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** In an [[Tropes Are Not Bad|entertaining example of this trope]], character designers have been known to engage in [[Lensman Arms Race|Lensman Arms Races]] trying to take their characters [[Up to Eleven]] in broken-ness. What's that, your character has no hitbox? Don't think that'll save you.
*** Lest we forget Omega Tiger Woods, Omega Tom Hanks and RARE AKUMA...
*** Don't forget about [[Death Note
*** How about the F1 Key character? [[Don't Explain the Joke|You see, because F1 is the cheat/debug key to kill player 2 instantly...]]
*** [[Chuck Norris]] is in this game. True to [[Chuck Norris Facts]], he has no hitbox, and can kill many overpowered characters in a ''matter of seconds''.
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** For Gon, by holding []+ (), you can unleash a killer move that almost kills your opponent. Because Gon is small and fire-proof, he is especially dangerous.
** The usage of Bob in Tekken 6 is extremely frowned upon. He is so far above everyone else with his fast, god-priority attacks that he is the sole member of S-tier in the game.
* The use of Akuma in ''Super [[Street Fighter]] II Turbo'' tournaments is banned, thanks to his ridiculous damage and combos he has in that game. Subsequent games he appeared in have [[Nerf|Nerfed]] him to the point of being a [[Glass Cannon]], and he has now become a balanced character whose presence is welcomed quite emphatically at ''[[
** In the ''[[Updated Rerelease|Super Street Fighter II Turbo HD Remix]]'', he was toned down so that he could be another playable character, but the end result of these changes was that he ended up gaining several overpowered juggles, as well as an unblockable air fireball trap which can lead to a loop. Thus, he remains banned.
** Old Sagat (O. Sagat) in ''SSF2T'' (the ''Super Street Fighter II'' version of Sagat who can be unlocked in ''Super Turbo'') is an example that sits on the edge. He's not outright banned (meaning you won't be stopped from picking him) but is still a potential game breaker. Much like the Jin Kazama example above, O. Sagat's outrageous projectile recovery enables him to lock his enemies down with ease. Because of this, and in the interest of tournament diversity, he's "soft banned" in Japanese events (meaning that the players collectively agree to not pick him) as otherwise, the game would be so heavily skewed towards his usage and would likely monopolize the character selections for all participants.
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** [[Canon Foreigner|Bando]] can be considered one, incredibly fast, powerful attack, long range attacks which can stun opponents easily, as well as the fact that he can use a special that prevents flinching, he takes damage, but that problem is taken away in that ''he can land hits on you while you're attacking''.
** As of the third Shippuden, the [[Power Levels]] have gotten to the point that every character except [[Arrogant Kung Fu Guy|Neji]] and [[Awesomeness By Analysis|Shikimaru]] has at least one move that would be considered a [[Game Breaker]] in a normal game--it's a bit like if [[Super Smash Brothers|Brawl Minus]] were a serious project. Even among this elite, however, the three characters who have invulnerable allies in combat (Kiba with his dog, Kankuro with his puppets, and Chiyo with her (different) puppets) are considered overpowered compared to the rest. And Kankuro's puppets are overpowered even for the trio, since even while he's hitstunned they can attack his opponent from behind with a hard-to-dodge special attack that takes off half the target's health bar.
*** Tenten goes here as well. The girl has a SLEW of weaponry from things that automatically destroy shields, to somethings that reflect attacks, to a chain attack that hurls you, to [[More Dakka]], to a weapon that makes you duck. This is able to dodge some attacks in the game. Tsunade is also noted as one of the more powerful characters with insane strength, combos, and healing. Kagura has a bunch of chains and long range attacks that will definately get up in your face - beautifully noted when she can fly across the stage with just two presses of a button. Towa has a drill that will break your shield after a hit. Asuma is INSANELY powerful. And Kurenai has olbique attacks that leave you absolutely defenseless and stunned. Though, Kurenai isn't as much of a gamebreaker here as she is in the [[
*** Tenten's is negated by the fact that her moves are generally hard to learn, though, and impractical.
* ''[[Mortal Kombat]] Trilogy'' had Noob Saibot with a terribly powerful infinite combo which involved his disabler projectile that prevented the target from making hostile contact with Noob, allowing the player to thrash away with his pop-up combo, his insanely easy and abuse-happy kick combo and sending out hyper-fast clones that lift the opponent in the air. Not to mention his Teleport Grab.
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**** Which brings us to Iceman, a.k.a. Mr. "[[Scratch Damage|Chipping Damage]], what's that?"
** There are also the characters that tend to never show up except as assist characters, but kill the fun for new players just as much: Cyclops, Captain Commando, and Psylocke, whose dominating assist attacks make up for their mediocrity as point characters.
** [[Strider
** Iron Man has all sorts of nasty tricks, in addition to being Magneto Jr. There's a good reason why he's High Tier folks. Blackheart does some nasty shit as well.
** Tron Bonne's projectile assist is glitched as well and does more damage than the programmers intended. Because of this her assist sees some tourny play.
*** [[It Gets Worse]]: By obtaining all the characters you could play as three of the same character. Yeah, [[God Mode Sue|three Cables]]. [[Oh Crap|The Xbox/PS3 release allowed this from the start]].
** Sentinel looked to be one again in [[
*** ... A recent patch that decreased Sentinel's health by almost a third, giving him around the same HP as [[Viewtiful Joe]]. This, combined with more people taking advantage of his massive size and very slow attack speed, has made him much more of a tolerable threat. The game's game breakers at the moment are now considered to be [[X
*** And then there's the [[Good Bad Bugs|DHC Glitch]]. When a character puts their opponent in a "grabbed" state, then cancels their [[Limit Break|Hyper Combo]] into one of their teammate's (referred to as a Delayed Hyper Combo or "DHC"), and ''that'' hyper utterly fails to hit the opponent, the damage scaling<ref>As you chain more hits together in a combo, each succesive hit does less damage. This is in place to prevent combos that easily kill every character, and is common in fighting games.</ref> and most of the hitstun scaling for the combo is reset. May sound difficult to do, but most characters have cinematic hypers, which count as a grabbed state, and can be cancelled into other hypers as normal. This means you can start a combo that ends in a cinematic hyper and does at least half of your opponents health, then cancel it into a teammate's hyper that doesn't hit (such as, say, a ''power-up hyper''), then while the opponent is recovering<ref>When you cancel a cinematic hyper, the opponent is launched a bit into the air for long enough for a hyper to fail and the one who used it to regain control of their character</ref> have that character do a combo to finish them off. Tournaments are basically first one hit loses that character. Thankfully this has been fixed in ''Ultimate Marvel vs. Capcom 3''.
*** ''Ultimate'', however, has brought in something Phoenix, Wolverine and the DHC glitch wish they had the power of. Meet [[Resident Evil|Albert Wesker]], who was already a very powerful character in the original ''MvC3''. The character has a very fast teleport attack that gives him a fierce mix-up game, and he can cancel into this teleport off a shot from his gun. When a mix-up lands, his very high damage output will shave into your character's life bar very quickly. His normal attacks have gigantic hitboxes on them and are incredibly safe and easy to hit-confirm. He himself has slightly above average health, so it isn't that easy to kill him fast. He also has several counter moves at his disposal and has one of the best assists in the game in the aforementioned gun. What sets Wesker so far apart from the other powerful characters is that when his sunglasses come off (by taking damage... or, just ''landing his Phantom Dance hyper'') he becomes faster and stronger than before, allowing him to easily kill characters from 100% life. He's very fast, very strong, difficult to defend against, difficult to keep out, difficult to kill, a very easy character to make huge comebacks with and outclasses a ridiculous amount of cast members (although not ''quite'' to the extent of the four gods... ish).
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* From the ''[[Gundam vs. Series]]'':
** ''[[Gundam Seed Destiny]]: Alliance Vs. ZAFT II'' has two variants of the Strike Gundam banned from [[Tournament Play]] in Japan. The Strike Noir Gundam is a [[Lightning Bruiser]] with excellent offense and defense, good ranged attacks, nice melee options, and no real defects to speak of. The Launcher Strike Gundam is a [[Mighty Glacier]] ranged machine that possesses the ability to cover its landings, making it nigh-impossible to approach and counter.
** In ''Gundam vs Gundam'', the Strike's successor, the [[Mobile Suit Gundam SEED
** In ''Gundam Extreme Vs.'', the [[Gundam 00:
* Emerl's Ultimate skills in ''[[Sonic Battle]]''. During the last part of the game, you can get these skills that are ridiculously powerful. However, thanks to the game's [[RPG Elements|Skill Point system]] and each of the moves' [[Inventory Management Puzzle|high cost]], you can't have them all on at once without the use of a [[Game Shark]].
** Not to mention how ridiculously hard it is to get them without a Gameshark.
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** Also in ''[[Wii Sports]]'', it's easy to get a strike every time in bowling by throwing the ball up in the air when you bowl. The ball rolls down the lane incredibly slowly, but very rarely has any spin at all.
* ''[[Blaz Blue]]'' has its resident [[Robot Girl]], Nu-13. When played in melee (as in the 2009 Arcade Infinity finals) she's balanced (somewhat - the reach and priority on her C-attacks is far better than they should be). However an expert Nu player will use her knockback and teleport moves to avoid melee at all costs. Staying at range lets her play defensively, and abuse her absurd projectile combos. While [[Blaz Blue]]'s system does penalize excessive defensive play, Nu is allowed to stay defensive longer than any other character before being penalized. Longer even than Hakumen, who's meant to play a defensive/counterattack game.
** Arakune's teleport and bee-spam antics have [[Tier
** Not to mention the infinite combo on Carl, is not subject to the combo rule on ''[[Blaz Blue]]'' because it contains a throw, which means he's rather nasty in the hands of a skilled player. [http://www.youtube.com/watch?v=2pk9TR9A6ls See here] for a good example of the loop.
** [[Memetic Mutation|ICE]] [[Fan Nickname|CAR]] JIN, anyone?
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** One of the first alternate versions, R-[[LF 2]], is practically MADE of this trope. See, every character in the game (yes, even those Mooks you could kill with ease) are given new attacks, and have their old combos re-vamped. For example, remember that crappy fire-breath move Firen had? Well, now instead of occupying 2-3 spaces it stretches about 2/3 of the whole screen. Not game breaking enough for you? Ok, how about if I told you that every character also has a hidden "Hell" move, that pretty much ends the fight once you use it? By hidden, i mean it requires a unique multi-key combo to pull off, and under a set amount of time as well. While this sounds like it evens things out, some of said combos are so ridiculously easy to pull off it's almost laughable. Case and point: those purple explosions Julian's Soul Bomb causes when they hit something? Well, Julian's Hell move consists of just that one explosion. That multiplies. As a whole ''wave'' of explosions. That start from his position and move ''both ways, enveloping the entire screen''. Now imagine your character caught in that maelstrom of explosions. [[There Is No Kill Like Overkill|Yeah.]]
** AND if you thought that the [[Final Boss]] [[Game Breaker|Julian]] in Reinforced [[LF 2]] was cheap enough, then you ''haven't'' seen the secret character Conrad yet. Remember those deadly columns that Julian could create? This guy creates an entire wave of them, on BOTH SIDES. He also has many other broken moves, especially the [[Limit Break|Hell Moves]]- one of which summons a purple dragon that charges the crap out of enemies multiple times, another makes him ''[[Ret-Gone|delete one victim from the game (works on the FinalBoss, by the way)]]'', and another makes him trap enemies with homing columns of dark energy until they die. As for defensive abilities- Conrad regenerates health faster than anybody else, and to top it all off, he gets '''''[[Mercy Invincibility]]''''' ''every time he gets hit''. In short, Conrad makes Julian look like a complete joke, and that's saying something.
* ''[[Eternal Fighter Zero]]'' features two [[SNK Boss|SNK Bosses]], but only one was de-powered for the playable version. The other, [[AIR
* In ''[[
** The X laser illegal gun to a lesser extent when you use it right. Technically it is noted to have a weakness when you fire it at point blank range but that only applies IF the opponent is already within your attack radius with a faster gun (few are faster). The X laser can not just fire around obstacles but it has a high downing rate so it takes about 1 or 2 shots to down your opponent. A skilled user can just sit in one place and pluck your opponent down at his or her leisure.
** Another is the Wyrm illegal gun. Thought Dragon was powerful? This gun lets you fire [[Beam Spam|FOUR OF THEM AT ONCE]]. From the air it also alleviates the Wyrm's single weakness by firing a single high speed shot at the same face value.
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** The Crystal Strike illegal gun. Just mashing the fire button can send [[More Dakka|an unending stream of death]] at your opponents, and if just one hits, they ALL hit.
** Stun Gun + Formula Legs + Peregrine body (a [[Fragile Speedster]]) = a robo that can pin an enemy and stun the everloving crap out of them. I have seen several hundred hitpoints removed by one of these robos in under a minute.
*** You can also use the Swift body instead [[Cherry Tapping|for the lulz]] of taking down a heavily armed robot using the robotic equivalent of [[Girl
*** If you think any of that was bad, try using the knuckle gun on one of those robos in exchange for the stun gun. The knuckle gun was exceptionally hard to use, but if you managed to learn it, it would be quite easy to take out over 400 hp in a matter of seconds.
* In the ''Naruto Ultimate Ninja'' series, there is a game breaking trick in which if you charge up your super move while an opponent plane shifts toward you and you're the proper distance from them, you can time the initilization of your super move just as they come down. Since you're briefly helpless during this, if your opponent does this trick, they get a free hit. This trick is impossible to counter if done correctly.
** Not impossible, just difficult. And try not to get too personal.
** And let's not forget the speeding dash into your gaurd, that leaves them open to a special jutsu. Horray for AI lag. Oh, and Tenten and Kurenai are insanely broken. Tenten can fling anything out and had some heavy items and an array of dakka enough to bring even [[Touhou|Sakuya to shame]]. Kurenai, however, has some attacks that make her disappear, keep her opponent at range while she stays stationary, has a bomb attack that just EXPLOES in your face, and some drill lock speed combos. Also of note is Ino, who has insane drill lock combinations and speed. She can also poison you, and places herself in some posistions where it'll be a miracle to hit her.
*** The ultimate game breaker in the [[
** The lastest game, [[Naruto Shippuden Ultimate Ninja Storm 2]], gives us Deidara, who can kill you from across the screen without leting you get close by spamming his laser guided bombs, which can stop your chakra dashes or attacks, and using chakra back dash to keep out of reach.
* ''One Must Fall 2097'' featured a gamebreaker using the Shadow robot. If you stun your opponent, grab them with a shadow double and perform a combo on them, the enemy will only get up stunned again, allowing you to repeat this ad infinitum. Effectively, so long as you can stun your opponent once and perform this trick, you win.
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* The lesser-known fighter Battle Blaze on the Super NES featured a quick AI that was able to tear you apart in seconds if you let it. That is, until you discover the magic of the relatively simple "Forward+Y" move. While essentially a throw, all characters are quick enough to run over to an opponent and grab them the moment they are standing upright again! During "The Hero"/story mode, you can keep throwing the computer opponents the moment they get up with very little retribution, if any. This "throw" even trumps any attacks they might use, allowing you to gain perfects on opponents '''up to and including the final boss''' with only minimal effort!
* [[Older Than the NES]]: ''[[The Way Of The Exploding Fist]]''. Since the game uses shobu nihon kumite scoring, the priority is knocking the opponent over rather than wearing down their energy bar. In real karate, the leg sweep is perfect for this. In ''Fist'', the leg sweep is a little ''too'' perfect; the first ten levels can be completed with nothing but the leg sweep.
* Elsa in ''[[
* [[Touhou Project|Touhou]]'s Immaterial and Missing Power spin off grants us Patchouli Knowledge, probably the easiest character to win the game with due to how in-game bosses react to one of her attacks. Sun Sign "Royal Flare", one of her second signs in the game, hits all around the screen for an obscene amount of damage. Due to the way Spell Cards are declared, you can build up 9 cards on your first life and then spam Royal Flare on your second; note here that you have to die twice in order to lose a life (they have to beat both of your spell cards), so losing once per fight is practically meaningless. Even if the enemy survives those 9 Royal Flares, the Spell Card System allows you to farm for more in the same life. Player spell cards cannot be canceled once initiated, leaving the opponent with the little time between cards to counter. Even if bosses could block during their spell cards, both grazing and blocking have a finite duration, so they would eventually fall prey on Royal Flare due to guard breaking or them just plain stop grazing out the damage. Patchouli still has Royal Flare as her spell card on subsequent fighting spin-offs for the same effect, but the new system restricts it to a maximum of 4 declarations, once per card equipped, at the highest casting cost.
* ''[[Sonic the Fighters]]'' has Sonic's spin-dash move. Even on the hardest difficulty, this move will mow down any of your foes like a hot knife through butter, due to its excellent damage and the recovery time it has your enemies go through, with the possible exception of [[Nintendo Hard|Metal Sonic.]]
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