Follow TV Tropes

Following

Context Main / EXSpecialAttack

Go To

1%%%
2%%
3%% This page has been alphabetized. Please add new examples in the correct order. Thank you!
4%%
5%%%
6Occupying a space between a SpecialAttack and LimitBreak, EX Special Attacks are boosted versions of a character's regular special attacks that require expending a part of a meter to activate. The cost usually comes from the same meter used for {{Limit Break}}s, but some games have a separate meter. They tend to be [[BoringButPractical less flashy and damaging than a full-on super attack, but easier to hit with or combo into]]. The two main ways of performing EX special attacks are pressing two attack buttons instead of one, or holding down a dedicated button while performing the input.
7
8To qualify, an attack must:
9* Be a more powerful version of another attack the character can use. There can be some exceptions, but only if both of the following conditions are met:
10## Most of the other EX special attacks in the game still fit the above point.
11## The attack is performed in a similar way and has a similar cost to the other EX specials.
12* Have some additional resource cost compared to the regular version.
13* Not be the most costly and powerful attack the character has. If a game has [[LimitBreak Supers]] as a regular feature for all characters, they don't count, even if they resemble a bigger and flashier version of the character's special attacks (those would be {{Super Special Move}}s). However, a character ''can'' have both EX and Super versions of certain special moves.
14
15Some games also allow you to perform "EX Super Attacks", which are stronger {{Limit Break}}s with a higher cost.
16
17Common traits of EX Special Attacks include:
18* Dealing more damage
19* Being faster
20* Having a longer range
21* [[InvulnerableAttack Allowing the player to ignore or avoid enemy attacks]]
22* Being harder to block
23* For projectiles, being able to go through the enemy's regular projectiles
24* CallingYourAttacks (if the regular version didn't already feature this)
25* Some visual effect to warn your opponents, such as your character flashing
26
27This is mainly a FightingGame trope, but some other genres occasionally feature this. Subtrope of TimTaylorTechnology, since you're putting more power into the attack to improve its power. See also ChargedAttack for examples where time is the cost for enhancing an attack, and EvolvingAttack for longer-lasting power boosts.
28----
29!!Examples
30
31[[foldercontrol]]
32
33[[folder:Fighting Game]]
34* Creator/ArcSystemWorks:
35** ''VideoGame/GuiltyGear XX Accent Core'' has Force Breaks, which cost 25% of a character's Tension Gauge and are performed by pressing Dust after the directional input. Most of them are improved versions of special attacks, but some are completely new techniques.
36** Some characters' Drives in ''Franchise/BlazBlue'' qualify as this:
37*** Jin Kisaragi's Drive lets him spend 25% of his Heat Gauge while executing special attacks to freeze his opponent. Out of all the demonstrations from this series listed, his enhanced specials function the most to traditional EX special attacks, and he was the only character to have his Heat Gauge divided into fourths prior to ''[[VideoGame/BlazBlueChronophantasma Chronophantasma]]'' due to this mechanic.
38*** Tsubaki has a separate "Install" bar that she can charge by herself and comes in stocks. Each stock can be used for performing better versions of her special moves (by pressing the D button instead of the usual input).
39*** Celica has a new ability in ''Centra Fiction'' called "Recover Cap"; her Drive attacks, when they successfully hit, grant her a green bar that extend from her current health. She can use said green bar to either power up her special moves or [[HealThyself turn it into HP]].
40** Skill Boost in ''VideoGame/Persona4Arena'' allows you to power-up your special attacks by pressing two buttons instead of one when doing special attacks, at the cost of 25 SP. ''VideoGame/Persona4ArenaUltimax'' also lets you boost [[LimitBreak SP Skills]].
41** ''VideoGame/BlazBlueCrossTagBattle'' allows the player to burn 1 stock of meter to perform an EX Special. This was the first time the majority of the ''[=BlazBlue=]'' cast was able to take advantage of this mechanic, while most the remaining roster[[note]]the aforementioned Jin plus the casts of ''VideoGame/Persona4Arena'' and ''VideoGame/UnderNightInBirth''[[/note]] was already capable of using these moves.
42* ''VideoGame/BattleCapacity'' has X-Attacks that change your special moves and can only be used if you have an X. Both players start with one X, and they are only consumed if the X-Attack hits or is blocked. Getting hit or blocking an X-Attack also grants you one X, so there are always exactly two [=Xs=] in play, either spread across both players or all in possession of one player.
43* The ''Manga/{{Bleach}}'' DS games have Reinforced or "RF" Attacks, done by either pressing Heavy Attack or using the shortcuts on the touch screen, which players cannot FlashStep out of like they can with normal special attacks. They use the same gauge as the FlashStep mechanic, but take twice as long to refill despite both consuming one bar. In a twist, [[BigBad Sosuke Aizen]] ''[[MechanicallyUnusualFighter doesn't]]'' have these. Instead he just charges his [[MagicKnight Kido attacks]] by [[ChargedAttack holding the button down]].
44* ''VideoGame/{{Darkstalkers}}'' is both the TropeMaker and {{Trope Namer|s}}. The game was the first to introduce multi-level super meters which could be used to power-up special attacks (known as ES moves, short for '''E'''nhanced '''S'''pecial) or consume multiple meters for super moves (called EX moves, short for '''E'''xtra '''S'''pecial).
45* Creator/FrenchBread is a regular user of this trope:
46** ''VideoGame/TheQueenOfHeart'' has EX Specials in all three games that consumes one level of the Super Bar; they're basically more powerful variants of regular special moves.
47** ''VideoGame/MeltyBlood'' has EX Special Moves for all characters, serving as more powerful variants of their regular special moves that cost 100% of the Magic Circuit.
48** In ''VideoGame/UnderNightInBirth'', EX versions of special moves are executed by using the same command and then pressing the C attack button. These use up half of the EXS bar and are more powerful than the usual specials. If performed during [[SuperMode Veil Off]], they'll use just 1/3 of the bar instead.
49* ''VideoGame/InjusticeGodsAmongUs'' has a Meter Burn button that enhances your attacks at the cost of one fourth of your Super Meter.
50* [[ThePowerOfTheSun Hamon users]] in ''VideoGame/JoJosBizarreAdventureAllStarBattle'' all have the ability to use Hamon-infused versions of their special attacks. These attacks inflict extra damage that vampires and Pillar Men can't regenerate [[DevelopersForesight due to their vulnerability to the Hamon]].
51* ''Franchise/TheKingOfFighters'':
52** ''VideoGame/TheKingOfFightersXIII'' introduces EX Specials to the series. They cost 1 stock of Super Meter (as much as a regular [[LimitBreak Desperation Move]]) and are performed by pressing both punch or kick buttons during the input instead of just one. There are also EX Supers that cost 2 bars.
53** ''VideoGame/TheKingOfFightersXIV'' has [[SuperMode MAX Mode]]. It costs 1 stock of Super Meter and starts a timed gauge, during which EX Special Moves can be executed in a similar manner to ''KOF XIII'', at a cost of a portion of the MAX Mode Gauge. Super Moves executed during MAX Mode also become enhanced into MAX Super SP Moves without having to press both buttons, but at the cost of the rest of the MAX Gauge and 1 stock of Super Meter. Climax Super Moves executed during MAX Mode only cost 2 stocks of Super Meter.
54* ''Franchise/MortalKombat'':
55** Enhanced special moves in ''VideoGame/MortalKombat9'' and ''VideoGame/MortalKombatX'' are performed by pressing the guard button while doing a special attack, and cost one-third of your super meter.
56** ''VideoGame/MortalKombat11'' changes things so enhanced special moves use your Offensive Meter, which automatically regenerates over time and is separate from Defensive Meter (so you don't have to sacrifice your defensive maneuvers to use them). [[DesperationAttack Fatal Blows]] (this game's version of X-Ray Attacks) are also tied to your [[LifeMeter Health Bar]] instead of any meter, so you can use them without worrying about being unable to Amplify. Some Kustom Variation abilities also require some meter to use.
57* ''VideoGame/{{MUGEN}}'': Kung Fu Man, the default character that comes with the game has five of these: Fast Kung Fu Palm, Fast Kung Fu Upper, Fast Kung Fu Blow, Fast Kung Fu Knee and Fast Kung Fu Zankou. All of them are faster, stronger versions of his respective special attacks, but require a third of a super bar to use.
58* ''Franchise/StreetFighter'': Starting with the [[Platform/PlayStation home]] [[Platform/SegaSaturn versions]] of ''VideoGame/StreetFighterTheMovie'' ([[NotMakingThisUpDisclaimer yes, really]]), players can perform EX Special Attacks by pressing two attack buttons instead of one when performing most special attacks. They would be integrated into the main series starting with ''VideoGame/StreetFighterIII: Second Impact'', requiring that the player expend part of their Super Meter in order to do so.
59** In ''VideoGame/StreetFighterTheMovie'', once the Super Gauge was at least half-full (signified by the gauge changing colors from yellow to blue), players could use enhanced specials, referred to in-game as Super Specials. Unlike EX Moves in other entries, Super Specials could be used indefinitely until the player used a Super Combo and would not drain meter upon use.
60** In ''VideoGame/StreetFighterIII'', EX Specials cost half of your Super Meter. Each character has a choice of three different [[LimitBreak Super Arts]] that have differently sized meters and limits to how many full bars you can save up. Choosing a Super Art that lets you stock up on multiple shorter bars of meter means you can use more EX Specials than one with just one long bar.
61** ''VideoGame/StreetFighterIV'' has an EX Focus Attack that costs 2 bars of meter (most EX Specials only cost 1), but can cancel the recovery time on most attacks and can itself be [[LagCancel canceled]] by dashing immediately (Focus Attack Dash Cancel or FADC for short). It's the key to longer combos.
62** Additionally, ''IV'' reformatted the Super Combo Gauge into smaller bars, which made it easier to keep track of how much meter is needed to perform EX Specials. ''IV'' had four segments, while ''VideoGame/StreetFighterXTekken'' and ''VideoGame/StreetFighterV'' reduced them to three.
63** ''VideoGame/StreetFighter6'': Overdrives, this game's equivalent to EX Specials, are just one of the several mechanics tied to the Drive Gauge, costing two of the gauge's six segments per use. The Super Meter is a separate resource, so players no longer have to worry about sacrificing one for the other.
64* ''VideoGame/ThemsFightinHerds'' has a Magic meter separate from the Super meter, which can be used by some characters to improve their special moves. Each character has a different method of filling their Magic.
65** Arizona gains Magic when she successfully grabs her opponent in her lasso, and can spend it to use more powerful versions of her special attacks.
66** Oleander gains magic whenever she reads her book, and can spend it to shoot a more powerful Fel Spark, deal damage with her Teleport, or [[TrapMaster lay down traps]].
67* ''VideoGame/UminekoGoldenFantasia'' has SP Moves, which cost one bar of your SP Gauge. They are flashier than most examples of this trope, featuring [[SuperMovePortraitAttack a brief time freeze and cut-in of your character]]. Most SP Moves are bigger and stronger versions of your special attacks, but some characters have SP-only attacks such as Virgilia's Forbidden Tower and Rosa's Golden Dream.
68[[/folder]]
69
70[[folder:Non-Fighting Games]]
71* EX Abilities in ''VideoGame/{{Battlerite}}'' cost 25 or 50 Energy and share a cooldown with the regular version of the ability. They often have significantly different effects.
72* ''VideoGame/{{Cuphead}}'''s EX Specials cost one card from your Super Meter, but cannot be done when the meter is full, as pressing the button then will instead activate your [[LimitBreak Super Art]]. The attack depends on your current weapon and usually consists of a bigger and more damaging version of your current shot type.
73* ''VideoGame/DarkestDungeon2'':
74** The Occultist's basic skills gain additional effects if he has 2 Unchecked Power tokens to spend, typically stunning the enemy in addition to their regular effect. These compete with his {{Limit Break}}s, which also cost 2 Unchecked Power tokens, but can't be used at all without them.
75** Knights and Arbalists in the Tangle gain access to AreaOfEffect versions of their regular attacks if granted an "Order" token by a Drummer.
76* ''VideoGame/DevilMayCry'':
77** ''VideoGame/DevilMayCry4'':
78*** The weapon Pandora has a special Disaster Gauge that is filled up by using normal attacks, and can be spent by using Gunslinger Style attacks.
79*** Nero's Exceed mechanic requires you to charge up your sword, and then expend the charges to perform a greatly enhanced version of your next move. It's even in the mechanic's naming theme; most powered-up moves are prefixed with the letters "EX".
80** In ''VideoGame/DevilMayCry5'' not only does Exceed return, but V can expend some of his Devil Trigger meter to power up Griffon or Shadow's next attack.
81* ''VideoGame/DissidiaFinalFantasyOperaOmnia'': This game has an interesting case. It is a turn-based spinoff of the fighting games ''VideoGame/DissidiaFinalFantasy'' and ''VideoGame/DissidiaFinalFantasyNT'', and like the former two games every character has something that is outright called an EX ability that the ones in ''Opera Omnia'' are a reference to. However, in the other ''Dissidia'' games, while they are fighting games, EX abilities are what start off [[SuperMode EX Mode]], which means they do not qualify for this trope despite sharing the name. ''Opera Omnia'''s version fits the trope definition better, and there is even a more powerful Burst Mode that the characters get.
82* ''VideoGame/HonkaiImpact3rd'':
83** Luna Kindred (one of Theresa's "Valkyrie Suits") has a special attack where she turns her mechanical cross into a poleaxe and smashes enemies with it. It comes with a special stocks-gauge that is filled with her normal attacks (and evading at the right time) and expended by using the axe move; it can be performed with the gauge depleted but she'll swing the axe slower and deal less damage.
84** Night Squire (one of Fu Hua's "Valkyrie Suits") have "special combos" that are done by using different button combinations in her combos instead of just one. The third strike of each special combo will consume one stock of the special gauge (which is replenished with the third strike of her "normal combos") to become stronger; they can be done with the gauge depleted, but they won't give extra effects.
85* In ''VideoGame/{{Indivisible}}'', Leilani can spend half a bar from the party's shared super meter on her neutral and up attacks, making them do a ''lot'' more damage than they normally would.
86* In Toka's 1998 Platform/PlayStation fantasy BeatEmUp ''Legend'', your three warriors have their basic combo from spamming the attack button. They also have three special combos that use your constantly recharging combo gauge and require you to enter a specific sequence of attacks and kicks. Your character will perform a powerful combo that hits harder than usual, makes you temporarily invulnerable and often involves fancy acrobatics or new moves (though big guy Karo's Combo 1 is completely identical to his basic combo but slightly slows the timing of each punch). The characters also have a Super Combo that uses all the combo gauge but has a much longer attack sequence than your other special combos.
87* In ''VideoGame/{{Paladins}}'', each hit of Vora's primary fire gives her one Stack of Darkness. When she uses her ''Obliteration'' or ''Dark Siphon'' abilities with five Stacks, the attack gains extra properties (Vora is also healed for each Stack that was consumed, regardless of if she had enough to activate the extra effect):
88** ''Obliteration'' knocks enemies back and does extra damage.
89** ''Dark Siphon'' cripples enemies hit, preventing them from using movement abilities.
90* The ''VideoGame/TalesSeries'' has its own variations of this, known as [[AlliterativeName Altered Artes]].
91** ''VideoGame/TalesOfTheAbyss'' has altered artes known as "Field of Fonons Change". "Field Of Fonons" are areas with elemental residue from previous moves that if you use the correct arte in, changes it to a stronger elemental variant. Notably, they're a level higher than even Arcane artes and can be chained from everything except for [[LimitBreak Mystic Artes]], including themselves. While the game doesn't explain this, they can also be chained into a Mystic Arte, since they're a higher level than Arcane Artes. [[TheComputerIsACheatingBastard Certain bosses are able to use these moves without FoFs, leaving them as just Altered Artes.]]
92** Subverted with ''VideoGame/TalesOfVesperia'' where they appear to work similarly to ''[[VideoGame/TalesOfTheAbyss Abyss]]'', just with elemental skills equipped rather than fields. You can eventually learn to use them without the extra requirements, making them become a regular SpecialAttack rather than this. Played straight with Burst Artes, however.
93** In ''VideoGame/TalesOfTheRays'', they're known as Master Artes. If you have a 5☆ weapon equipped (which are shown as character arte rather than a weapon), that slot is occupied by two artes: a base arte and a Master Arte. If you perform the move on its own you get the Base Arte, but if you chain enough moves together before performing it, you get the Master Arte instead, a powered-up version of the move that costs much more Chain Capacity to use (often enough to drain your meter completely) but is much more powerful, fills your [[ManaMeter Mirrage Gauge]] more, and renders you ''completely invincible'' for the duration of the move.
94* ''VideoGame/WarriorsOrochi'' features Type Actions, which are various techniques based on the class of an officer. Technique characters can use an Enhanced Strike, which functions as an altered version of a charge attack, and will drain part of the Musou Gauge.
95[[/folder]]
96
97[[folder:Non-Video Games]]
98* ''TabletopGame/BattleCON'' is meant to be a 2D FightingGame in board game form, and thus includes this in the form of Force Antes, small boosts to your power, speed, or stun resistance you can apply to your attacks for 2 points of your Force Gauge each.
99* In ''TabletopGame/DungeonsAndDragons 4th Edition'', [[PsychicPowers psionic]] classes don't have any per-encounter powers, instead having a ManaMeter which they can spend to "augment" their at-will powers. This augmentation mechanic is adapted from the previous edition, where psionic characters were distinguished by using [[ManaMeter power points]] in place of [[VancianMagic spell slots]].
100* Both played straight and {{inverted|Trope}} in ''TabletopGame/{{GURPS}}'' with the Extra Effort rules: Regular attacks can be buffed by [[CastFromStamina spending Fatigue Points]], but so can regular defenses (which would be an EX Special ''Defense'').
101* ''TabletopGame/{{Pathfinder}}'': In the 3rd-party supplement ''Path of War'' (a SpiritualSuccessor to [[TabletopGame/DungeonsAndDragons D&D 3.5]]'s ''Tome of Battle''), certain maneuvers from the SupernaturalMartialArts discipline "Elemental Flux" can be augmented by spending animus (a pool of [[ElementalPowers elemental]] themed RegeneratingMana). Likewise, anyone who studies the [[EnlightenmentSuperpowers Sleeping Goddess]] discipline is considered [[PsychicPowers psionic]], and can augment some of its maneuvers by expending [[ManaMeter power points]] or [[ChargedAttack their psionic focus]].
102[[/folder]]

Top