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  • Super Smash Bros.:
    • "Off Waves", Tabuu's instant-kill red ring attack from Brawl. It hits thrice in a row, but once is more than enough if your dodge timing is the tiniest bit off. And that's after it was weakened by Sonic smashing the wings he extends to perform it. In a cutscene beforehand, he was able to OHKO most of the cast at once. To make matters worse, in Boss Battles on Intense if you slip up once on this attack it can send you back to fight all of the other 9 bosses again.
    • The Off Waves are repeated in Ultimate in World of Light, during the final battle with Galeem, with his attack Lens Flare. Individually the shockwaves are easy to avoid, but as there are two simultaneous shockwaves (4 in Hard Mode) from different points you usually dodge one only to run right into the other. Although unlike Tabuu, this isn't insta-kill if your damage is low enough. Unlike Off-Waves, however, the move lacks consistency, which makes it much harder to read where the other waves will strike. It becomes extremely infuriating on Hard when you have to deal with 4 waves right after puppet fighters are summoned.
    • Out of every Final Smash in Brawl, it's generally agreed that Sonic's Final Smash, Super Sonic, is the best. The developers intended for it to be hard to control, but even a little practice mitigates that disadvantage. In practice, Sonic is invincible, can't be KOed, and deals damage to whatever he touches. Couple that with some truly insane speed, and Super Sonic is an attack that's all but impossible to avoid. It got nerfed in the fourth game, but it still remains a way to rack up a ton of damage. Ultimate then nerfed it further, as Super Sonic is no longer controlled by the player during the Final Smash.
    • Master Hand and Crazy Hand have their hand drill attack which is difficult to avoid and capable of dealing up to 90% damage in Brawl. As well, Master Hand's finger walk was improved in Brawl to have almost no starting lag and move quickly. Woe betide the player that happens to be right next to Master Hand when the attack executes.
    • Quite a few characters have what could be described as Skill Gate Attacks as well. Meta Knight's Tornado and Shuttle Loop, Snake's up tilt, Diddy Kong's bananas, Falco's lasers... all are counterable if you know what you're doing, but they're still quite powerful.
    • Pit's Angel Ring reflects projectiles, tends to draw enemies inward rather than push them back, and has a massive range which sucks in even opponents melee attacking from behind. Worse, it can continue indefinitely. Very few attacks can put a stop to a player spamming Angel Ring. Not helping matters is Pit constantly yelling as he does the move.
    • Good news: Angel Ring was replaced in the fourth game! Bad news: It was replaced by Upperdash Arm (and Dark Pit's Electroshock Arm), which is arguably just as bad. Although very telegraphed and easy to counter/dodge, it's an attack that comes out fast, deals heavy damage, reflects projectiles, and has super armor to top it off.
    • Pikachu's Down-B, Thunder, can be dread-inducing if you haven't mastered air dodging (or you're playing 64, where you can't air dodge). It does a good deal of damage and knockback, covers considerable vertical space, and unlike most projectiles, the hitbox starts a good distance away from Pikachu and travels inwards, so it'll hit you even faster if you're already in the air, often sending you just far enough off-screen for an instant KO.
    • In The Subspace Emissary, Meta Ridley has an attack where he drops onto the Falcon Flyer, the only solid ground you have while fighting him. It's a One-Hit K.O. if you don't have the timing required to dodge it.
    • In the fourth game, Little Mac's KO Uppercut, although requires to charge his Power Meter completely to use, comes out extremely fast and can K.O. opponents at low percentages. This often causes 1-on-1 For Glory matches to get steamrolled sometimes, where Little Mac KOs an opponent normally for the first stock then KO Uppercuts them at around 40% damage for another KO. Oh, and God help you if you're playing as Wario.
    • Little Mac's Slip Counter (Down B), Jolt Haymaker (Side B) and ALL 3 of his Smash Attacks can be this sometimes as they hit very hard and are really fast. Slip Counter is one of the more threatening counter move in the game. Jolt Haymaker is a fast and powerful approach move that can counter projectile attackers (good thing that a lot of inexperienced players will Spam it enough that they will throw themselves off the stage in a helpless state sometimes right at the start of a match or multiple times). And his Smash Attacks have Super Armor, and are just as fast and deadly, oh there are 3 variations of his Forward Smash.
    • Lethiniums in Smash Run and Master Fortress have only one attack, but it's a doozy. Their one attack is a very long-ranged laser beam that pierces through terrain and stunlocks fighters while the attack deals lots of damage. It doesn't help that Lethiniums tend to spawn far away in hard-to-reach spots, especially in Master Fortress.
    • Master Hand has a move only in 3DS/Wii U where it deals cards onto the ground, which then rise to the upper blast line, knocking out any player standing on them. Getting knocked onto one, or simply not being aware that you're standing on one, can cost you a very quick stock if you don't recover quickly enough. The worst thing the A.I. Roulette can decide to do at this point is to have Crazy Hand grab you and throw you down, because this has the potential to bury you into a card. This attack was removed in Ultimate.
    • In Ultimate, Galeem's Laser Net attack fills the screen with harmless lines that indicate where powerful beams will fire about a second later. While the attack is well-telegraphed, the lasers themselves are in random positions and are unshieldable. On higher difficulties and after he Turns Red, the laser count becomes more dense. Avoiding this attack comes down to either very precise dodging at the moment the lasers will hit or making a mad dash to a gap wide enough to avoid taking damage.
    • In Ultimate, while Final Smashes were toned down in general, Zelda's is still rather infamous as it can suck in enemies through walls. It also automatically takes a stock if the opponent is at 100% at the time of the final hit, in and it does quite a bit of damage before said hit. Zelda knowingly smiles throughout it.
  • Punch-Out!!:
    • Mike Tyson/Mr. Dream in the NES game has an uppercut that is a one-hit knockdown. For the first ninety seconds of the match, he uses it exclusively, so if you're not good at dodging it, you are completely screwed. On the other hand, if you manage to dodge every single one, he'll never use it again (instead substituting an uppercut that looks the same but isn't a one-hit knockdown if the player has enough stamina).
    • Several boxers have at least one special attack that can be difficult to dodge or counter at first, such as Bald Bull's Bull Charge (also an instant-knockdown attack), Super Macho Man's Super Spin Punch attack (which is another instant-knockdown attack), Mr. Sandman's Dreamland Express, or King Hippo's Twin Smash Combo (which he only does in Title Defense in the Wii version).
    • The Bruiser Brothers in the SNES game have a dangerous attack that paralyzes one of Mac's boxers, preventing him from attacking with that arm during a brief time. Nick Bruiser also has a jump attack that not only takes good reflexes to dodge, but also can knock down the player instantly if it's not dodged.
  • Tekken has its own page.
  • Guilty Gear:
    • I-No's Megalomania in XX and its follow-ups. If any part of it hits, the whole thing hits. It comes in three patterns, and she can freely Force Roman Cancel between them to throw you off. Later games seem to acknowledge its infamy: In Xrd, Megalomania was changed to an Instant Kill (which ironically made it weaker because Instant Kills have rules they all abide by), while -STRIVE- made it one of I-No's Overdrives, requiring a close-range opener to hit in order for the entire attack to land.
    • However, even Megalomania (which was originally a boss-only move but was eventually made playable due to being fairly easy to dodge with the right timing) must bow to Boss-Dizzy's Wings of Light. Like Megalomania, Wings of Light consume the burst gauge instead of the Overdrive gauge, making it available from the start. The difference? Wings of Light has three different effects depending on the distance between you and Dizzy. If you are on the opposite side of the screen (max distance) a Pillar of Light falls on you, either dealing 3/4th of your health if unblocked, or 1/4th if blocked with Barrier. The second, if you are at an average distance, consist of a giant laser beam which turns around on the screen with Dizzy at its center. Despite appearance, it is just fast enough to be completely undodgeable, and it is either an instant-kill (if unblocked) or deals roughly 1/3-1/2 of your health if perfect blocked. The final effect, if you are close to Dizzy (like, say, you were attacking her when it started, or she dashed into you to put you into a corner), you die. Instantly.
    • Also, Accent Core gives us Boss Order Sol's Flame Distortion. It's basically Sol's Dragon Install except on this one the boosts are so humongous that he can close in from full screen in no time to counter your moves, and he also has infinite charge gauge (meaning he can throw out max level special moves whenever), as well as auto-Tension gain. His moves become so fast and strong that he can take off over 70% of your life in a single attack, because he's fond of his supers' invincibility frames. If he goes for Dragon Install: Sakkai (which he can easily combo into), expect it to kill you.
    • In the first game, Justice was very, very bad about this, all because of two moves. The first, Imperial Ray, is a fast-moving laser beam that sweeps across the screen in a nearly 270º arc—making it hard to avoid in addition to its high damage. Unlike later games, where it became an Overdrive, Imperial Ray was a special move that could be used at Justice's leisure. Then there's Gamma Ray. Not only does the attack lack most of the wind-up and heavy Tension Gauge consumption associated with the Overdrive from X onward, GG1's Early-Installment Weirdness means that Justice is free to spam it once her health hits the halfway mark or lower. These traits, combined with her superior power and mobility, make Justice an absolute nightmare to face.
  • Street Fighter:
    • The Shun Goku Satsu, aka the Raging Demon. This monstrously powerful move in Akuma's arsenal causes him to glide across the screen before striking the opponent for very, very heavy damage that can't be blocked.
      • Note must go to Shin Akuma's version of the SGS in Super Street Fighter IV, particularly its upgraded Wrath of the Raging Demon Ultra. It's a zero-frame grab (i.e. if you're right next to Akuma, you're a goner) which comes out incredibly fast compared to past incarnations and the playable Akuma's version, covers the entire screen, and uses the Ashura Senku for the slide itself, allowing Akuma to phase through moves that would normally cancel the SGS. It also has high priority over nearly everything, including other Ultras—except for Dan Hibiki's Shisshou Buraiken (Ultra 1) and that's ONLY on the first few frames.
    • The Zankuu Hadoken in Akuma's Super Turbo appearance is insanely overpowered, such that even the heavily toned-down player version is considered Akuma's best move and a major reason for his Game-Breaker status. It's so difficult to counter or dodge that it essentially ends up being free damage, and the boss version doubles down on it. Literally; he fires two in one shot, meaning that you can't even cancel it out with another projectile.
    • The Hadoken from Street Fighter II was close. On harder difficulties, Ryu would happily fire a constant stream to chip you to death, and if you time the jumps poorly, he'd take you out of the air with a Shoryuken when you got close enough.
    • Balrog from Street Fighter II had two of these in his dashing punches. If he spammed them for long enough he could kill you through block damage alone with you having no defense unless you were playing as Ryu or Ken and your dragon punch timing was impeccable.
    • Final Bison from Street Fighter Alpha 3 has a super fast, incredibly wide, extremely damaging variant of his usual Psycho Crusher called Final Psycho Crusher. Even blocking it will shave off a sizable portion of your healthbar, meaning you best bet (if applicable and you're daring enough) is to either a) use the invincibility frames of a DP to pass through it, b) Wall Jump over it, or c) teleport/phase through. And unlike the regular Psycho Crusher, the Final Psycho Crusher has no hurtbox, so there's no way to counter it once it's active.
      • Luckily, there are two tell-tale signs that he's about to use the FPC (in the PS1 port, at least): Once his meter is filled, if he either teleports to one side of the screen or uses his diving attack out of the blue, it's coming next, no questions asked.
    • For a while the Street Fighter series was in love with these. The Final Boss of Street Fighter III, Gill, has his Seraphic Wing Super Art in 3rd Strike. First of all, it's a fullscreen attack. You can interrupt it, but then the meter for using the move isn't consumed, meaning that he can just do it again. And if you don't interrupt it? Say goodbye to around a quarter of your health bar — and that's if you're blocking. Think you can just parry it? No can do. Not as in it's super hard to, but you literally cannot parry it.
      • Special mention goes to his Resurrection technique, even if it's more a passive ability. Take Gill out when he has a full stock, and he'll resurrect, recovering all his health in the process. You can interrupt it, but you are actively pushed away during this, making it incredibly difficult (with one of the few reliable counters being one of Oro's max level Super Arts, the Yagyou-Odama, a move you'd otherwise see used rarely). Not only that, but he cannot be hit at the start of the move, meaning he will recover at least a small amount of health, which can mean the difference between victory and defeat. Thankfully, this comes at the cost of preventing Gill's stock from replenishing for the rest of the round, which not only means that he can't use Resurrection again, he can't use Seraphic Wing or Meteor Strike (which is a pain in the ass itself) either.
    • In Second Impact, Ibuki's Raida did an absurd amount of damage. A crouching medium punch into Raida punish interestingly did about as much damage as combos she could do later that include Super Arts, which is a little absurd for a Fragile Speedster character such as herself. Her standing hard kick from the same game was capable of causing infinites.
    • Makoto's Karakusa command grab from 3rd Strike deserves special mention. It does very little damage, but, unlike other command grabs in the series, it can be comboed off it right after. Combined with Super Art II, you can actually do a touch of death combo with it. It is way harder than it looks, since it requires multiple Kara cancels with extremely tight timing, but just the fact it exists put Makoto pretty high on the tier lists. The opponent has to plan their entire game around this command grab, because if she grabs them once they pretty much lose the round automatically.
    • Yun's divekick on Street Fighter IV (and all updates) is insanely busted, being able to be initiated at any range from a neutral jump, being able to ambiguously cross-up opponents and also being extremely safe on block. It's so bad that even Daigo himself was terrified of the move while playing against Yun, and eventually had to pick him up to compete properly. All of this thanks to the devs of SFIV keeping him overpowered on purpose because of their insistance that some characters should be high tier while others shouldn't. Needless to say, that didn't go very well with players who wanted a balanced game and Ultra Street Fighter IV was quickly abandoned after Street Fighter V came out.
    • Zangief's Siberian Blizzard Ultra in SSFIV. Like Akuma above, the move out-prioritizes just about anything besides another Siberian Blizzard and the fact that the target only needs to be slightly off the ground to be caught by its hitbox makes up for its status as an air-to-air command grab with a 720 input.
    • Likewise, Zangief's Bolshoi Storm Buster in Street Fighter 6. It is a 720 input, but it has 6 frames of startup BEFORE the super flash, and is zero frames after that. If you aren't already in the air, out of range (which is deceptively large for some reason) or immune to grabs, you WILL be grabbed, and will lose about half of your health. God help you if Zangief has low health, because the Critical Art version of this move can do over half of your healthbar by itself. Oh, and it's also an invencible reversal. The Zangief can literally input it mid an enemy player's blockstring and whatever they were doing will whiff during the move's startup frames. Most good players on that game respect the hell out of a Zangief with 3 bars because if they don't they will get their healthbar cleaved in half to the terrifying call of MY LOYAL FANS!! or TIME TO GET SERIOUS!! However, if two Zangiefs input the move one after the other, the second player to input it will win because they will be invencible to grabs on the startup frames before the super flash. And, as of the February 27th, 2024 patch, it can combo from the first hit of OD Double Lariat, meaning Zangief can absolutely delete healthbars with a combo like Marisa, Luke and some other high-damage characters.
    • Luke's crouching medium punch on SF6 is also extremely busted despite being a normal. It has a ton of active frames, starts up very quickly, and can be converted into extremely high-damage combos effortlessly. It's so much that Luke was THE top picked character at Capcom Cup X by a mile. It was slightly nerfed in the Ed launch patch, but it still is a menace to most people who face a Luke online.
  • The King of Fighters' bosses all have at least one of these. Rugal has Genocide Cutter and Gigantic Pressure, Goenitz has his spammable Yonokaze projectile, and Orochi has his screen-filling Marukare super.
    • Magaki in XI gives us his fireballs. At times they fill the screen, and the blue ones are one-third of your life if they hit. Apparently someone confused The King of Fighters with a Bullet Hell.
    • Surely we can't just leave Rugal's Genocide Cutter as a passing mention. The move, in '94 anyway, has ABSOLUTE INFINITE PRIORITY and does the highest damage of any move in the game. God help you if Rugal has a full bar of meter. And on the subject of this series, Igniz's qcf+P whip attack is an infinite. It can be done eternally as needed to empty your lifebar, and what's worse is he can also do it to set up for Brutal God Project, his very fast instant kill (and the epitome of "overkill": the SDM is a super inside of another super). In fact, he can do this without setting it up and you probably won't be fast enough to block it.
    • Krizalid, the final boss of '99 and essentially the "Rugal" of the NESTS Chronicles, has Typhoon Rage, which might possibly be in a league of its own. Not only does the damn thing have a large hitbox, the attack, much like Genocide Cutter, has priority over virtually everything, does ridiculous damage even on block, can juggle easily, and fills up Krizalid's meter absurdly fast (doubly so if you decide to guard against it). It's telling that, in 2002: Unlimited Match, Typhoon Rage makes Krizalid a bigger threat than every other boss in the game—in a game filled to the brim with SNK Bosses, including Omega Rugal and Igniz—barring Nightmare Geese. That's not even getting into his bag of other dirty tricks. One move alone, and he's already the second most broken character in the game.
  • Geese Howard's counterthrow in Fatal Fury. If you try to hit him with a direct attack, he can throw you. This includes jumping too close to him. There's also his Raging Storm in later games, which is often used the first frame of your forward jump.
  • Soul Series:
    • Night Terror from Soulcalibur III has an upgraded version of Nightmare's Soul Wave, an attack that has a blue sphere erupt around him. If you try to cancel this attack, it just becomes stronger and unavoidable. It's also far bigger than Nightmare's full strength version, to the point that it is possible for Night Terror to stand in the middle of the stage you fight him on, use Soul Wave, and Ring Out an opponent standing at the far edge of the arena. Then there's his move where he flies up into the air and fires barely avoidable lasers at you. If he uses his "earthquake" move before that, you're screwed. It'd probably be more accurate to say that nearly every attack of his is That One Attack; he's that overpowered.
    • Think you've taken down Colossus? Better move, because otherwise, he'll fall on top of you, killing you before the match actually ends.
    • Any S-Rank ability in Soulcalibur IV could qualify, but the worst is Auto Impact S, especially when combined with Impact Edge, Impact Heal, or both. It allows the enemy to randomly get Guard Impacts (thereby interrupting your attack and making you vulnerable to a counterattack), even if they do nothing that would merit one. At S-Rank, it happens a lot. Impact Edge hurts you when you get Impacted, and Impact Heal restores health on a successful Guard Impact. Combine them for maximum frustration. It's also worth noting that only the computer can have S-Ranked abilities.
    • Nightmare's Critical Edge is That One Attack in Soulcalibur V. Unlike many of the Critical Edge attacks, it can outright counter an incoming move instead of interrupting it, so you're going to be eating it unless you were blocking before he released it. Also, unlike most Critical Edge moves, which tend to do 25% or so of the health bar, Nightmare can devour 75% of your health with this one attack and go on to use his multiple options for punishing downed characters. However, Dark Reconquista only deals that obscene an amount of damage if the player lets Nightmare remain idle while gathering power (which takes about a full second's worth of time) instead of activating the move's built-in Guard Impact (which can't be triggered by throws or unblockables). If it's a counter and/or a Clean Hit, the Critical Edge stings more on top of that. Potentially, the move can beat out even Algol's alternate CE that requires both bars of meter for the title of strongest attack in the game. Triggering the move off of the counter (usually) does significantly less. One's knowledge of how to dissect Nightmare makes all the difference in how effective the attack is.
    • Elysium's Critical Edge as well. It's a machine gun that fires invisible bullets. And if it hits you while you're on the floor, it causes you to levitate so you can be hit by their other attacks easier.
  • Dead or Alive:
    • 4 has Alpha-152. Okay, got her... GOT HER... NO! That stupid attack where she grabs you, knocks you down, then smacks you across the face a few times which removes 70% or so of your health! Resist... urge... to... toss... 360... out... window.
    • In 2, Tengu can use a wind attack. It can knock you over, do a large amount of damage, and worst of all, is the only ranged attack in the game. The good news is that it can be blocked if you're far enough away, the worse news is there's nothing stopping him from using it over and over again to keep you from closing the gap.
  • BlazBlue:
    • Ragna the Bloodedge and his Awesome, but Impractical attack called "Devoured by Darkness" which is unblockable and damaging, but balanced by a requiring a lot of Ragna's super meter, having to go into his Blood Kain state to use it, losing said Super Mode after an (attempted) use and being a close-range grab. Any semblance of balance goes out the window for his True Final Boss form (Unlimited Ragna), who can use Devoured by Darkness nearly at-will to blow away 70% of your health and massively heal himself. Also, it doesn't remove Unlimited Ragna's Blood Kain.
    • There's also ICECARZ (Jin), Chain Revolver (Noel), SWORDSPAM (Nu) and BEEZ (Arakune).
    • No listing of 1-hit and 2-hit kills can be complete without the Genesic Emerald Tager Buster, belonging to resident Mighty Glacier Iron Tager. He is the series' first grappler character, with his normal grabs being some of the most punishing attacks in the game, and the Genesic Emerald Tager Buster is his strongest. This about sums it up:
      Announcer: "DISTORTION FINISH!"
    • Hazama's Serpent's Infernal Rapture. The damage isn't that insane — the problem is that he will use it on you the first frame you are open, and it knocks you flying into the air, totally disrupting your combo and setting him up for one. He can, and will, even pick you off with it between your attacks. And just when you thought it couldn't get any worse, Chronophantasma gives Hazama's Unlimited form an upgraded version of the move with tracking properties. From anywhere on the screen.
  • Magical Girl Lyrical Nanoha A's Portable: The Battle of Aces has a few of these. Hayate's — and by extension Material-D's — basic attack is a spammable energy-ball thing that, once you're in range, can lock down the enemy until you run out of mana. Vita's Swallow Flier with its five homing energy balls is hard for most to swat out of the air outright and she can whore it much more than one can usually dash away from it.
  • Marvel vs. Capcom 3 has several:
    • One of the biggest ones is Phoenix's "Dark Phoenix" mode, which restores her to full health with a buttload of stronger, projectile-launching attacks and a weakness (her constantly-degenerating health bar) that can be compensated for with relative ease. It got to the point where despite having sufficiently less health than the rest of the cast that any standard combo would likely finish her, Ultimate had to knock even more health off her until she had about a third the health of the average cast member and any given Hyper Combo would likely prove fatal, because she simply wasn't dying fast enough. The uptick is that it's a Level 5 Super, so you'll know it's coming if your opponent never touches their Super meter (and if you can kill Phoenix before the meter reaches Level 5, you'll never see it).
    • Sentinel's "Strong" regular attack is a plasma beam the length of the screen. The easiest projectile to use in the game, and therefore the most commonly spammed.
    • Akuma is made of this. Most egregious is the Zankukyaku, a ramped up version of Ryu's Tatsumaki Senpukyaku. Note that while both attacks hit multiple times, Akuma's does more damage, which along with the Gohadoken, Goshoryuken, and the returning Shun Goku Satsu, combine to earn him the reputation as one of the most feared and hated opponents in the game.
    • Galactus, pictured above, has two attacks that qualify.
      • The pictured attack above has him firing Frickin' Laser Beams from his eyes and fingers, slowly spreading them out and up the screen. It is literally unavoidable unless you're playing a flying character (and then you gotta avoid when he looks up). It will kill your character if you get hit by it, or nearly kill you from full health if you're playing a tougher character like Thor. If you block it, you can expect about 3/4 of your health taken away. Instead of using the X-Factor to avoid damage altogether, the recommended way to survive is to spam Advanced Guard, which will only take a very small fraction of your life. You'll still take damage, but at least you can use it more than once.
      • He also charges up his Planet Destroyer as a Desperation Attack. It takes a long time to charge up, and you can flinch him out of it if you do enough damage while attacking, but if it goes off, it's a guaranteed One-Hit Kill to your current fighter. You don't want to have the rest of your team assisting on screen when it goes off.
    • No list of irritatingly potent attacks from MvC3 is complete without Doctor Doom's Hidden Missiles assist. When called, Doom will fire missiles he likely put there some time ago. The annoying part is that the missiles fire upwards, arc down, and then home in on their target. Oh, what's that, you just started a combo you spent months practicing? Nope, you got hit by a stray missile, then the rest hit you and your opponent has just got you in their own combo, your character is going down.
    • Also Doctor Doom's infamous Foot Dive which grants him easy 0 to death combos especially if you are cornered on the side of the screen.
  • Arcana Heart 3's Final Boss Ragnarok has an attack that fills most of the screen with unblockable pink lasers. Hope you've mastered homing attacks to dodge it. Worse, it also gives him nearly a full second of total invulnerability in a Time-Limit Boss fight.
  • The Final Boss of Tatsunoko vs. Capcom, Yami, has an attack that he uses during his first form where he lets out a red forcefield. It breaks guards and steals a special meter from you, and it's damn near unavoidable if he's in the center of the screen.
  • One cannot bring up Akuma or the Vs. series without mention of the sheer nightmare that is the Misogi from Capcom vs. SNK 2. Available only to that game's version of Shin Akuma (fueled by the Orochi power), Misogi is an instantaneous cross-up from above that homes in on the player at absurd speeds. If it connects (and it probably will), the unlucky party is as good as dead. If they do manage to block, much like Final Bison's Final Psycho Crusher or Gill's Seraphic Wing, you're still screwed due to the litigious amount of chip damage it deals. Worse still, the move can't be Parried or Just Defended in CvS2, and for its encore appearance in SVC Chaos, it's unblockable (because apparently the super's other properties weren't bad enough). You can avoid it with one of the scant few teleport specials or (attempt to) counter it if you're courageous, but if not, all you can do is cross your fingers and hope you timed your roll/dodge properly. Even worse, Shin Akuma is still considered the easier of the two True Final Bosses. This is because the alternative is God Rugal (Rugal Bernstein after draining Akuma's power into himself). The Genocide Cutter is even stronger now and God Rugal additionally has the single most damaging Super Combo in the game, fittingly named "END."
  • Dr. Eggman in Sonic Battle has a Taking You with Me type move that is used each time his health bar is depleted. When he says "It can't be!", get ready to lose a life because it is very hard to dodge — and impossible to block — the massive explosion that comes after that.
  • Under Night In-Birth: The range, priority and summoning speed of Gordeau's scythe is the core of why he's universally considered the best character in the game, but Grim Reaper deserves special mention. It's a very fast, very safe attack with a massive hitbox that disrupts literally anything you were trying to do, and it leaves you wide open afterwards for his trademark combos. (To get an idea of the vulnerability: Grim Reaper > Grim Reaper > Grim Reaper is a true combo.) Gordeau returns in BlazBlue: Cross Tag Battle, and guess what? Absolutely nothing has changed.

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