Game Breaker/Video Games/Fighting Game: Difference between revisions

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** Eddy is a [[Button Masher]] character. The ease of creating constant dancing combos means that a blind five-year-old could easily beat you if you don't know exactly how to avoid the flailing legs. Even his [[Idle Animation]] makes it hard to hit him.
** 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 ''[[Street Fighter IV]]'' tournaments.
** 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.
* ''[[Guilty Gear]]'' tournaments traditionally ban the characters Kliff, Justice, and (depending on the version of the character) Robo-Ky.
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*** CPU-controlled characters are especially hard, though. After all, [[The AI Is a Cheating Bastard|the A.I.]] ''[[The AI Is a Cheating Bastard|is]]'' [[The AI Is a Cheating Bastard|a cheating bastard]].
* Don't forget the use of Duo Lon being banned in ''[[The King of Fighters]]'' tournaments, until he got his ''infinite combo'' taken away in ''KOF XI''.
** Also, Choi. Virtually all viable options, setups and combos are rendered obsolete because of his size.
** In '''98'', we have Goro Daimon and Iori Yagami. Goro has a variety of odd glitches that make him an absolute monster, and Iori capable of just about any type of play style you can imagine. Not to mention Iori has had the same infinite in almost every one of his appearances.
*** Said "Goro infinite" bug was removed in ''[[Updated Rerelease|Ultimate Match]]'', placing Goro back into a more complacent spot on the tier list. However, Iori was practically unchanged, and he had Geese and Krauser join him in the top tier. Expect to see teams consisting of these three ''a lot''.
** Ralf Jones from ''The King of Fighters EX2: Howling Blood'' on the Game Boy Advance. Remember his Galactica Phantom HSDM from the main series? The [[Awesome but Impractical|horrifically lethal, yet easy-to-dodge charge punch]]? Well, he has it as a ''normal move'' in this game. It does less damage--only 50% of a lifebar--but it has a much much shorter charge time, meaning you can actually use it and connect most of the time, it gained some anti-air priority AND it's still unblockable/puts Ralf into autoguard mode for its duration. Needless to say, spamming that move makes playing as Ralf fall somewhere between Easy Mode and outright cheating. It actually makes fighting [[SNK Boss|the final boss]] somewhat even, which is saying it all.
*** Ralf had that as a normal move in the main series as well.
*** Ralf was originally given Galactica Phantom as a normal DM in ''The King of Fighters '97''--it was [[Awesome but Impractical]] because your opponent would have to be an idiot to be hit by it. However in ''KOF '98'' it became broken because of a highly obscure combo: Ralf could cancel one of his his OTHER DMs (his Blazing Vulcan Punch, which is much easier to connect with) into Galactica Phantom just before the last hit. This would result in the opponent being knocked to the ground while Ralf charged up, causing them to automatically stand up JUST in time to be hit by the (unblockable) Galactica Phantom. It was all but an instant kill on any character (except Choi, who was [[Hitbox Dissonance|short enough that the move would go over his head if he ducked]]).
** Raiden in KOF XIII. His dropkick combos pretty much kill any other character. And they destroy 75% of your guard meter ON BLOCK!
*** This is being rectified in the home versions, which will update the game to version 1.1 and rebalance everyone. One of the confirmed changes being that Raiden's dropkicks now have a much longer charge time, making all of his overpowered setups and combos impossible.
* ''[[Soul Series|Soulcalibur III]]'' has several moves that cannot be easily parried or blocked by the game's AI (different from the designated unblockable attacks, which are too slow to put to any real use). Hardcore gamers consider them cheating, but considering a CPU opponent in this game can actually [[The Computer Is a Cheating Bastard|block front attacks while his/her back is turned]], many players have no qualms whatsoever about cheating back.
** ''Soulcalibur'''s Nightmare had a two-hit strong, strong default combo. If the first hit missed but the second hit, the result had quite a tendency to ''instantly catapult your opponent off the stage''. Then there was Maxi, who, while you couldn't do much against the cheating AI with him, allowed most unskilled players to demolish more or less any human opponent just by pressing buttons at random and fiddling with the joypad. No wonder he stayed dead.
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** Hilde in ''Soulcalibur IV'' has a string that almost always guarantees a ring out, while not broken per se, the general annoyance of fans at the move is such that players who were doing it were loudly booed in Evo 2009. Nowadays, she's banned from tournaments.
** One of Link's basic throws in the [[Game Cube]] version of SCII. For games versus actual people, not terribly useful, but for the Weapon Master mode, a complete gamebreaker, since most games in that mode can be won by ringouts, which are easily accomplished using this move, since you can ringout your opponent with your back to the stage edge.
** Yun-seong. Fast kicks, heavy sword attacks, long combos, and the most annoying piece is one of his most basic attacks that is endlessly chainable and attacks in a high-then-low pattern. Unless you've learned how to parry and know when to use which height, it can get really annoying. But considering he ''is'' mid-tier.
** Xianghua has any number of move that can be easily abused, but in the third game her guard-breaking spin move has her go in low and fast with a guard break move that has basically no recovery time AND the move had tracking, so your opponent can't side-step the move at all. On top of that the lack of recovery time allows you to get a second hit in that will knock down your opponent and then you can follow up with another one that will hit them on the ground. and even after that you can follow up again as your opponent gets up and hit them since the move covers a decent amount of distance and has tracking, an opponent trying to get back up has little to no chance of dodging it.
** Nightmare in ''V'' is quickly approaching this status. It is fairly easy to ring people out with him, and once he gains momentum there are only a few ways of putting a stop to his extreme rushdown tactics.
* ''Naruto: Gekitou Ninja Taisen! 4'' generally bans the use of Akamaru (the dog) since most characters have an extremely hard time hitting him, due to his small size.
** Akamaru isn't the only one. One-Tailed Naruto, Cursed Seal Lv. 2 Sasuke, and Itachi were HUGE Game Breakers. OT Naruto has a grab attack that stretches and catches the opponent from across the stage. Itachi could send out Clones that attacked from a distance and could teleport. Some fans complained they'd "Nerfed" Itachi, among with several others in the Sequels.
** There's Sasuke in the Shippuden games, where he has an easily spammable attack that can be repeated nearly infinitely.
** [[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 [[PlayStation 2]] games where she's regarded as [[Nigh Invulnerable]]. Also of special metion goes Temari, who has wind that can entirely rip you apart. And let's not even get started on Baki with his game breaking slicing wind, or Yugao with her insane speed. The games are more of a [[World of Badass]] than the Manga!
*** 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.
** All you had to do with Noob Saibot is use his No-Block ball to prevent your opponent from blocking, then press low kick, low kick, low kick, low kick. Seriously, it's ''that'' easy. You could execute this combo ''twice'' before the effect of the No-Block ball wore off, making most fights a joke. This combo even ''owned'' [[Big Bad|Shao Kahn]], and pretty every other fighter except [[The Dragon|Motaro]] because he was immune to projectiles.
*** Even then, Motaro's weakness was combos... yeah.
** [[Meaningful Name|They don't call him "Noob" for nothing.]]
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*** Throws have ALWAYS been blockable, hold Back & Block, you'll take chip damage, but it's better than a throw.
*** Not to mention he had one of the quickest projectiles with virtually no lag time afterwards, and he could reflect other character's projectiles back at them.
** ''MK Armaggedon'' gives us Sareena (the [[Ensemble Darkhorse]] from ''[[Mortal Kombat Mythologies: Sub -Zero]]'' who gets a surprising amount of [[Ship Tease]] with the Sub-Zero Bros.), who as [[Word of God|Ed Boon said himself]], has one of the (if not ''the'') fastest projectiles in the game with her knives. Said knives can juggle. Remember Kitana's Lift Fan combos mentioned above? It's like that all over again, but times twenty.
** Kabal. Good God, Kabal. He's so fast that he could probably beat up everyone in the Black Dragon AND the Red Dragon on his own with only a Run button as a weapon. Nightwolf's throw combos got nerfed early in vanilla ''Mortal Kombat 3'''s life cycle, but Kabal kept [[Incredibly Lame Pun|running circles around everyone else]] all the way to ''Trilogy''.
*** That [[Super Speed]] actually defines Kabal, which is probably why he doesn't receive nearly as much hate as ''MK3'''s other infamous game breakers.
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** In the original ''Mortal Kombat'', if Sonya managed to land a Leg Grab, she could repeat this move infinitely until her opponent's health ran out. To make things worse, the grab was ''unblockable''.
* Sosuke Aizen in ''[[Bleach]]: Blade of Fate''. How bad is he? One of Hinamori's [[Limit Break|super moves]] is "Red Flame Cannon". Aizen has that ''as a normal move''. Keep in mind though, he is ''[[Superpower Lottery|just as overpowered in the show]]'', which gave him the [[Fan Nickname]] "Captain Broken".
** You want to talk about cheap in ''Bleach DS''? In the Japanese version of the first game Kenpachi Zaraki has a special that makes him invincible for its duration and teleports him in front of the opponent. It can be repeated immediately when it ends unless the opponent is airborne. This can be used as a perfect defensive counter against nearly anything, and he can switch to attacking as soon as it's safe. Never mind that his one super stock which gives a buff that almost guarantees half the opponent's life in damage when it connects. Said super also serves as super cancelling move that can cancel pretty much everything you do, most notably a part of your special moves to extend combos, and OTG's or Wallbounces. It also reduce damage scaling, AND disallows damage cancelling. This translates into Zaraki's simple poke(which is pretty good) leading into a nasty, massively damaging combo. To make matters worse he also has a Rushing Slash that gives Super Armor and Wallbounce. In addition to all that he has an invisibility special that offers a nasty mind game, and when combined with all his other moves you know what can or will happen.
** In another ''Bleach'' fighter, ''Shattered Blade'' for the Wii, there's Uryu Ishida. The only character in the game with a naturally ranged weapon (which tells you something already), he has exactly one move that doesn't involve hitting from a distance - instead, it pushes you away, where he could resume hammering you with guard-breaking power shots. A halfway-skilled Uryu player could also make use of his special delayed-release arrows to attack and defend at once. And that's not even counting his [[Super Mode]], which throws in [[Flash Step|Flash Steps]] and [[Beam Spam|gigantic lasers]].
*** Also on ''Shattered Blade'', we have Sosuke Aizen. Again. Bear in mind that specials are performed by holding the B Button, and swinging the wand of the wii remote vertically, horizontally, or in a stabbing motion. Sosuke Aizen's stabbing special is to negate any enemy attack by releasing Kyoka Suigetsu, and immediately performing an unblockable counter. This can be performed Ad Infinitum, meaning you can win a match ''without taking damage''.
** Soul Codes in ''Heat the Soul 6'' are pretty broken. Neliel's nullifies projectiles, Zomari's gets rid of your opponent's partner, Aizen's restores your Reiatsu at an absurd rate, and the list goes on.
* ''[[Capcom vs. Whatever|Marvel vs. Capcom 2]]'' has Storm, Cable, Magneto, and Sentinel, who are so ridiculously overpowered that fans refer to them as the "four gods". These characters have a high amount of infinite combos and exploits that completely destroy the rest of the cast. To make it even worse, there are over four-dozen characters in the game, most of whom are either near-useless in comparison or good only as assist characters.
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** 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 [[Marvel vs. Capcom 3]], due to his high health, high damage, high range, high amount of super-armor frames, fast dash/wavedash, good air maneuverability, amazing projectiles, assist moves, and easy combos. Luckily, there are a few anti-Sentinel strategies being created to exploit his weakness to rushdown ([[Achilles' Heel|His slow attack startup makes him weak at extremely close ranges]]), but Sentinel was a massive threat until...
*** ... 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-Men|Phoenix]] and [[Wolverine]] (the latter arguably qualified as a game breaker in every other Marvel vs. Capcom game ''except'' MvC2). Phoenix is extremely fast, has an amazing teleport, has fire balls that ''home in on you'' and prevent almost any significant forward movement all at the cost of [[Glass Cannon|laughable health]]... until you do land that hit and make her transform into Dark Phoenix, where she gains even more power, chips life away very easily and boasts the same extreme mobility of her normal self. Wolverine is extremely fast, very powerful, has one of the most useful pressure moves in the game with his dive kick, can use his Berserker Slash for easy mix-ups and destruction of any zoning attempts, can use his Berserker Charge to make himself even faster, and can even create hyper combo loops with his Tornado Claw to kill [http://www.youtube.com/watch?v=lPbWQdWXfr8 characters from 100% life.]
*** 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''.
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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|Freedom Gundam]], is literally the god unit of the game. While its weapons list is fairly standard, its S.E.E.D. ability allows it to perform an instant dash-cancel, allowing a skilled player to rapidly set the distance of a battle as well as providing insane combo potential. As part of its rebalancing, the sequel gave this ability to every unit (under the name "Next Dash"), which only served to make the [[Turn aA Gundam (Anime)|Turn a Gundam]] a [[Game Breaker]] in its own right.
** In ''Gundam Extreme Vs.'', the [[Gundam 00: Awakening of the Trailblazer|00-Qan[T] ]]has fast melee moves and [[Attack Drone|Attack Drones]] that can quickly knock down an opponent or form a shield that blocks everything, as well as a [[Super Mode]] that heals it upon activation and gives it a powerful full-map beam attack. To a lesser extent, the [[Mobile Suit Gundam 00|Susanoo]] thanks to its insane melee combos, [[Crossbone Gundam|Crossbone Gundam Full Cloth]] for being an all-around [[Lightning Bruiser]], and [[Gundam Wing|Tallgeese III]] thanks to its [[Whip It Good|heat rod]] being fast enough to punish just about any attempts at close combat. All of these received rebalancing in the sequel ''Full Boost'', though for the Susanoo this entails shifting it up a [[Character Tiers|tier]].
* 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]].
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*** Wait, you mean playing as the [[Purposefully Overpowered|final boss]] is unfair?
** Even simpler than that. If you just type in "lf2.net" when the game is loading, all of the characters will be unlocked. Which of course means you could also play as ''Firzen'' from the start.
** 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|Kanna]], retains all of her insane range and priority attacks, and is thus usually banned from tournament play.
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* In the ''[[Star Wars]]: Episode 3'' game there was a [[Love Interest]] of Mace Windu who [[Dual-Wielding|used 2 lightsabers]]. She was SUPPOSED to be a defensive character, and there had the best run speed. However her attack animation is quick, and consists of hitting the enemy on the head, causing some stun... and letting your follow up. Only that attack causes stun too. So you can keep attacking, and keep spamming, easily outclassing even the offense specialist. Except if they try to break off, you can just chase after them and start spamming again. Her attack power is only a little bit below average, but it's INSANELY easy to make the both hits connect, and to start a flood of hits, letting you take out a good portion of the opponent's health very quickly. Its possible with good timing you might even be able to make an infinite combo. I was only playing for about 10 minutes, and the best I did was 60% health in one combo, before I stopped picking that character out of politeness.
* In the [[WWE]] [[Smack Down]] vs Raw series, as the games evolved and improved things like blocking and countering mechanics and collision detection, some moves that had been present in the first game were never updated, and still played the old sloppy way. When Smackdown: Shut Your Mouth introduced online play to the series, players discovered that a lot of the older moves couldn't be blocked. The "women's toe kick" and "diving headbutt" being two of the most notable and abused. While most players refrained from using them, some went the other way and sought out every single glitchy or unblockable move and called anyone who complained about this a [[Scrub]].
** And every year there's a new version, [[Game FAQsGameFAQs]] are inundated by [[Noob|Noobs]], [[Scrub|Scrubs]] and [["Stop Having Fun!" Guys]] requesting unblockable move sets. Yeah, they're actively trying to break the game.
* Exdeath, resident [[Barrier Warrior]] in [[Dissidia]]. His learning curve is the only reason he's not commonly used, but there is quite literally ''no counter'' for him when he's in the hands of someone who knows what they're doing. While <s> TASTY ARROW!</s> High Guard is his most common technique, he actually has a move called "Omni-Block," and the description ''actually says'' that a properly-timed Omni-Block will stop ''any attack in the game.'' In fact, there are some characters who are very literally ''gimped'' by a skilled Exdeath player. Shantotto being the most infamous example: she literally [[Curb Stomp Battle|has nothing that can bypass his guards, everything she throws out leaves her an easy target for Exdeath's counterattacks, and she doesn't even have any moves to trip up the Exdeath player.]] ''She can't even win with the right strategy''. It's that bad.
** Despite that, [[Hope Spot|there are some attacks Omni Block still cannot block]]. That said, they're few and far between, and Exdeath has a variety of other attacks to punish those moves just fine.