Launcher Move: Difference between revisions

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In a [[Fighting Game]], one fighter initiates a combo by launching his opponent into the air with a strong attack, then following up with a combo or [[Meteor Move]]. This is a good strategy in many 3D fighting games, as most characters have limited air options and, in many series, can't defend when airborne. Of course, because of varying movesets among characters and series, some characters are better at it than others.
 
When the subsequent attacks keep the character in the air, it's called a Juggle Attack or Air Combo.
{{examples}}
 
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* Most sandbox superhero games have this, such as ''[[Spider-Man]]'' and ''[[Prototype (video game)|Prototype]]''.
* ''[[Dragon Ball]]'' and related games have quite a bit of this.
* The fighting style of ''[[Super Smash Bros.]]'' relies on this kind of move, since ring-outs reduce lives, and the sequels rather uniquely give characters multiple mid-air defense capabilities. You can also launch in each of the directions.
* A fundamental move in most fighters in [[Capcom vs. Whatever]] games. Almost every character in ''[[Marvel vs. Capcom 2]]'' has one, where they set up infinite Air Combos. ''[[Marvel vs. Capcom 3]]'' actually assigns a ''[[Guilty Gear]]''-style launcher button as part of its simplification of the standard Capcom control scheme.
* This can be done in the ''[[Bleach]]'' fighting games, although it's often better to combo on the ground instead. At least, it is if you're good at comboing.