They also have three special combos that use your constantly recharging combo gauge and require you to enter a specific sequence
of an officer. Technique attacks and kicks. Your character will perform a powerful combo that hits harder than usual, makes you temporarily invulnerable and often involves fancy acrobatics or new moves (though big guy Karo's Combo 1 is completely identical to his basic combo but slightly slows the timing of each punch). The characters can use an Enhanced Strike, which functions as an altered version also have a Super Combo that uses all the combo gauge but has a much longer attack sequence than your other special combos.
* In ''VideoGame/{{Paladins}}'', each hit
of a charge attack, Vora's primary fire gives her one Stack of Darkness. When she uses her ''Obliteration'' or ''Dark Siphon'' abilities with five Stacks, the attack gains extra properties (Vora is also healed for each Stack that was consumed, regardless of if she had enough to activate the extra effect):
** ''Obliteration'' knocks enemies back
and will drain part of the Musou Gauge.does extra damage.
** ''Dark Siphon'' cripples enemies hit, preventing them from using movement abilities.



** ''VideoGame/TalesOfTheAbyss'' has altered artes known as "Field of Fonons Change". "Field Of Fonons" are areas with elemental residue from previous moves that if you use the correct arte in, changes it to a stronger elemental variant. Notably, they're a level higher than even Arcane artes and can be chained from everything except for [[LimitBreak Mystic Artes]], including themselves. While the game doesn't explain this, they can also be chained into a Mystic Arte, since they're a higher level than Arcane Artes. [[TheComputerIsACheatingBastard certain bosses are able to use these moves without FoFs, leaving them as just Altered Artes.]]
** Subverted with ''VideoGame/TalesOfVesperia'' where they appear to work similarly to Abyss, just with elemental skills equipped rather than fields, you can eventually learn to use them without the extra requirements, making them become a regular SpecialAttack rather than this. Played Straight with Burst Artes, however.
** In ''VideoGame/TalesOfTheRays'' they're known as Master Artes. If you have a Five Star weapon equipped (which are shown as character arte rather than a weapon) that slot is occupied by two artes: a base arte and a Master Arte. If you perform the move on its own you get the Base Arte, but if you chain enough moves together before performing it, you get the Master Arte instead, a powered up version of the move that costs much more Chain Capacity to use (often enough to drain your meter completely) but is much more powerful, fills your [[ManaMeter Mirrage Gauge]] more, and renders you *completely invincible* for the duration of the move.
* In ''VideoGame/{{Indivisible}}'' Leilani can spend half a bar from the party’s shared super meter on her neutral and up attacks, making them do a ''lot'' more damage than they normally would.
* In ''VideoGame/{{Paladins}}'', each hit of Vora's primary fire gives her one Stack of Darkness. When she uses her ''Obliteration'' or ''Dark Siphon'' abilities with five Stacks, the attack gains extra properties (Vora is also healed for each Stack that was consumed, regardless of if she had enough to activate the extra effect):
** ''Obliteration'' knocks enemies back and does extra damage.
** ''Dark Siphon'' cripples enemies hit, preventing them from using movement abilities.
* In ''Toka'''s 1998 Playsation fantasy beat'em up ''Legend'', your three warriors have their basic combo from spamming the attack button. They also have 3 special combos that use your constantly recharging combo gauge and require you to enter a specific sequence of attacks and kicks. Your character will do a powerful combo that hits harder than usual, makes you temporarily invulnerable and often involves fancy acrobatics or new moves (though big guy Karo's Combo 1 is completely identical to his basic combo but slightly slows the timing of each punch). The characters also have a Super Combo that uses all the combo gauge but has a much longer attack sequence than your other special combos.

to:

** ''VideoGame/TalesOfTheAbyss'' has altered artes known as "Field of Fonons Change". "Field Of Fonons" are areas with elemental residue from previous moves that if you use the correct arte in, changes it to a stronger elemental variant. Notably, they're a level higher than even Arcane artes and can be chained from everything except for [[LimitBreak Mystic Artes]], including themselves. While the game doesn't explain this, they can also be chained into a Mystic Arte, since they're a higher level than Arcane Artes. [[TheComputerIsACheatingBastard certain Certain bosses are able to use these moves without FoFs, leaving them as just Altered Artes.]]
** Subverted with ''VideoGame/TalesOfVesperia'' where they appear to work similarly to Abyss, ''[[VideoGame/TalesOfTheAbyss Abyss]]'', just with elemental skills equipped rather than fields, you fields. You can eventually learn to use them without the extra requirements, making them become a regular SpecialAttack rather than this. Played Straight straight with Burst Artes, however.
** In ''VideoGame/TalesOfTheRays'' ''VideoGame/TalesOfTheRays'', they're known as Master Artes. If you have a Five Star 5☆ weapon equipped (which are shown as character arte rather than a weapon) weapon), that slot is occupied by two artes: a base arte and a Master Arte. If you perform the move on its own you get the Base Arte, but if you chain enough moves together before performing it, you get the Master Arte instead, a powered up powered-up version of the move that costs much more Chain Capacity to use (often enough to drain your meter completely) but is much more powerful, fills your [[ManaMeter Mirrage Gauge]] more, and renders you *completely invincible* ''completely invincible'' for the duration of the move.
* In ''VideoGame/{{Indivisible}}'' Leilani can spend half a bar from ''VideoGame/WarriorsOrochi'' features Type Actions, which are various techniques based on the party’s shared super meter on her neutral and up attacks, making them do a ''lot'' more damage than they normally would.
* In ''VideoGame/{{Paladins}}'', each hit
class of Vora's primary fire gives her one Stack of Darkness. When she uses her ''Obliteration'' or ''Dark Siphon'' abilities with five Stacks, the attack gains extra properties (Vora is also healed for each Stack that was consumed, regardless of if she had enough to activate the extra effect):
** ''Obliteration'' knocks enemies back and does extra damage.
** ''Dark Siphon'' cripples enemies hit, preventing them from using movement abilities.
* In ''Toka'''s 1998 Playsation fantasy beat'em up ''Legend'', your three warriors have their basic combo from spamming the attack button. They also have 3 special combos that use your constantly recharging combo gauge and require you to enter a specific sequence of attacks and kicks. Your character will do a powerful combo that hits harder than usual, makes you temporarily invulnerable and often involves fancy acrobatics or new moves (though big guy Karo's Combo 1 is completely identical to his basic combo but slightly slows the timing of each punch). The
an officer. Technique characters also have can use an Enhanced Strike, which functions as an altered version of a Super Combo that uses all charge attack, and will drain part of the combo gauge but has a much longer attack sequence than your other special combos.
Musou Gauge.



* ''TabletopGame/BattleCON'' is meant to be a 2D FightingGame in board game form, and thus includes this in the form of Force Antes, small boosts to your power, speed, or stun resistance you can apply to your attacks for 2 points of your Force Gauge each.



* ''TabletopGame/{{Pathfinder}}'': In the 3rd-party supplement ''Path of War'' (a SpiritualSuccessor to [[TabletopGame/DungeonsAndDragons D&D 3.5]]'s ''Tome of Battle''), certain maneuvers from the SupernaturalMartialArts discipline "Elemental Flux" can be augmented by spending animus (a pool of [[ElementalPowers elemental]] themed RegeneratingMana). Likewise, anyone who studies the [[EnlightenmentSuperpowers Sleeping Goddess]] discipline is considered [[PsychicPowers psionic]], and can augment some of its maneuvers by expending [[ManaMeter power points]] or [[ChargedAttack their psionic focus]].
* ''TabletopGame/BattleCON'' is meant to be a 2D FightingGame in board game form, and thus includes this in the form of Force Antes, small boosts to your power, speed, or stun resistance you can apply to your attacks for 2 points of your Force Gauge each.
* Both played straight and InvertedTrope in ''TabletopGame/{{GURPS}}'' with the Extra Effort rules: Regular attacks can be buffed by [[CastFromStamina spending Fatigue Points]], but so can regular defenses (which would be an EX Special ''Defense'').

to:

* Both played straight and {{inverted|Trope}} in ''TabletopGame/{{GURPS}}'' with the Extra Effort rules: Regular attacks can be buffed by [[CastFromStamina spending Fatigue Points]], but so can regular defenses (which would be an EX Special ''Defense'').
* ''TabletopGame/{{Pathfinder}}'': In the 3rd-party supplement ''Path of War'' (a SpiritualSuccessor to [[TabletopGame/DungeonsAndDragons D&D 3.5]]'s ''Tome of Battle''), certain maneuvers from the SupernaturalMartialArts discipline "Elemental Flux" can be augmented by spending animus (a pool of [[ElementalPowers elemental]] themed RegeneratingMana). Likewise, anyone who studies the [[EnlightenmentSuperpowers Sleeping Goddess]] discipline is considered [[PsychicPowers psionic]], and can augment some of its maneuvers by expending [[ManaMeter power points]] or [[ChargedAttack their psionic focus]].
* ''TabletopGame/BattleCON'' is meant to be a 2D FightingGame in board game form, and thus includes this in the form of Force Antes, small boosts to your power, speed, or stun resistance you can apply to your attacks for 2 points of your Force Gauge each.
* Both played straight and InvertedTrope in ''TabletopGame/{{GURPS}}'' with the Extra Effort rules: Regular attacks can be buffed by [[CastFromStamina spending Fatigue Points]], but so can regular defenses (which would be an EX Special ''Defense'').
focus]].
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* ''VideoGame/{{Devil May Cry 4}}'':
** The weapon Pandora has a special gauge that is filled by using normal attacks with it, and expended by using Gunslinger style specific attacks with it.
** Nero's Exceed (it's in the name) mechanic requires you to charge up your sword, and then expend the charges to perform greatly enhanced version of your next move.

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* ''VideoGame/{{Devil May Cry 4}}'':
''VideoGame/DevilMayCry4'':
** The weapon Pandora has a special gauge Disaster Gauge that is filled up by using normal attacks with it, attacks, and expended can be spent by using Gunslinger style specific attacks with it.
Style attacks.
** Nero's Exceed (it's in the name) mechanic requires you to charge up your sword, and then expend the charges to perform a greatly enhanced version of your next move.move. It's even in the mechanic's naming theme; most powered-up moves are prefixed with the letters "EX".
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** Jin Kisaragi's Drive lets him spend 25% of his Heat Gauge while executing special attacks to freeze his opponent.

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** Jin Kisaragi's Drive lets him spend 25% of his Heat Gauge while executing special attacks to freeze his opponent. Out of the examples from this series listed, his enhanced specials function the most to traditional EX special attacks.



** ''VideoGame/BlazBlueCrossTagBattle'' allows the player to burn 1 stock of meter to perform an EX special. This was the first time the majority of the ''[=BlazBlue=]'' cast were able to take advantage of this mechanic, since the majority of the cast (Jin, plus the casts of ''Persona 4 Arena'' and ''Under Night In-Birth'') were capable of using them before.

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** ''VideoGame/BlazBlueCrossTagBattle'' allows the player to burn 1 stock of meter to perform an EX special. This was the first time the majority of the ''[=BlazBlue=]'' cast were able to take advantage of this mechanic, since the majority of the cast (Jin, (Jin as mentioned above had them before, plus the casts of ''Persona 4 Arena'' and ''Under Night In-Birth'') were capable of using them before.
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* ''VideoGame/{{MUGEN}}'': Kung Fu Man, the default character that comes with the game has five of these: Fast Kung Fu Palm, Fast Kung Fu Upper, Fast Kung Fu Blow, Fast Kung Fu Knee and Fast Kung Fu Zankou. All of them are faster, stronger versions of his respective special attacks, but require a third of a super bar to use.
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* In ''Toka'''s 1998 Playsation fantasy beat'em up ''Legend'', your three warriors have their basic combo from spamming the attack button. They also have 3 special combos that use your constantly recharging combo gauge and require you to enter a specific sequence of attacks and kicks. Your character will do a powerful combo that hits harder than usual, makes you temporarily invulnerable and often involves fancy acrobatics or new moves (though big guy Karo's Combo 1 is completely identical to his basic combo but slightly slows the timing of each punch). The characters also have a Super Combo that has completely uses all the combo gauge but has a much longer attack sequence than your other special combos.

to:

* In ''Toka'''s 1998 Playsation fantasy beat'em up ''Legend'', your three warriors have their basic combo from spamming the attack button. They also have 3 special combos that use your constantly recharging combo gauge and require you to enter a specific sequence of attacks and kicks. Your character will do a powerful combo that hits harder than usual, makes you temporarily invulnerable and often involves fancy acrobatics or new moves (though big guy Karo's Combo 1 is completely identical to his basic combo but slightly slows the timing of each punch). The characters also have a Super Combo that has completely uses all the combo gauge but has a much longer attack sequence than your other special combos.

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