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* ''VideoGame/ANNOMutationem'': The Jujutsu melee skill Ann can acquire on the [[SkillScoresAndPerks Skill Tree]] lets her perform an uppercut attack to an enemy to send them airborne before delivering a second combo-attack to knock them to the ground, dealing more damage.



* ''VideoGame/RivalsOfAether'', having nearly identical gameplay mechanics to ''VideoGame/SuperSmashBros'', also relies heavily on this trope.

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* %%* ''VideoGame/RivalsOfAether'', having nearly identical gameplay mechanics to ''VideoGame/SuperSmashBros'', also relies heavily on this trope.



* The fighting style of ''VideoGame/SuperSmashBros'' relies on this kind of move, since ring-outs reduce lives, and the sequels rather uniquely give characters multiple mid-air defense capabilities. You can also launch in each of the directions. The game is explicitly not a combo-based fighter, but the combos that [[EmergentGameplay inevitably exist anyway]] are always air combos that start with a launcher of any kind.
** Some of the Smash characters, usually the Fire Emblem ones, have Final Smashes that is just this trope.
* In the ''VideoGame/{{Tekken}}'' series, Jun/Asuka might as well call 2 (or right punch) the launcher button, Mishimas have their Wind God Fist options, etc. As the series' central gimmick is juggle combos, this is a key element.
** Not to mention almost every character has a d/f 2 and/or u/f 4 launcher.
* In ''VideoGame/XMenNextDimension'', a fighting game, these are called "Air Seeks".

to:

* The fighting style of ''VideoGame/SuperSmashBros'' relies on this kind of move, since ring-outs reduce lives, and the sequels rather uniquely give characters multiple mid-air defense capabilities. You can also launch in each of the directions. The game is explicitly not a combo-based fighter, but the combos that [[EmergentGameplay inevitably exist anyway]] are always air combos that start with a launcher of any kind.
**
kind. Some of the Smash characters, usually the Fire Emblem ''Franchise/FireEmblem'' ones, have Final Smashes that is just this trope.
* In the ''VideoGame/{{Tekken}}'' ''Franchise/{{Tekken}}'' series, Jun/Asuka might as well call 2 (or right punch) the launcher button, Mishimas have their Wind God Fist options, etc. As the series' central gimmick is juggle combos, this is a key element.
** Not to mention almost every character has a d/f 2 and/or u/f 4 launcher.
*
%%* In ''VideoGame/XMenNextDimension'', a fighting game, these are called "Air Seeks".






* This makes its rare RPG appearance in ''VideoGame/FinalFantasyXIII'' via the Launch command. Enemies are completely defenseless when staggered and juggled, so time your moves right. The Aeroga spell also lifts enemies into the air, though it's not possible to keep enemies there if they haven't been staggered first. Some enemies also have attacks that launch the party into the air, cancelling any active commands. In all cases, monsters and characters alike take a very small amount of FallDamage upon landing.
** In fact, juggling makes up about 80% of the game towards the end -- eventually, all combat revolves around this mechanism.
* ''Franchise/KingdomHearts'' includes launcher moves assignable to the square button for extended combos.
** In ''VideoGame/KingdomHearts358DaysOver2'' and ''[[VideoGame/KingdomHeartsCoded Kingdom Hearts Re:coded]]'', wind-elemental attacks like the Aero spell line have a chance of "air-tossing" anything they hit, stunning them and shooting them into the air.

to:

* This makes its rare RPG appearance in ''VideoGame/FinalFantasyXIII'' via the Launch command. Enemies are completely defenseless when staggered and juggled, so time your moves right. The Aeroga spell also lifts enemies into the air, though it's not possible to keep enemies there if they haven't been staggered first. Some enemies also have attacks that launch the party into the air, cancelling any active commands. In all cases, monsters and characters alike take a very small amount of FallDamage upon landing.
**
landing. In fact, juggling makes up about 80% of the game towards the end -- eventually, all combat revolves around this mechanism.
* ''Franchise/KingdomHearts'' includes launcher moves assignable to the square button for extended combos.
**
combos. In ''VideoGame/KingdomHearts358DaysOver2'' and ''[[VideoGame/KingdomHeartsCoded Kingdom Hearts Re:coded]]'', wind-elemental attacks like the Aero spell line have a chance of "air-tossing" anything they hit, stunning them and shooting them into the air.



* In ''VideoGame/XenobladeChronicles2'' certain attacks can deal with the effect Launch, which can be inflicted on a Toppled enemy, as part of a Driver Combo. Once an enemy is launched, they remain airborne for a few seconds, giving you a chance to perform a [[MeteorMove Smash]] attack. This returns in [[VideoGame/XenobladeChronicles3 the sequel]] as one of the reaction combo paths you can carry out in battles.
* The second ''VideoGame/{{Xenosaga}}'' game had launcher moves as well as attacks that would only be used on airborne or knocked-down targets. The fact that it uses TurnBasedCombat was somewhat hilarious if you took a while planning your attacks while the enemy was frozen in midair...

to:

* In ''VideoGame/XenobladeChronicles2'' ''VideoGame/XenobladeChronicles2'', certain attacks can deal with the effect Launch, which can be inflicted on a Toppled enemy, as part of a Driver Combo. Once an enemy is launched, they remain airborne for a few seconds, giving you a chance to perform a [[MeteorMove Smash]] attack. This returns in [[VideoGame/XenobladeChronicles3 the sequel]] as one of the reaction combo paths you can carry out in battles.
* The second ''VideoGame/{{Xenosaga}}'' game had launcher moves as well as attacks that would only be used on airborne or knocked-down targets. The fact that it uses TurnBasedCombat was somewhat hilarious if you took a while planning your attacks while the enemy was frozen in midair...midair.



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Added example(s)


* This makes its rare RPG appearance in ''VideoGame/FinalFantasyXIII'' via the Launch command. Enemies are completely defenseless when staggered and juggled, so time your moves right.

to:

* This makes its rare RPG appearance in ''VideoGame/FinalFantasyXIII'' via the Launch command. Enemies are completely defenseless when staggered and juggled, so time your moves right. The Aeroga spell also lifts enemies into the air, though it's not possible to keep enemies there if they haven't been staggered first. Some enemies also have attacks that launch the party into the air, cancelling any active commands. In all cases, monsters and characters alike take a very small amount of FallDamage upon landing.


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** In ''VideoGame/KingdomHearts358DaysOver2'' and ''[[VideoGame/KingdomHeartsCoded Kingdom Hearts Re:coded]]'', wind-elemental attacks like the Aero spell line have a chance of "air-tossing" anything they hit, stunning them and shooting them into the air.
Is there an issue? Send a MessageReason:
None

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* ''VideoGame/{{Transistor}}'': Cull(), when used as an attack or upgrade, sends enemies into the air, except for a few uses as an upgrade, such as with Switch(), where it just boosts the CharmPerson duration.


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* In ''VideoGame/XenobladeChronicles2'' certain attacks can deal with the effect Launch, which can be inflicted on a Toppled enemy, as part of a Driver Combo. Once an enemy is launched, they remain airborne for a few seconds, giving you a chance to perform a [[MeteorMove Smash]] attack.

to:

* In ''VideoGame/XenobladeChronicles2'' certain attacks can deal with the effect Launch, which can be inflicted on a Toppled enemy, as part of a Driver Combo. Once an enemy is launched, they remain airborne for a few seconds, giving you a chance to perform a [[MeteorMove Smash]] attack. This returns in [[VideoGame/XenobladeChronicles3 the sequel]] as one of the reaction combo paths you can carry out in battles.
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Crosswicking

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* ''VideoGame/{{Rengoku}}'': Using a grapling weapon throws an opponent upwards. Using two graple weapons lets you [[CycleOfHurting make the opponent unable to do anything]].

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* ''VideoGame/DissidiaFinalFantasy'' features a variation on this: Specific moves available to every character initiate the option of starting one of the game's midair "chase sequences" at the end of successful execution. "Chasing" is a sort of [[PressXToNotDie quick time event]] involving dodging certain attacks with correct timing/executing certain attacks in such a way that they are not dodged. The game seems to give a slight advantage to the initiator of the sequence--even a merely moderately talented player can easily repeatedly smash their opponent across the stage until the wall is impacted. However, expect rapid turnarounds when playing against talented human opponents and [[ComputersAreFast high-level AI opponents]], who can and will dodge with single-frame-precision.
** It also features more standard aerial launchers and juggles. The majority of characters have at least one attack that will send the opponent into the air, but the character [[VideoGame/FinalFantasyIX Zidane]] is most notable in this regard: he is designed to be lethal in midair fighting, and as a result, most of his ground attacks are designed to knock the victim into the air where Zidane reigns supreme.

to:

* ''VideoGame/DissidiaFinalFantasy'' features a variation on this: Specific moves available to every character initiate the option of starting one of the game's midair "chase sequences" at the end of successful execution. "Chasing" is a sort of [[PressXToNotDie quick time event]] involving dodging certain attacks with correct timing/executing certain attacks in such a way that they are not dodged. The game seems to give a slight advantage to the initiator of the sequence--even a merely moderately talented player can easily repeatedly smash their opponent across the stage until the wall is impacted. However, expect rapid turnarounds when playing against talented human opponents and [[ComputersAreFast high-level AI opponents]], who can and will dodge with single-frame-precision.
**
single-frame-precision. It also features more standard aerial launchers and juggles. The majority of characters have at least one attack that will send the opponent into the air, but the character [[VideoGame/FinalFantasyIX Zidane]] is most notable in this regard: he is designed to be lethal in midair fighting, and as a result, most of his ground attacks are designed to knock the victim into the air where Zidane reigns supreme.



* ''VideoGame/InjusticeGodsAmongUs'' has uppercuts like the ''Mortal Kombat'' example below and can be used more effectively. There are also Ground Bounces and Wall Bounces that have a bit of start-up but you can add super Armor to them, as well as certain moves or combos that you can follow up with an air game. Most characters stay on the ground, however, as the combo system is based on juggles, and once a character is in the air, any move has small launcher properties to keep the combo going.

to:

* ''VideoGame/InjusticeGodsAmongUs'' has uppercuts like the ''Mortal Kombat'' example below and can be used more effectively. There are also Ground Bounces and Wall Bounces that have a bit of start-up but you can add super Armor to them, as well as certain moves or combos that you can follow up with an air game. Most characters stay on the ground, however, as the combo system is based on juggles, and once a character is in the air, any move has small launcher properties to keep the combo going.
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Up To Eleven is a defunct trope


* Taken UpToEleven in ''VideoGame/AvalonCode'' with the ''Judgment Link'', which you have to do to get goodies, and which can launch enemies [[AbsurdAltitude into space, and then out of the galaxy]].

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* Taken UpToEleven in ''VideoGame/AvalonCode'' with the ''VideoGame/AvalonCode'': ''Judgment Link'', which you have to do to get goodies, and which can launch enemies [[AbsurdAltitude into space, and then out of the galaxy]].
Is there an issue? Send a MessageReason:
None


* ''VideoGame/InjusticeGodsAmongUs'' has uppercuts like the ''Mortal Kombat'' example above and can be used more effectively. There are also Ground Bounces and Wall Bounces that have a bit of start-up but you can add super Armor to them, as well as certain moves or combos that you can follow up with an air game. Most characters stay on the ground, however, as the combo system is based on juggles, and once a character is in the air, any move has small launcher properties to keep the combo going.

to:

* ''VideoGame/InjusticeGodsAmongUs'' has uppercuts like the ''Mortal Kombat'' example above below and can be used more effectively. There are also Ground Bounces and Wall Bounces that have a bit of start-up but you can add super Armor to them, as well as certain moves or combos that you can follow up with an air game. Most characters stay on the ground, however, as the combo system is based on juggles, and once a character is in the air, any move has small launcher properties to keep the combo going.

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I'm fairly sure that the trope covers only specific video game moves that launch the enemy. Hid the non-videogame and non-interactive examples for now.


* Taken UpToEleven in ''VideoGame/AvalonCode'' with the ''Judgment Link'', which you have to do to get goodies, and which can launch enemies [[AbsurdAltitude into space, and then out of the galaxy]].
* This can be done in the ''Manga/{{Bleach}}'' fighting games, although it's often better to combo on the ground instead. At least, it is if you're good at comboing.
* One of the most significant differences between Simon and Trevor in ''VideoGame/CastlevaniaJudgment'' is Simon's high reliance on launcher combos, while Trevor prefers hard hits that keep the opponent grounded.

to:

* Taken UpToEleven in ''VideoGame/AvalonCode'' with the ''Judgment Link'', which you have to do to get goodies, and which can launch enemies [[AbsurdAltitude into space, and then out of the galaxy]].
* This can be done in the ''Manga/{{Bleach}}'' fighting games, although it's often better to combo on the ground instead. At least, it is if you're good at comboing.
* One of the most significant differences between Simon and Trevor in ''VideoGame/CastlevaniaJudgment'' is Simon's high reliance on launcher combos, while Trevor prefers hard hits that keep the opponent grounded.
[[folder:Action Games]]



* Later installments of the ''VideoGame/DeadOrAlive'' series have something called "critical state" where certain attacks that hit someone in this state can become launcher moves. Additionally, many characters also have straight-up launcher moves that don't require critical state. These are very important as being airborne is the only time an opponent cannot attempt a [[ComboBreaker counter hold]].



* ''VideoGame/DissidiaFinalFantasy'' features a variation on this: Specific moves available to every character initiate the option of starting one of the game's midair "chase sequences" at the end of successful execution. "Chasing" is a sort of [[PressXToNotDie quick time event]] involving dodging certain attacks with correct timing/executing certain attacks in such a way that they are not dodged. The game seems to give a slight advantage to the initiator of the sequence--even a merely moderately talented player can easily repeatedly smash their opponent across the stage until the wall is impacted. However, expect rapid turnarounds when playing against talented human opponents and [[ComputersAreFast high-level AI opponents]], who can and will dodge with single-frame-precision.
** It also features more standard aerial launchers and juggles. The majority of characters have at least one attack that will send the opponent into the air, but the character [[VideoGame/FinalFantasyIX Zidane]] is most notable in this regard: he is designed to be lethal in midair fighting, and as a result, most of his ground attacks are designed to knock the victim into the air where Zidane reigns supreme.
%%* ''Franchise/DragonBall'' and related games have quite a bit of this.
%%* Each class in ''VideoGame/DungeonFighterOnline'' starts with one of these.



* This makes its rare RPG appearance in ''VideoGame/FinalFantasyXIII'' via the Launch command. Enemies are completely defenseless when staggered and juggled, so time your moves right.
** In fact, juggling makes up about 80% of the game towards the end — eventually, all combat revolves around this mechanism.
* A key move for each character in ''Manga/FistOfTheNorthStar'' is an attack that launches the enemy into the wall.
* In the ''VideoGame/GuiltyGear'' series, each character can do a "Dust attack", a slow hit that knocks the target skyward if it connects, thus setting them up for a nasty combo.
* In ''[[VideoGame/GundamVsSeries Gundam Extreme Vs.]]'', the Back + Melee command is a launcher for most machines; a few eschew this in favor of other moves, like [[Anime/MobileFighterGGundam God Gundam]]'s [[DoppelgangerSpin God Shadow]] or [[Manga/MobileSuitGundamSeedAstray Red Frame]]'s CounterAttack.
* ''VideoGame/InjusticeGodsAmongUs'' has uppercuts like the ''Mortal Kombat'' example above and can be used more effectively. There are also Ground Bounces and Wall Bounces that have a bit of start-up but you can add super Armor to them, as well as certain moves or combos that you can follow up with an air game. Most characters stay on the ground, however, as the combo system is based on juggles, and once a character is in the air, any move has small launcher properties to keep the combo going.
* ''Franchise/KingdomHearts'' includes launcher moves assignable to the square button for extended combos.
* A fundamental move in most fighters in VideoGame/MarvelVsCapcom games.
** ''VideoGame/MarvelSuperHeroes'' is arguably the TropeCodifier, while the previous game in the series, ''VideoGame/XMenChildrenOfTheAtom'' allowed for launchers and air combos, possibly serving as the UrExample of the trope, ''MSH'' was designed around it with the "Aerial Rave" system which had characters automatically super jump after a launcher just by pressing up. Something later games in the series adopted.
** ''VideoGame/MarvelVsCapcom3'' actually assigns a ''VideoGame/GuiltyGear''-style launcher button as part of its simplification of the standard Capcom control scheme.



* ''Franchise/MortalKombat'' has uppercuts, though it varies by game whether this can be used for effective air combos.
* In ''VideoGame/MugenSouls'', you can use offensive skills with a "Float" effect on enemies where you launch them up in the air and hopefully hit the objects up in the air. If you're at [[ThemeMusicPowerUp Fever Time]] and you hit them at one of the four blue spheres floating in the air, and say hello to ''a lot of money'' dropping to you.
* In ''Manga/{{Naruto}}'' the titular character uses his shadow clones to do this to Kiba in the Chunin exams.
** Uchiha Sasuke also performs a variant of this move during the Chuunin Exam, as well as in the games which feature the move.
** Both Naruto and Sasuke actually copied this technique from Rock Lee's Primary Lotus, which starts by launching the enemy up to the sky, binding them with bandages, and drop them to the ground, headfirst.
** Rock Lee also performs a more risky but damaging variant of the Primary Lotus, the Reverse Lotus. It starts the same way but instead of wrapping the poor sap in bandages, Rock Lee juggles them in the air using martial arts and capped off with a MeteorMove kick.



%%* [[spoiler:Henry]] of ''VideoGame/NoMoreHeroes'' does this '''twice''' to start off his Meteor Move.
* Any melee character worth their salt has a launcher in ''VideoGame/PlaystationAllStarsBattleRoyale'', usually mapped to Up+Square. Obvious examples include (new) Dante, Kratos, and Heihachi (all mentioned above).



* A big part of ''VideoGame/RadiantHistoria'' involves moving enemies around on a 3X3 grid, to collect them into a cluster. This can also involve launching them straight up, or down, whereupon they hit the ground and take bonus damage.
* ''VideoGame/RivalsOfAether'', having nearly identical gameplay mechanics to ''VideoGame/SuperSmashBros'', also relies heavily on this trope.
%%** Ditto for ''VideoGame/{{Brawlhalla}}'', ''VideoGame/{{Brawlout}}''... let's just say "most PlatformFighter games" and move on.

to:

* A big part of ''VideoGame/RadiantHistoria'' involves moving enemies around on a 3X3 grid, to collect them into a cluster. This can also involve launching them straight up, or down, whereupon they hit ''VideoGame/SonicUnleashed'' has the ground and take bonus damage.
* ''VideoGame/RivalsOfAether'', having nearly identical gameplay mechanics
Sho-Hog-Ken, to ''VideoGame/SuperSmashBros'', also relies heavily on this trope.
%%** Ditto for ''VideoGame/{{Brawlhalla}}'', ''VideoGame/{{Brawlout}}''... let's just say "most PlatformFighter games" and move on.
the amusement of all ''Street Fighter'' players in the vicinity.



* This is one of the key factors to winning in ''VideoGame/SonicBattle'' if you don't have good specials. Or if you're slow. It's done either with an 'upper' attack, slamming an opponent into a wall, or several other moves.
* ''VideoGame/SonicUnleashed'' has the Sho-Hog-Ken, to the amusement of all ''Street Fighter'' players in the vicinity.
* In the ''VideoGame/SoulSeries'', every character has at least one on d/fB (kind of like its sister series Tekken). Unlike ''Tekken'', there is a heap of other over the top ones sprinkled about, especially in Cervantes' moveset. The game encourages Meteor Moves over Air Combos, however, as after one hit in midair you can control your character's fall.
* Thanks to the real-time combat in ''VideoGame/StarOceanTheSecondStory'', you can set up situations where you knock an enemy back with one of your attacks. The skill Strong Blow gives your attacks a chance to simply knock enemies backward, but if an enemy is jumping or otherwise above you, you might send them flying in the air when Strong Blow triggers. The skill Float has to be unlocked in the [[BonusDungeon Cave of Trials]], but it enables you to randomly knock an enemy straight into the air no matter what attack you use which triggers it. Some Killer Moves have their own upward knockback, like Claude's Twin Slash.
* ''VideoGame/StreetFighterXTekken'' adds ''Tekken'' style launchers to the standard 6-button Capcom control scheme.
* ''VideoGame/SuperRobotWars VideoGame/EndlessFrontier'' has ''every'' move carry a launcher element since the game's combo system only counts juggles.
* The fighting style of ''VideoGame/SuperSmashBros'' relies on this kind of move, since ring-outs reduce lives, and the sequels rather uniquely give characters multiple mid-air defense capabilities. You can also launch in each of the directions. The game is explicitly not a combo-based fighter, but the combos that [[EmergentGameplay inevitably exist anyway]] are always air combos that start with a launcher of any kind.
** Some of the Smash characters, usually the Fire Emblem ones, have Final Smashes that is just this trope.
%%** This is also the case in ''VideoGame/NamcoXCapcom'' and ''VideoGame/ProjectXZone''.
* In ''VideoGame/TalesOfVesperia'', quite a few of Judith's artes launch the target into the air where she can take advantage of her aerial comboing expertise.
** ''Tales of Xillia'' also allows basically anyone to use up+attack to launch an enemy, jump, and attack, but it's much simpler and more effective to combo on the ground as most artes can only be done then. There are some artes specifically to follow-up with, in the air, and some artes that can be done in the air, but the only character that it's recommended to air combo with is Milla due to having double jumps and dash/drop cancels as well as most of her artes being possible in the air.
* In the ''VideoGame/{{Tekken}}'' series, Jun/Asuka might as well call 2 (or right punch) the launcher button, Mishimas have their Wind God Fist options, etc. As the series' central gimmick is juggle combos, this is a key element.
** Not to mention almost every character has a d/f 2 and/or u/f 4 launcher.



* Various pins in ''VideoGame/TheWorldEndsWithYou'' function as this, with [[{{Shoryuken}} Vulcan Uppercut]] and [[AnIcePerson Piercing Pillar]] being particular examples.
* In ''VideoGame/XenobladeChronicles2'' certain attacks can deal with the effect Launch, which can be inflicted on a Toppled enemy, as part of a Driver Combo. Once an enemy is launched, they remain airborne for a few seconds, giving you a chance to perform a [[MeteorMove Smash]] attack.
* The second ''VideoGame/{{Xenosaga}}'' game had launcher moves as well as attacks that would only be used on airborne or knocked-down targets. The fact that it uses TurnBasedCombat was somewhat hilarious if you took a while planning your attacks while the enemy was frozen in midair...

to:

[[/folder]]
[[folder:Fighting Games]]
* Various pins This can be done in ''VideoGame/TheWorldEndsWithYou'' function as this, with [[{{Shoryuken}} Vulcan Uppercut]] the ''Manga/{{Bleach}}'' fighting games, although it's often better to combo on the ground instead. At least, it is if you're good at comboing.
* One of the most significant differences between Simon
and [[AnIcePerson Piercing Pillar]] being particular examples.
Trevor in ''VideoGame/CastlevaniaJudgment'' is Simon's high reliance on launcher combos, while Trevor prefers hard hits that keep the opponent grounded.
* In ''VideoGame/XenobladeChronicles2'' Later installments of the ''VideoGame/DeadOrAlive'' series have something called "critical state" where certain attacks that hit someone in this state can deal with the effect Launch, which can be inflicted on a Toppled enemy, as part of a Driver Combo. Once an enemy is launched, they remain airborne for a few seconds, giving you a chance to perform a [[MeteorMove Smash]] attack.
* The second ''VideoGame/{{Xenosaga}}'' game had
become launcher moves. Additionally, many characters also have straight-up launcher moves that don't require critical state. These are very important as being airborne is the only time an opponent cannot attempt a [[ComboBreaker counter hold]].
* ''VideoGame/DissidiaFinalFantasy'' features a variation on this: Specific moves available to every character initiate the option of starting one of the game's midair "chase sequences" at the end of successful execution. "Chasing" is a sort of [[PressXToNotDie quick time event]] involving dodging certain attacks with correct timing/executing certain attacks in such a way that they are not dodged. The game seems to give a slight advantage to the initiator of the sequence--even a merely moderately talented player can easily repeatedly smash their opponent across the stage until the wall is impacted. However, expect rapid turnarounds when playing against talented human opponents and [[ComputersAreFast high-level AI opponents]], who can and will dodge with single-frame-precision.
** It also features more standard aerial launchers and juggles. The majority of characters have at least one attack that will send the opponent into the air, but the character [[VideoGame/FinalFantasyIX Zidane]] is most notable in this regard: he is designed to be lethal in midair fighting, and as a result, most of his ground attacks are designed to knock the victim into the air where Zidane reigns supreme.
* A key move for each character in ''Manga/FistOfTheNorthStar'' is an attack that launches the enemy into the wall.
* In the ''VideoGame/GuiltyGear'' series, each character can do a "Dust attack", a slow hit that knocks the target skyward if it connects, thus setting them up for a nasty combo.
* In ''[[VideoGame/GundamVsSeries Gundam Extreme Vs.]]'', the Back + Melee command is a launcher for most machines; a few eschew this in favor of other moves, like [[Anime/MobileFighterGGundam God Gundam]]'s [[DoppelgangerSpin God Shadow]] or [[Manga/MobileSuitGundamSeedAstray Red Frame]]'s CounterAttack.
* ''VideoGame/InjusticeGodsAmongUs'' has uppercuts like the ''Mortal Kombat'' example above and can be used more effectively. There are also Ground Bounces and Wall Bounces that have a bit of start-up but you can add super Armor to them,
as well as attacks certain moves or combos that would only be used on airborne or knocked-down targets. The fact that it uses TurnBasedCombat was somewhat hilarious if you took can follow up with an air game. Most characters stay on the ground, however, as the combo system is based on juggles, and once a while planning your attacks character is in the air, any move has small launcher properties to keep the combo going.
* A fundamental move in most fighters in VideoGame/MarvelVsCapcom games.
** ''VideoGame/MarvelSuperHeroes'' is arguably the TropeCodifier,
while the enemy previous game in the series, ''VideoGame/XMenChildrenOfTheAtom'' allowed for launchers and air combos, possibly serving as the UrExample of the trope, ''MSH'' was frozen designed around it with the "Aerial Rave" system which had characters automatically super jump after a launcher just by pressing up. Something later games in midair...the series adopted.
** ''VideoGame/MarvelVsCapcom3'' actually assigns a ''VideoGame/GuiltyGear''-style launcher button as part of its simplification of the standard Capcom control scheme.
* ''Franchise/MortalKombat'' has uppercuts, though it varies by game whether this can be used for effective air combos.
* Any melee character worth their salt has a launcher in ''VideoGame/PlaystationAllStarsBattleRoyale'', usually mapped to Up+Square. Obvious examples include (new) Dante, Kratos, and Heihachi (all mentioned above).
* ''VideoGame/RivalsOfAether'', having nearly identical gameplay mechanics to ''VideoGame/SuperSmashBros'', also relies heavily on this trope.
%%** Ditto for ''VideoGame/{{Brawlhalla}}'', ''VideoGame/{{Brawlout}}''... let's just say "most PlatformFighter games" and move on.
* This is one of the key factors to winning in ''VideoGame/SonicBattle'' if you don't have good specials. Or if you're slow. It's done either with an 'upper' attack, slamming an opponent into a wall, or several other moves.
* In the ''VideoGame/SoulSeries'', every character has at least one on d/fB (kind of like its sister series Tekken). Unlike ''Tekken'', there is a heap of other over the top ones sprinkled about, especially in Cervantes' moveset. The game encourages Meteor Moves over Air Combos, however, as after one hit in midair you can control your character's fall.
* ''VideoGame/StreetFighterXTekken'' adds ''Tekken'' style launchers to the standard 6-button Capcom control scheme.
* The fighting style of ''VideoGame/SuperSmashBros'' relies on this kind of move, since ring-outs reduce lives, and the sequels rather uniquely give characters multiple mid-air defense capabilities. You can also launch in each of the directions. The game is explicitly not a combo-based fighter, but the combos that [[EmergentGameplay inevitably exist anyway]] are always air combos that start with a launcher of any kind.
** Some of the Smash characters, usually the Fire Emblem ones, have Final Smashes that is just this trope.
* In the ''VideoGame/{{Tekken}}'' series, Jun/Asuka might as well call 2 (or right punch) the launcher button, Mishimas have their Wind God Fist options, etc. As the series' central gimmick is juggle combos, this is a key element.
** Not to mention almost every character has a d/f 2 and/or u/f 4 launcher.




to:

[[/folder]]
[[folder:Role-Playing Games]]
* Taken UpToEleven in ''VideoGame/AvalonCode'' with the ''Judgment Link'', which you have to do to get goodies, and which can launch enemies [[AbsurdAltitude into space, and then out of the galaxy]].
* ''VideoGame/FairyFencerF'' has, well, Launch attacks. If the player quickly follows it with a Pursue attack, it will deal far more damage than usual.
* This makes its rare RPG appearance in ''VideoGame/FinalFantasyXIII'' via the Launch command. Enemies are completely defenseless when staggered and juggled, so time your moves right.
** In fact, juggling makes up about 80% of the game towards the end — eventually, all combat revolves around this mechanism.
* ''Franchise/KingdomHearts'' includes launcher moves assignable to the square button for extended combos.
* In ''VideoGame/MugenSouls'', you can use offensive skills with a "Float" effect on enemies where you launch them up in the air and hopefully hit the objects up in the air. If you're at [[ThemeMusicPowerUp Fever Time]] and you hit them at one of the four blue spheres floating in the air, and say hello to ''a lot of money'' dropping to you.
* A big part of ''VideoGame/RadiantHistoria'' involves moving enemies around on a 3X3 grid, to collect them into a cluster. This can also involve launching them straight up, or down, whereupon they hit the ground and take bonus damage.
* Thanks to the real-time combat in ''VideoGame/StarOceanTheSecondStory'', you can set up situations where you knock an enemy back with one of your attacks. The skill Strong Blow gives your attacks a chance to simply knock enemies backward, but if an enemy is jumping or otherwise above you, you might send them flying in the air when Strong Blow triggers. The skill Float has to be unlocked in the [[BonusDungeon Cave of Trials]], but it enables you to randomly knock an enemy straight into the air no matter what attack you use which triggers it. Some Killer Moves have their own upward knockback, like Claude's Twin Slash.
* ''VideoGame/SuperRobotWars VideoGame/EndlessFrontier'' has ''every'' move carry a launcher element since the game's combo system only counts juggles.
* ''VideoGame/TalesSeries'':
** In ''VideoGame/TalesOfVesperia'', quite a few of Judith's artes launch the target into the air where she can take advantage of her aerial comboing expertise.
** ''VideoGame/TalesOfXillia'' also allows basically anyone to use up+attack to launch an enemy, jump, and attack, but it's much simpler and more effective to combo on the ground as most artes can only be done then. There are some artes specifically to follow-up with, in the air, and some artes that can be done in the air, but the only character that it's recommended to air combo with is Milla due to having double jumps and dash/drop cancels as well as most of her artes being possible in the air.
** ''VideoGame/TalesOfArise'' has dedicated "leap" arts, denoted with an upward arrow. If the enemy doesn't block them, these moves will launch both the enemy and the user into the air, allowing for air combos. Notably, one character (Shionne) has no leap artes at all, forcing the player jump manually to use her air artes. Large enemies are [[NoSell immune to launching]], but they are so big, that the player can air combo them anyway.
* Various pins in ''VideoGame/TheWorldEndsWithYou'' function as this, with [[{{Shoryuken}} Vulcan Uppercut]] and [[AnIcePerson Piercing Pillar]] being particular examples.
* In ''VideoGame/XenobladeChronicles2'' certain attacks can deal with the effect Launch, which can be inflicted on a Toppled enemy, as part of a Driver Combo. Once an enemy is launched, they remain airborne for a few seconds, giving you a chance to perform a [[MeteorMove Smash]] attack.
* The second ''VideoGame/{{Xenosaga}}'' game had launcher moves as well as attacks that would only be used on airborne or knocked-down targets. The fact that it uses TurnBasedCombat was somewhat hilarious if you took a while planning your attacks while the enemy was frozen in midair…
[[/folder]]


%%* ''Franchise/DragonBall'' and related games have quite a bit of this.
%%* Each class in ''VideoGame/DungeonFighterOnline'' starts with one of these.
%% * In ''Manga/{{Naruto}}'' the titular character uses his shadow clones to do this to Kiba in the Chunin exams.
%% ** Uchiha Sasuke also performs a variant of this move during the Chuunin Exam, as well as in the games which feature the move.
%% ** Both Naruto and Sasuke actually copied this technique from Rock Lee's Primary Lotus, which starts by launching the enemy up to the sky, binding them with bandages, and drop them to the ground, headfirst.
%% ** Rock Lee also performs a more risky but damaging variant of the Primary Lotus, the Reverse Lotus. It starts the same way but instead of wrapping the poor sap in bandages, Rock Lee juggles them in the air using martial arts and capped off with a MeteorMove kick.
%%* [[spoiler:Henry]] of ''VideoGame/NoMoreHeroes'' does this '''twice''' to start off his Meteor Move.
%%** This is also the case in ''VideoGame/NamcoXCapcom'' and ''VideoGame/ProjectXZone''.
Is there an issue? Send a MessageReason:
Crosswicking/Updating DMC examples in the trope pages.


* ''VideoGame/DevilMayCry'' had a lot of hype by introducing the "High Time" move, after which you could stylishly suspend enemies in the air with sustained gunfire. Sequels later introduced air combos, and several action games since, from ''VideoGame/{{Bayonetta}}'' to ''VideoGame/GodOfWar'' have their dedicated air launchers.

to:

* ''VideoGame/DevilMayCry'' had a lot of hype by introducing the Dante's "High Time" move, after which you could stylishly suspend enemies in the air with sustained gunfire. Sequels later made this a recurring technique, introduced air combos, character-specific variants (e.g. Nero's "High Roller") and several more ways of launching enemies airborne. Several action games since, from ''VideoGame/{{Bayonetta}}'' to ''VideoGame/GodOfWar'' have their dedicated air launchers.

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alphabetized examples


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%% This page has been alphabetized. Please add new examples in the correct order. Thanks!
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* A fundamental move in most fighters in VideoGame/MarvelVsCapcom games.
** ''VideoGame/MarvelSuperHeroes'' is arguably the TropeCodifier, while the previous game in the series, ''VideoGame/XMenChildrenOfTheAtom'' allowed for launchers and air combos, possibly serving as the UrExample of the trope, ''MSH'' was designed around it with the "Aerial Rave" system which had characters automatically super jump after a launcher just by pressing up. Something later games in the series adopted.
** ''VideoGame/MarvelVsCapcom3'' actually assigns a ''VideoGame/GuiltyGear''-style launcher button as part of its simplification of the standard Capcom control scheme.

to:

\n* A fundamental move Taken UpToEleven in most fighters in VideoGame/MarvelVsCapcom games.
** ''VideoGame/MarvelSuperHeroes'' is arguably the TropeCodifier, while the previous game in the series, ''VideoGame/XMenChildrenOfTheAtom'' allowed for launchers and air combos, possibly serving as the UrExample of the trope, ''MSH'' was designed around it
''VideoGame/AvalonCode'' with the "Aerial Rave" system ''Judgment Link'', which had you have to do to get goodies, and which can launch enemies [[AbsurdAltitude into space, and then out of the galaxy]].
* This can be done in the ''Manga/{{Bleach}}'' fighting games, although it's often better to combo on the ground instead. At least, it is if you're good at comboing.
* One of the most significant differences between Simon and Trevor in ''VideoGame/CastlevaniaJudgment'' is Simon's high reliance on launcher combos, while Trevor prefers hard hits that keep the opponent grounded.
* War in ''VideoGame/{{Darksiders}}'' can use his BFS to launch an enemy into the air in two different ways. One of them also lets him optionally jump after, ripe for air attacks.
* Later installments of the ''VideoGame/DeadOrAlive'' series have something called "critical state" where certain attacks that hit someone in this state can become launcher moves. Additionally, many
characters automatically super jump after a also have straight-up launcher just by pressing up. Something later games in moves that don't require critical state. These are very important as being airborne is the series adopted.
** ''VideoGame/MarvelVsCapcom3'' actually assigns
only time an opponent cannot attempt a ''VideoGame/GuiltyGear''-style launcher button as part of its simplification of the standard Capcom control scheme.[[ComboBreaker counter hold]].



* In ''Manga/{{Naruto}}'' the titular character uses his shadow clones to do this to Kiba in the Chunin exams.
** Uchiha Sasuke also performs a variant of this move during the Chuunin Exam, as well as in the games which feature the move.
** Both Naruto and Sasuke actually copied this technique from Rock Lee's Primary Lotus, which starts by launching the enemy up to the sky, binding them with bandages, and drop them to the ground, headfirst.
** Rock Lee also performs a more risky but damaging variant of the Primary Lotus, the Reverse Lotus. It starts the same way but instead of wrapping the poor sap in bandages, Rock Lee juggles them in the air using martial arts and capped off with a MeteorMove kick.
* In ''VideoGame/XMenNextDimension'', a fighting game, these are called "Air Seeks".
* [[spoiler:Henry]] of ''VideoGame/NoMoreHeroes'' does this '''twice''' to start off his Meteor Move.
* The best combos in ''VideoGame/PrinceOfPersia2008'' all involve these. The launching itself is always performed with the gauntlet.
* ''VideoGame/SonicUnleashed'' has the Sho-Hog-Ken, to the amusement of all ''Street Fighter'' players in the vicinity.
* This is one of the key factors to winning in ''VideoGame/SonicBattle'' if you don't have good specials. Or if you're slow. It's done either with an 'upper' attack, slamming an opponent into a wall, or several other moves.

to:

* In ''Manga/{{Naruto}}'' the titular ''VideoGame/DissidiaFinalFantasy'' features a variation on this: Specific moves available to every character uses his shadow clones to do this to Kiba in initiate the Chunin exams.
** Uchiha Sasuke also performs a variant
option of this move during the Chuunin Exam, as well as in the games which feature the move.
** Both Naruto and Sasuke actually copied this technique from Rock Lee's Primary Lotus, which starts by launching the enemy up to the sky, binding them with bandages, and drop them to the ground, headfirst.
** Rock Lee also performs a more risky but damaging variant of the Primary Lotus, the Reverse Lotus. It starts the same way but instead of wrapping the poor sap in bandages, Rock Lee juggles them in the air using martial arts and capped off with a MeteorMove kick.
* In ''VideoGame/XMenNextDimension'', a fighting game, these are called "Air Seeks".
* [[spoiler:Henry]] of ''VideoGame/NoMoreHeroes'' does this '''twice''' to start off his Meteor Move.
* The best combos in ''VideoGame/PrinceOfPersia2008'' all involve these. The launching itself is always performed with the gauntlet.
* ''VideoGame/SonicUnleashed'' has the Sho-Hog-Ken, to the amusement of all ''Street Fighter'' players in the vicinity.
* This is
starting one of the key factors game's midair "chase sequences" at the end of successful execution. "Chasing" is a sort of [[PressXToNotDie quick time event]] involving dodging certain attacks with correct timing/executing certain attacks in such a way that they are not dodged. The game seems to winning in ''VideoGame/SonicBattle'' if you don't give a slight advantage to the initiator of the sequence--even a merely moderately talented player can easily repeatedly smash their opponent across the stage until the wall is impacted. However, expect rapid turnarounds when playing against talented human opponents and [[ComputersAreFast high-level AI opponents]], who can and will dodge with single-frame-precision.
** It also features more standard aerial launchers and juggles. The majority of characters
have good specials. Or if you're slow. It's done either with an 'upper' attack, slamming an at least one attack that will send the opponent into the air, but the character [[VideoGame/FinalFantasyIX Zidane]] is most notable in this regard: he is designed to be lethal in midair fighting, and as a wall, result, most of his ground attacks are designed to knock the victim into the air where Zidane reigns supreme.
%%* ''Franchise/DragonBall'' and related games have quite a bit of this.
%%* Each class in ''VideoGame/DungeonFighterOnline'' starts with one of these.
* Up until the combat engine revamp in ''6'' and ''7'', ''VideoGame/DynastyWarriors'' actually gave each character two (sometimes more) launchers, a 'low launcher' that was usually quicker but only targeted a single opponent and a 'high launcher' that hit enemies higher to follow up with either a MeteorMove,
or several other moves.to set up longer combos from the ground. In ''Dynasty Warriors 4'', the only game with both one-on-one officer duels as a game mechanic as well as the launcher moves, it was almost mandatory to learn how best to juggle with a character, given many enemy officers tended to block constantly when on the ground.
* ''VideoGame/DynastyWarriorsGundam'' gives each ace suit at least one launcher. Their effectiveness greatly decreases on higher difficulty levels (and become an [[AwesomeButImpractical outright liability]] on the highest levels), as enemy aces tend to recover then boost away and/or counterattack before the player can follow up with an aerial attack of their own.
* This makes its rare RPG appearance in ''VideoGame/FinalFantasyXIII'' via the Launch command. Enemies are completely defenseless when staggered and juggled, so time your moves right.
** In fact, juggling makes up about 80% of the game towards the end — eventually, all combat revolves around this mechanism.
* A key move for each character in ''Manga/FistOfTheNorthStar'' is an attack that launches the enemy into the wall.



* Most sandbox superhero games have this, such as ''VideoGame/SpiderManPS4'' and ''VideoGame/{{Prototype}}''.
* ''Franchise/DragonBall'' and related games have quite a bit of this.
* The fighting style of ''VideoGame/SuperSmashBros'' relies on this kind of move, since ring-outs reduce lives, and the sequels rather uniquely give characters multiple mid-air defense capabilities. You can also launch in each of the directions. The game is explicitly not a combo-based fighter, but the combos that [[EmergentGameplay inevitably exist anyway]] are always air combos that start with a launcher of any kind.
** Some of the Smash characters, usually the Fire Emblem ones, have Final Smashes that is just this trope.
* ''VideoGame/RivalsOfAether'', having nearly identical gameplay mechanics to ''VideoGame/SuperSmashBros'', also relies heavily on this trope.
** Ditto for ''VideoGame/{{Brawlhalla}}'', ''VideoGame/{{Brawlout}}''... let's just say "most PlatformFighter games" and move on.
* This can be done in the ''Manga/{{Bleach}}'' fighting games, although it's often better to combo on the ground instead. At least, it is if you're good at comboing.

to:

* Most sandbox superhero games In ''[[VideoGame/GundamVsSeries Gundam Extreme Vs.]]'', the Back + Melee command is a launcher for most machines; a few eschew this in favor of other moves, like [[Anime/MobileFighterGGundam God Gundam]]'s [[DoppelgangerSpin God Shadow]] or [[Manga/MobileSuitGundamSeedAstray Red Frame]]'s CounterAttack.
* ''VideoGame/InjusticeGodsAmongUs'' has uppercuts like the ''Mortal Kombat'' example above and can be used more effectively. There are also Ground Bounces and Wall Bounces that
have this, such as ''VideoGame/SpiderManPS4'' and ''VideoGame/{{Prototype}}''.
* ''Franchise/DragonBall'' and related games have quite
a bit of this.
* The fighting style of ''VideoGame/SuperSmashBros'' relies on this kind of move, since ring-outs reduce lives, and the sequels rather uniquely give characters multiple mid-air defense capabilities. You
start-up but you can also launch in each of the directions. The game is explicitly not a combo-based fighter, but the add super Armor to them, as well as certain moves or combos that [[EmergentGameplay inevitably exist anyway]] are always air combos that start you can follow up with an air game. Most characters stay on the ground, however, as the combo system is based on juggles, and once a character is in the air, any move has small launcher of any kind.
** Some of
properties to keep the Smash characters, usually the Fire Emblem ones, have Final Smashes that is just this trope.
* ''VideoGame/RivalsOfAether'', having nearly identical gameplay mechanics to ''VideoGame/SuperSmashBros'', also relies heavily on this trope.
** Ditto for ''VideoGame/{{Brawlhalla}}'', ''VideoGame/{{Brawlout}}''... let's just say "most PlatformFighter games" and move on.
* This can be done in the ''Manga/{{Bleach}}'' fighting games, although it's often better to
combo on the ground instead. At least, it is if you're good at comboing.going.



* Various pins in ''VideoGame/TheWorldEndsWithYou'' function as this, with [[{{Shoryuken}} Vulcan Uppercut]] and [[AnIcePerson Piercing Pillar]] being particular examples.

to:

* Various pins A fundamental move in ''VideoGame/TheWorldEndsWithYou'' function most fighters in VideoGame/MarvelVsCapcom games.
** ''VideoGame/MarvelSuperHeroes'' is arguably the TropeCodifier, while the previous game in the series, ''VideoGame/XMenChildrenOfTheAtom'' allowed for launchers and air combos, possibly serving
as this, the UrExample of the trope, ''MSH'' was designed around it with [[{{Shoryuken}} Vulcan Uppercut]] the "Aerial Rave" system which had characters automatically super jump after a launcher just by pressing up. Something later games in the series adopted.
** ''VideoGame/MarvelVsCapcom3'' actually assigns a ''VideoGame/GuiltyGear''-style launcher button as part of its simplification of the standard Capcom control scheme.
* ''VideoGame/TheMatrixPathOfNeo'' has kicks, uppercuts,
and [[AnIcePerson Piercing Pillar]] being particular examples.throws to start off, continue and finish air combos.
* ''Franchise/MortalKombat'' has uppercuts, though it varies by game whether this can be used for effective air combos.
* In ''VideoGame/MugenSouls'', you can use offensive skills with a "Float" effect on enemies where you launch them up in the air and hopefully hit the objects up in the air. If you're at [[ThemeMusicPowerUp Fever Time]] and you hit them at one of the four blue spheres floating in the air, and say hello to ''a lot of money'' dropping to you.
* In ''Manga/{{Naruto}}'' the titular character uses his shadow clones to do this to Kiba in the Chunin exams.
** Uchiha Sasuke also performs a variant of this move during the Chuunin Exam, as well as in the games which feature the move.
** Both Naruto and Sasuke actually copied this technique from Rock Lee's Primary Lotus, which starts by launching the enemy up to the sky, binding them with bandages, and drop them to the ground, headfirst.
** Rock Lee also performs a more risky but damaging variant of the Primary Lotus, the Reverse Lotus. It starts the same way but instead of wrapping the poor sap in bandages, Rock Lee juggles them in the air using martial arts and capped off with a MeteorMove kick.



* In the ''VideoGame/{{Tekken}}'' series, Jun/Asuka might as well call 2 (or right punch) the launcher button, Mishimas have their Wind God Fist options, etc. As the series' central gimmick is juggle combos, this is a key element.
** Not to mention almost every character has a d/f 2 and/or u/f 4 launcher.

to:

%%* [[spoiler:Henry]] of ''VideoGame/NoMoreHeroes'' does this '''twice''' to start off his Meteor Move.
* Any melee character worth their salt has a launcher in ''VideoGame/PlaystationAllStarsBattleRoyale'', usually mapped to Up+Square. Obvious examples include (new) Dante, Kratos, and Heihachi (all mentioned above).
* The best combos in ''VideoGame/PrinceOfPersia2008'' all involve these. The launching itself is always performed with the gauntlet.
* A big part of ''VideoGame/RadiantHistoria'' involves moving enemies around on a 3X3 grid, to collect them into a cluster. This can also involve launching them straight up, or down, whereupon they hit the ground and take bonus damage.
* ''VideoGame/RivalsOfAether'', having nearly identical gameplay mechanics to ''VideoGame/SuperSmashBros'', also relies heavily on this trope.
%%** Ditto for ''VideoGame/{{Brawlhalla}}'', ''VideoGame/{{Brawlout}}''... let's just say "most PlatformFighter games" and move on.
%%* Most sandbox superhero games have this, such as ''VideoGame/SpiderManPS4'' and ''VideoGame/{{Prototype}}''.
* This is one of the key factors to winning in ''VideoGame/SonicBattle'' if you don't have good specials. Or if you're slow. It's done either with an 'upper' attack, slamming an opponent into a wall, or several other moves.
* ''VideoGame/SonicUnleashed'' has the Sho-Hog-Ken, to the amusement of all ''Street Fighter'' players in the vicinity.
* In the ''VideoGame/{{Tekken}}'' series, Jun/Asuka might as well call 2 (or right punch) the launcher button, Mishimas have their Wind God Fist options, etc. As the series' central gimmick is juggle combos, this is a key element.
** Not to mention almost
''VideoGame/SoulSeries'', every character has at least one on d/fB (kind of like its sister series Tekken). Unlike ''Tekken'', there is a d/f 2 and/or u/f 4 launcher.heap of other over the top ones sprinkled about, especially in Cervantes' moveset. The game encourages Meteor Moves over Air Combos, however, as after one hit in midair you can control your character's fall.
* Thanks to the real-time combat in ''VideoGame/StarOceanTheSecondStory'', you can set up situations where you knock an enemy back with one of your attacks. The skill Strong Blow gives your attacks a chance to simply knock enemies backward, but if an enemy is jumping or otherwise above you, you might send them flying in the air when Strong Blow triggers. The skill Float has to be unlocked in the [[BonusDungeon Cave of Trials]], but it enables you to randomly knock an enemy straight into the air no matter what attack you use which triggers it. Some Killer Moves have their own upward knockback, like Claude's Twin Slash.



* One of the most significant differences between Simon and Trevor in ''VideoGame/CastlevaniaJudgment'' is Simon's high reliance on launcher combos, while Trevor prefers hard hits that keep the opponent grounded.
* A key move for each character in ''Manga/FistOfTheNorthStar'' is an attack that launches the enemy into the wall.



** This is also the case in ''VideoGame/NamcoXCapcom'' and ''VideoGame/ProjectXZone''.
* Taken UpToEleven in ''VideoGame/AvalonCode'' with the ''Judgment Link'', which you have to do to get goodies, and which can launch enemies [[AbsurdAltitude into space, and then out of the galaxy]].
* Along with ''Endless Frontier'', this makes its rare RPG appearance in ''VideoGame/FinalFantasyXIII'' via the Launch command. Enemies are completely defenseless when staggered and juggled, so time your moves right.
** In fact, juggling makes up about 80% of the game towards the end — eventually, all combat revolves around this mechanism.

to:

* The fighting style of ''VideoGame/SuperSmashBros'' relies on this kind of move, since ring-outs reduce lives, and the sequels rather uniquely give characters multiple mid-air defense capabilities. You can also launch in each of the directions. The game is explicitly not a combo-based fighter, but the combos that [[EmergentGameplay inevitably exist anyway]] are always air combos that start with a launcher of any kind.
** Some of the Smash characters, usually the Fire Emblem ones, have Final Smashes that is just this trope.
%%**
This is also the case in ''VideoGame/NamcoXCapcom'' and ''VideoGame/ProjectXZone''.
* Taken UpToEleven in ''VideoGame/AvalonCode'' with the ''Judgment Link'', which you have to do to get goodies, and which can In ''VideoGame/TalesOfVesperia'', quite a few of Judith's artes launch enemies [[AbsurdAltitude the target into space, the air where she can take advantage of her aerial comboing expertise.
** ''Tales of Xillia'' also allows basically anyone to use up+attack to launch an enemy, jump,
and then out attack, but it's much simpler and more effective to combo on the ground as most artes can only be done then. There are some artes specifically to follow-up with, in the air, and some artes that can be done in the air, but the only character that it's recommended to air combo with is Milla due to having double jumps and dash/drop cancels as well as most of her artes being possible in the air.
* In the ''VideoGame/{{Tekken}}'' series, Jun/Asuka might as well call 2 (or right punch) the launcher button, Mishimas have their Wind God Fist options, etc. As the series' central gimmick is juggle combos, this is a key element.
** Not to mention almost every character has a d/f 2 and/or u/f 4 launcher.
* Given its connection to Tekken, it's not surprising that most characters in the 3D BeatEmUp ''VideoGame/UrbanReign'' have launcher moves that can be followed with further hits to juggle an opponent. Fortunately for whoever's on the receiving end, the follow-up attacks can be escaped with a well-timed press
of the galaxy]].
* Along with ''Endless Frontier'', this makes its rare RPG appearance in ''VideoGame/FinalFantasyXIII'' via the Launch command. Enemies are completely defenseless when staggered and juggled, so time your moves right.
** In fact, juggling makes up about 80% of the game towards the end — eventually, all combat revolves around this mechanism.
Dodge button.



* In the ''VideoGame/SoulSeries'', every character has at least one on d/fB (kind of like its sister series Tekken). Unlike ''Tekken'', there is a heap of other over the top ones sprinkled about, especially in Cervantes' moveset. The game encourages Meteor Moves over Air Combos, however, as after one hit in midair you can control your character's fall.
* ''VideoGame/DissidiaFinalFantasy'' features a variation on this: Specific moves available to every character initiate the option of starting one of the game's midair "chase sequences" at the end of successful execution. "Chasing" is a sort of [[PressXToNotDie quick time event]] involving dodging certain attacks with correct timing/executing certain attacks in such a way that they are not dodged. The game seems to give a slight advantage to the initiator of the sequence--even a merely moderately talented player can easily repeatedly smash their opponent across the stage until the wall is impacted. However, expect rapid turnarounds when playing against talented human opponents and [[ComputersAreFast high-level AI opponents]], who can and will dodge with single-frame-precision.
** It also features more standard aerial launchers and juggles. The majority of characters have at least one attack that will send the opponent into the air, but the character [[VideoGame/FinalFantasyIX Zidane]] is most notable in this regard: he is designed to be lethal in midair fighting, and as a result, most of his ground attacks are designed to knock the victim into the air where Zidane reigns supreme.
* Thanks to the real-time combat in ''VideoGame/StarOceanTheSecondStory'', you can set up situations where you knock an enemy back with one of your attacks. The skill Strong Blow gives your attacks a chance to simply knock enemies backward, but if an enemy is jumping or otherwise above you, you might send them flying in the air when Strong Blow triggers. The skill Float has to be unlocked in the [[BonusDungeon Cave of Trials]], but it enables you to randomly knock an enemy straight into the air no matter what attack you use which triggers it. Some Killer Moves have their own upward knockback, like Claude's Twin Slash.
* War in ''VideoGame/{{Darksiders}}'' can use his BFS to launch an enemy into the air in two different ways. One of them also lets him optionally jump after, ripe for air attacks.

to:

* Various pins in ''VideoGame/TheWorldEndsWithYou'' function as this, with [[{{Shoryuken}} Vulcan Uppercut]] and [[AnIcePerson Piercing Pillar]] being particular examples.
* In the ''VideoGame/SoulSeries'', every character has at least one on d/fB (kind of like its sister series Tekken). Unlike ''Tekken'', there is a heap of other over the top ones sprinkled about, especially in Cervantes' moveset. The game encourages Meteor Moves over Air Combos, however, as after one hit in midair you can control your character's fall.
* ''VideoGame/DissidiaFinalFantasy'' features a variation on this: Specific moves available to every character initiate the option of starting one of the game's midair "chase sequences" at the end of successful execution. "Chasing" is a sort of [[PressXToNotDie quick time event]] involving dodging
''VideoGame/XenobladeChronicles2'' certain attacks can deal with correct timing/executing certain attacks in such a way that they are not dodged. The game seems to give a slight advantage to the initiator of the sequence--even a merely moderately talented player effect Launch, which can easily repeatedly smash their opponent across the stage until the wall is impacted. However, expect rapid turnarounds when playing against talented human opponents and [[ComputersAreFast high-level AI opponents]], who can and will dodge with single-frame-precision.
** It also features more standard aerial launchers and juggles. The majority
be inflicted on a Toppled enemy, as part of characters have at least one attack that will send the opponent into the air, but the character [[VideoGame/FinalFantasyIX Zidane]] is most notable in this regard: he is designed to be lethal in midair fighting, and as a result, most of his ground attacks are designed to knock the victim into the air where Zidane reigns supreme.
* Thanks to the real-time combat in ''VideoGame/StarOceanTheSecondStory'', you can set up situations where you knock
Driver Combo. Once an enemy back with one of your attacks. The skill Strong Blow gives your attacks is launched, they remain airborne for a few seconds, giving you a chance to simply knock enemies backward, but if an enemy is jumping or otherwise above you, you might send them flying in the air when Strong Blow triggers. The skill Float has to be unlocked in the [[BonusDungeon Cave of Trials]], but it enables you to randomly knock an enemy straight into the air no matter what attack you use which triggers it. Some Killer Moves have their own upward knockback, like Claude's Twin Slash.
* War in ''VideoGame/{{Darksiders}}'' can use his BFS to launch an enemy into the air in two different ways. One of them also lets him optionally jump after, ripe for air attacks.
perform a [[MeteorMove Smash]] attack.



* In ''VideoGame/MugenSouls'', you can use offensive skills with a "Float" effect on enemies where you launch them up in the air and hopefully hit the objects up in the air. If you're at [[ThemeMusicPowerUp Fever Time]] and you hit them at one of the four blue spheres floating in the air, and say hello to ''a lot of money'' dropping to you.
* In ''VideoGame/TalesOfVesperia'', quite a few of Judith's artes launch the target into the air where she can take advantage of her aerial comboing expertise.
** ''Tales of Xillia'' also allows basically anyone to use up+attack to launch an enemy, jump, and attack, but it's much simpler and more effective to combo on the ground as most artes can only be done then. There are some artes specifically to follow-up with, in the air, and some artes that can be done in the air, but the only character that it's recommended to air combo with is Milla due to having double jumps and dash/drop cancels as well as most of her artes being possible in the air.
* Each class in ''VideoGame/DungeonFighterOnline'' starts with one of these.
* In ''[[VideoGame/GundamVsSeries Gundam Extreme Vs.]]'', the Back + Melee command is a launcher for most machines; a few eschew this in favor of other moves, like [[Anime/MobileFighterGGundam God Gundam]]'s [[DoppelgangerSpin God Shadow]] or [[Manga/MobileSuitGundamSeedAstray Red Frame]]'s CounterAttack.
* Any melee character worth their salt has a launcher in ''VideoGame/PlaystationAllStarsBattleRoyale'', usually mapped to Up+Square. Obvious examples include (new) Dante, Kratos, and Heihachi (all mentioned above).
* Up until the combat engine revamp in ''6'' and ''7'', ''VideoGame/DynastyWarriors'' actually gave each character two (sometimes more) launchers, a 'low launcher' that was usually quicker but only targeted a single opponent and a 'high launcher' that hit enemies higher to follow up with either a MeteorMove, or to set up longer combos from the ground. In ''Dynasty Warriors 4'', the only game with both one-on-one officer duels as a game mechanic as well as the launcher moves, it was almost mandatory to learn how best to juggle with a character, given many enemy officers tended to block constantly when on the ground.
* ''VideoGame/DynastyWarriorsGundam'' gives each ace suit at least one launcher. Their effectiveness greatly decreases on higher difficulty levels (and become an [[AwesomeButImpractical outright liability]] on the highest levels), as enemy aces tend to recover then boost away and/or counterattack before the player can follow up with an aerial attack of their own.
* ''Franchise/MortalKombat'' has uppercuts, though it varies by game whether this can be used for effective air combos.
* ''VideoGame/InjusticeGodsAmongUs'' has uppercuts like the ''Mortal Kombat'' example above and can be used more effectively. There are also Ground Bounces and Wall Bounces that have a bit of start-up but you can add super Armor to them, as well as certain moves or combos that you can follow up with an air game. Most characters stay on the ground, however, as the combo system is based on juggles, and once a character is in the air, any move has small launcher properties to keep the combo going.
* ''VideoGame/TheMatrixPathOfNeo'' has kicks, uppercuts, and throws to start off, continue and finish air combos.
* Later installments of the ''VideoGame/DeadOrAlive'' series have something called "critical state" where certain attacks that hit someone in this state can become launcher moves. Additionally, many characters also have straight-up launcher moves that don't require critical state. These are very important as being airborne is the only time an opponent cannot attempt a [[ComboBreaker counter hold]].
* Given its connection to Tekken, it's not surprising that most characters in the 3D BeatEmUp ''VideoGame/UrbanReign'' have launcher moves that can be followed with further hits to juggle an opponent. Fortunately for whoever's on the receiving end, the follow-up attacks can be escaped with a well-timed press of the Dodge button.
* In ''VideoGame/XenobladeChronicles2'' certain attacks can deal with the effect Launch, which can be inflicted on a Toppled enemy, as part of a Driver Combo. Once an enemy is launched, they remain airborne for a few seconds, giving you a chance to perform a [[MeteorMove Smash]] attack.
* A big part of ''VideoGame/RadiantHistoria'' involves moving enemies around on a 3X3 grid, to collect them into a cluster. This can also involve launching them straight up, or down, whereupon they hit the ground and take bonus damage.

to:

* In ''VideoGame/MugenSouls'', you can use offensive skills with ''VideoGame/XMenNextDimension'', a "Float" effect on enemies where you launch them up in the air and hopefully hit the objects up in the air. If you're at [[ThemeMusicPowerUp Fever Time]] and you hit them at one of the four blue spheres floating in the air, and say hello to ''a lot of money'' dropping to you.
* In ''VideoGame/TalesOfVesperia'', quite a few of Judith's artes launch the target into the air where she can take advantage of her aerial comboing expertise.
** ''Tales of Xillia'' also allows basically anyone to use up+attack to launch an enemy, jump, and attack, but it's much simpler and more effective to combo on the ground as most artes can only be done then. There
fighting game, these are some artes specifically to follow-up with, in the air, and some artes that can be done in the air, but the only character that it's recommended to air combo with is Milla due to having double jumps and dash/drop cancels as well as most of her artes being possible in the air.
* Each class in ''VideoGame/DungeonFighterOnline'' starts with one of these.
* In ''[[VideoGame/GundamVsSeries Gundam Extreme Vs.]]'', the Back + Melee command is a launcher for most machines; a few eschew this in favor of other moves, like [[Anime/MobileFighterGGundam God Gundam]]'s [[DoppelgangerSpin God Shadow]] or [[Manga/MobileSuitGundamSeedAstray Red Frame]]'s CounterAttack.
* Any melee character worth their salt has a launcher in ''VideoGame/PlaystationAllStarsBattleRoyale'', usually mapped to Up+Square. Obvious examples include (new) Dante, Kratos, and Heihachi (all mentioned above).
* Up until the combat engine revamp in ''6'' and ''7'', ''VideoGame/DynastyWarriors'' actually gave each character two (sometimes more) launchers, a 'low launcher' that was usually quicker but only targeted a single opponent and a 'high launcher' that hit enemies higher to follow up with either a MeteorMove, or to set up longer combos from the ground. In ''Dynasty Warriors 4'', the only game with both one-on-one officer duels as a game mechanic as well as the launcher moves, it was almost mandatory to learn how best to juggle with a character, given many enemy officers tended to block constantly when on the ground.
* ''VideoGame/DynastyWarriorsGundam'' gives each ace suit at least one launcher. Their effectiveness greatly decreases on higher difficulty levels (and become an [[AwesomeButImpractical outright liability]] on the highest levels), as enemy aces tend to recover then boost away and/or counterattack before the player can follow up with an aerial attack of their own.
* ''Franchise/MortalKombat'' has uppercuts, though it varies by game whether this can be used for effective air combos.
* ''VideoGame/InjusticeGodsAmongUs'' has uppercuts like the ''Mortal Kombat'' example above and can be used more effectively. There are also Ground Bounces and Wall Bounces that have a bit of start-up but you can add super Armor to them, as well as certain moves or combos that you can follow up with an air game. Most characters stay on the ground, however, as the combo system is based on juggles, and once a character is in the air, any move has small launcher properties to keep the combo going.
* ''VideoGame/TheMatrixPathOfNeo'' has kicks, uppercuts, and throws to start off, continue and finish air combos.
* Later installments of the ''VideoGame/DeadOrAlive'' series have something
called "critical state" where certain attacks that hit someone in this state can become launcher moves. Additionally, many characters also have straight-up launcher moves that don't require critical state. These are very important as being airborne is the only time an opponent cannot attempt a [[ComboBreaker counter hold]].
* Given its connection to Tekken, it's not surprising that most characters in the 3D BeatEmUp ''VideoGame/UrbanReign'' have launcher moves that can be followed with further hits to juggle an opponent. Fortunately for whoever's on the receiving end, the follow-up attacks can be escaped with a well-timed press of the Dodge button.
* In ''VideoGame/XenobladeChronicles2'' certain attacks can deal with the effect Launch, which can be inflicted on a Toppled enemy, as part of a Driver Combo. Once an enemy is launched, they remain airborne for a few seconds, giving you a chance to perform a [[MeteorMove Smash]] attack.
* A big part of ''VideoGame/RadiantHistoria'' involves moving enemies around on a 3X3 grid, to collect them into a cluster. This can also involve launching them straight up, or down, whereupon they hit the ground and take bonus damage.
"Air Seeks".
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This is a SubTrope of StatusInflictionAttack, since it inflicts the status of "thrown into the air".
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In a FightingGame, one fighter initiates a combo by launching his opponent into the air with a strong attack, then following up with a combo or MeteorMove. This is a good strategy in many 3D fighting games, as most characters have limited air options and, in many series, can't defend when airborne. Of course, because of varying movesets among characters and series, some characters are better at it than others.

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In a FightingGame, one fighter initiates a combo by launching his their opponent into the air with a strong attack, then following up with a combo or MeteorMove. This is a good strategy in many 3D fighting games, as most characters have limited air options and, in many series, can't defend when airborne. Of course, because of varying movesets among characters and series, some characters are better at it than others.
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* Most sandbox superhero games have this, such as ''VideoGame/SpiderMan'' and ''VideoGame/{{Prototype}}''.

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* Most sandbox superhero games have this, such as ''VideoGame/SpiderMan'' ''VideoGame/SpiderManPS4'' and ''VideoGame/{{Prototype}}''.
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Definitely a SuspensionOfDisbelief, since if you had enough force to launch a human body in the air, you'd have to overcome their weight and that much power could likely do fatal damage.

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Definitely a SuspensionOfDisbelief, SuspensionOfDisbelief since if you had enough force to launch a human body in the air, you'd have to overcome their weight and that much power could likely do fatal damage.
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Definitely a SuspensionOfDisbelief, since if you had enough force to launch a human body in the air, you'd have to overcome their weight and that much power could likely do fatal damage.

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Grammar changes and a few additional examples.


* A fundamental move in most fighters in VideoGame/MarvelVsCapcom games games.

to:

* A fundamental move in most fighters in VideoGame/MarvelVsCapcom games games.



* ''VideoGame/DevilMayCry'' had a lot of hype by introducing the "High Time" move, after which you could stylishly suspend enemies in the air with sustained gunfire. Sequels later introduced air combos, and a number of action games since, from ''VideoGame/{{Bayonetta}}'' to ''VideoGame/GodOfWar'' have their own dedicated air launchers.

to:

* ''VideoGame/DevilMayCry'' had a lot of hype by introducing the "High Time" move, after which you could stylishly suspend enemies in the air with sustained gunfire. Sequels later introduced air combos, and a number of several action games since, from ''VideoGame/{{Bayonetta}}'' to ''VideoGame/GodOfWar'' have their own dedicated air launchers.



* in ''VideoGame/XMenNextDimension'', a fighting game, these are called "Air Seeks".

to:

* **Uchiha Sasuke also performs a variant of this move during the Chuunin Exam, as well as in the games which feature the move.
**Both Naruto and Sasuke actually copied this technique from Rock Lee's Primary Lotus, which starts by launching the enemy up to the sky, binding them with bandages, and drop them to the ground, headfirst.
**Rock Lee also performs a more risky but damaging variant of the Primary Lotus, the Reverse Lotus. It starts the same way but instead of wrapping the poor sap in bandages, Rock Lee juggles them in the air using martial arts and capped off with a MeteorMove kick.
* In
''VideoGame/XMenNextDimension'', a fighting game, these are called "Air Seeks".



* The fighting style of ''VideoGame/SuperSmashBros'' relies on this kind of move, since ring-outs reduce lives, and the sequels rather uniquely give characters multiple mid-air defense capabilities. You can also launch in each of the directions. The game is explicitly not a combo based fighter, but the combos that [[EmergentGameplay inevitably exist anyway]] are always air combos that start with a launcher of any kind.

to:

* The fighting style of ''VideoGame/SuperSmashBros'' relies on this kind of move, since ring-outs reduce lives, and the sequels rather uniquely give characters multiple mid-air defense capabilities. You can also launch in each of the directions. The game is explicitly not a combo based combo-based fighter, but the combos that [[EmergentGameplay inevitably exist anyway]] are always air combos that start with a launcher of any kind.kind.
**Some of the Smash characters, usually the Fire Emblem ones, have Final Smashes that is just this trope.



* ''VideoGame/SuperRobotWars VideoGame/EndlessFrontier'' has ''every'' move carry a launcher element, since the game's combo system only counts juggles.

to:

* ''VideoGame/SuperRobotWars VideoGame/EndlessFrontier'' has ''every'' move carry a launcher element, element since the game's combo system only counts juggles.



* In the ''VideoGame/SoulSeries'', every character has at least one on d/fB (kind of like its sister series Tekken). Unlike ''Tekken'', there are a heap of other over the top ones sprinkled about, especially in Cervantes' moveset. The game encourages Meteor Moves over Air Combos, however, as after one hit in midair you can control your character's fall.

to:

* In the ''VideoGame/SoulSeries'', every character has at least one on d/fB (kind of like its sister series Tekken). Unlike ''Tekken'', there are is a heap of other over the top ones sprinkled about, especially in Cervantes' moveset. The game encourages Meteor Moves over Air Combos, however, as after one hit in midair you can control your character's fall.



** It also features more standard aerial launchers and juggles. The majority of characters have at least one attack that will send the opponent into the air, but the character [[VideoGame/FinalFantasyIX Zidane]] is most notable in this regard: he is designed to be lethal in midair fighting, and as a result most of his ground attacks are designed to knock the victim into the air where Zidane reigns supreme.
* Thanks to the real-time combat in ''VideoGame/StarOceanTheSecondStory'', you can set up situations where you knock an enemy back with one of your attacks. The skill Strong Blow gives your attacks a chance to simply knock enemies backwards, but if an enemy is jumping or otherwise above you, you might send them flying in the air when Strong Blow triggers. The skill Float has to be unlocked in the [[BonusDungeon Cave of Trials]], but it enables you to randomly knock an enemy straight into the air no matter what attack you use which triggers it. There are some Killer Moves which have their own upward knockback, like Claude's Twin Slash.
* War in ''VideoGame/{{Darksiders}}'' can use his BFS to launch an enemy into the air in two different ways. One of them also lets him optionally jump after, ripe for any of a number of air attacks.

to:

** It also features more standard aerial launchers and juggles. The majority of characters have at least one attack that will send the opponent into the air, but the character [[VideoGame/FinalFantasyIX Zidane]] is most notable in this regard: he is designed to be lethal in midair fighting, and as a result result, most of his ground attacks are designed to knock the victim into the air where Zidane reigns supreme.
* Thanks to the real-time combat in ''VideoGame/StarOceanTheSecondStory'', you can set up situations where you knock an enemy back with one of your attacks. The skill Strong Blow gives your attacks a chance to simply knock enemies backwards, backward, but if an enemy is jumping or otherwise above you, you might send them flying in the air when Strong Blow triggers. The skill Float has to be unlocked in the [[BonusDungeon Cave of Trials]], but it enables you to randomly knock an enemy straight into the air no matter what attack you use which triggers it. There are some Some Killer Moves which have their own upward knockback, like Claude's Twin Slash.
* War in ''VideoGame/{{Darksiders}}'' can use his BFS to launch an enemy into the air in two different ways. One of them also lets him optionally jump after, ripe for any of a number of air attacks.



** ''Tales of Xillia'' also allows basically anyone to use up+attack to launch an enemy, jump and attack, but it's much simpler and more effective to combo on the ground as most artes can only be done then. There are some artes specifically to follow up with in the air, and some artes that can be done in the air, but the only character that it's recommended to air combo with is Milla due to having double jumps and dash/drop cancels as well as most of her artes being possible in the air.
* Each class in ''VideoGame/DungeonFighterOnline'' starts out with one of these.

to:

** ''Tales of Xillia'' also allows basically anyone to use up+attack to launch an enemy, jump jump, and attack, but it's much simpler and more effective to combo on the ground as most artes can only be done then. There are some artes specifically to follow up with follow-up with, in the air, and some artes that can be done in the air, but the only character that it's recommended to air combo with is Milla due to having double jumps and dash/drop cancels as well as most of her artes being possible in the air.
* Each class in ''VideoGame/DungeonFighterOnline'' starts out with one of these.



* Up until the combat engine revamp in ''6'' and ''7'', ''VideoGame/DynastyWarriors'' actually gave each character two (sometimes more) launchers, a 'low launcher' that was usually quicker but only targeted a single opponent and a 'high launcher' that hit enemies higher to follow up with either a MeteorMove, or to set up longer combos from the ground. In ''Dynasty Warriors 4'', the only game with both one-on-one officer duels as a game mechanic as well as the launcher moves, it was almost mandatory to learn how best to juggle with a character, given many enemy officers had a tendency to block constantly when on the ground.

to:

* Up until the combat engine revamp in ''6'' and ''7'', ''VideoGame/DynastyWarriors'' actually gave each character two (sometimes more) launchers, a 'low launcher' that was usually quicker but only targeted a single opponent and a 'high launcher' that hit enemies higher to follow up with either a MeteorMove, or to set up longer combos from the ground. In ''Dynasty Warriors 4'', the only game with both one-on-one officer duels as a game mechanic as well as the launcher moves, it was almost mandatory to learn how best to juggle with a character, given many enemy officers had a tendency tended to block constantly when on the ground.



* ''VideoGame/InjusticeGodsAmongUs'' has uppercuts like the ''Mortal Kombat'' example above and can be used more effectively. Their are also Ground Bounces and Wall Bounces that have a bit of start up but you can add super Armor to them, as well as certain moves or combos that you can follow up with an air game. Most characters stay on the ground, however, as the combo system is based on juggles, and once a character is in the air, any move has small launcher properties to keep the combo going.
* ''VideoGame/TheMatrixPathOfNeo'' has kicks, uppercuts and throws to start off, continue and finish air combos.
* Later installments of the ''VideoGame/DeadOrAlive'' series have something called "critical state" where certain attacks that hit someone in this state can become launcher moves. Additionally, many characters also have straight up launcher moves that don't require critical state. These are very important as being airborne is the only time an opponent cannot attempt a [[ComboBreaker counter hold]].
* Given its connection to Tekken, it's not surprising that most characters in the 3D BeatEmUp ''VideoGame/UrbanReign'' have launcher moves that can be followed with further hits to juggle an opponent. Fortunately for the whoever's on the receiving end, the follow-up attacks can be escaped with a well-timed press of the Dodge button.
* In ''VideoGame/XenobladeChronicles2'' certain attacks can deal the effect Launch, which can be inflicted on a Toppled enemy, as part of a Driver Combo. Once an enemy is launched, they remain airborne for a few seconds, giving you a chance to perform a [[MeteorMove Smash]] attack.
* A big part of ''VideoGame/RadiantHistoria'' involves moving enemies around on a 3X3 grid, in order to collect them into a cluster. This can also involve launching them straight up, or down, whereupon they hit the ground and take bonus damage.

to:

* ''VideoGame/InjusticeGodsAmongUs'' has uppercuts like the ''Mortal Kombat'' example above and can be used more effectively. Their There are also Ground Bounces and Wall Bounces that have a bit of start up start-up but you can add super Armor to them, as well as certain moves or combos that you can follow up with an air game. Most characters stay on the ground, however, as the combo system is based on juggles, and once a character is in the air, any move has small launcher properties to keep the combo going.
* ''VideoGame/TheMatrixPathOfNeo'' has kicks, uppercuts uppercuts, and throws to start off, continue and finish air combos.
* Later installments of the ''VideoGame/DeadOrAlive'' series have something called "critical state" where certain attacks that hit someone in this state can become launcher moves. Additionally, many characters also have straight up straight-up launcher moves that don't require critical state. These are very important as being airborne is the only time an opponent cannot attempt a [[ComboBreaker counter hold]].
* Given its connection to Tekken, it's not surprising that most characters in the 3D BeatEmUp ''VideoGame/UrbanReign'' have launcher moves that can be followed with further hits to juggle an opponent. Fortunately for the whoever's on the receiving end, the follow-up attacks can be escaped with a well-timed press of the Dodge button.
* In ''VideoGame/XenobladeChronicles2'' certain attacks can deal with the effect Launch, which can be inflicted on a Toppled enemy, as part of a Driver Combo. Once an enemy is launched, they remain airborne for a few seconds, giving you a chance to perform a [[MeteorMove Smash]] attack.
* A big part of ''VideoGame/RadiantHistoria'' involves moving enemies around on a 3X3 grid, in order to collect them into a cluster. This can also involve launching them straight up, or down, whereupon they hit the ground and take bonus damage.
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** Ditto for ''VideoGame/{{Brawlhalla}}'', ''VideoGame/{{Brawlout}}''... let's just say "most PlatformFighter games" and move on.



** In fact, juggling makes up about 80% of the game towards the end- eventually, all combat eventually revolves around this mechanism.
* ''VideoGame/ViewtifulJoe'': "Up you go, fella!"
* In the ''VideoGame/SoulSeries'' every character has at least one on d/fB (kind of like its sister series Tekken). Unlike Tekken, there are a heap of other over the top ones sprinkled about, especially in Cervantes' moveset. The game encourages Meteor Moves over Air Combos, however, as after one hit in midair you can control your character's fall.

to:

** In fact, juggling makes up about 80% of the game towards the end- end — eventually, all combat eventually revolves around this mechanism.
* ''VideoGame/ViewtifulJoe'': The uppercut (punch while crouching) serves this purpose. "Up you go, fella!"
* In the ''VideoGame/SoulSeries'' ''VideoGame/SoulSeries'', every character has at least one on d/fB (kind of like its sister series Tekken). Unlike Tekken, ''Tekken'', there are a heap of other over the top ones sprinkled about, especially in Cervantes' moveset. The game encourages Meteor Moves over Air Combos, however, as after one hit in midair you can control your character's fall.



* Any melee character worth their salt has a launcher in ''VideoGame/PlaystationAllStarsBattleRoyale'', usually mapped to Up+Square. Obvious examples include (new) Dante, Kratos and Heihachi (all mentioned above).

to:

* Any melee character worth their salt has a launcher in ''VideoGame/PlaystationAllStarsBattleRoyale'', usually mapped to Up+Square. Obvious examples include (new) Dante, Kratos Kratos, and Heihachi (all mentioned above).
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* In ''VideoGame/XenobladeChronicles2'' certain attacks can deal the effect Launch, which can be inflicted on a Toppled enemy, as part of a Driver Combo.

to:

* In ''VideoGame/XenobladeChronicles2'' certain attacks can deal the effect Launch, which can be inflicted on a Toppled enemy, as part of a Driver Combo. Once an enemy is launched, they remain airborne for a few seconds, giving you a chance to perform a [[MeteorMove Smash]] attack.
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* A big part of ''VideoGame/RadiantHistoria'' involves moving enemies around on a 3X3 grid, in order to collect them into a cluster. This can also involve launching them straight up, or down, whereupon they hit tge ground and take bonus damage

to:

* A big part of ''VideoGame/RadiantHistoria'' involves moving enemies around on a 3X3 grid, in order to collect them into a cluster. This can also involve launching them straight up, or down, whereupon they hit tge the ground and take bonus damagedamage.
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* A big part of ''VideoGame/RadiantHistoria'' involves moving enemies around on a 3X3 grid, in order to collect them into a cluster. This can also involve launching them straight up, or down, whereupon they hit tge ground and take bonus damage
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* Various pins in ''VideoGame/TheWorldEndsWithYou'' function as this, with [[Shoryuken Vulcan Uppercut]] and [[AnIcePerson Piercing Pillar]] being particular examples.

to:

* Various pins in ''VideoGame/TheWorldEndsWithYou'' function as this, with [[Shoryuken [[{{Shoryuken}} Vulcan Uppercut]] and [[AnIcePerson Piercing Pillar]] being particular examples.
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* Various pins in ''VideoGame/TheWorldEndsWithYou'' function as this, with [[Shoryuken Vulcan Uppercut]] and [[AnIcePerson Piercing Pillar]] being particular examples.

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* The fighting style of ''VideoGame/SuperSmashBros'' relies on this kind of move, since ring-outs reduce lives, and the sequels rather uniquely give characters multiple mid-air defense capabilities. You can also launch in each of the directions.
** The game is explicitly not a combo based fighter, but any combos that DO exist are always air combos that start with a launcher of any kind.

to:

* The fighting style of ''VideoGame/SuperSmashBros'' relies on this kind of move, since ring-outs reduce lives, and the sequels rather uniquely give characters multiple mid-air defense capabilities. You can also launch in each of the directions.
**
directions. The game is explicitly not a combo based fighter, but any the combos that DO [[EmergentGameplay inevitably exist anyway]] are always air combos that start with a launcher of any kind.
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* ''KingdomHearts'' includes launcher moves assignable to the square button for extended combos.

to:

* ''KingdomHearts'' ''Franchise/KingdomHearts'' includes launcher moves assignable to the square button for extended combos.

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