SNK Boss: Difference between revisions

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{{trope}}
[[File:vonkaisermp40 2026.png|link=Brawl in the Family|frame|[[Comically Missing the Point|Can he shoot with those gloves on?]]]]
 
 
{{quote|''"Hey, who allowed them to join this tournament? They're way too strong to compete; I mean, what's up with that? Someone is going to have to take that team down!"''|'''Announcer''', ''[[Capcom vs. SNK 2 Mark of the Millennium|Capcom vs. SNK 2]]''}}
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{{examples|suf=es}}
 
== [[Trope Namer]]: SNK Playmore ==
* [http://www.youtube.com/watch?v=ANudBDgiVwc (Video Montage of SNK Bosses, you may want to refer to this video on occasion.)]
* This being SNK, the ''[[King of Fighters]]'' series had loads and loads of these:
** ''The'' SNK boss by which all others are defined is Rugal Bernstein from ''[[King of Fighters|The King of Fighters '94]]''. His first form is cake, but once round 2 starts and [[The Coats Are Off|that tux comes off]], pray:
::He uses a variation of Geese Howard's Reppuken and Wolfgang Krauser's Kaiser Wave that go through all other projectiles and have priority over everything. Also, he has his own move called Genocide Cutter which he uses with reckless abandon. It can shave off 40 to 70 percent of your lifebar, depending on whether the computer wants it to be so. He's easily-hit with most Jump Kicks, but they do so little damage that even this go-to attack won't win easily.
 
He uses a variation of Geese Howard's Reppuken and Wolfgang Krauser's Kaiser Wave that go through all other projectiles and have priority over everything. Also, he has his own move called Genocide Cutter which he uses with reckless abandon. It can shave off 40 to 70 percent of your lifebar, depending on whether the computer wants it to be so. He's easily-hit with most Jump Kicks, but they do so little damage that even this go-to attack won't win easily.
** The series upped the ante considerably in '95 with [[Brainwashed|Saisyu Kusanagi]] followed by [[One-Winged Angel|Omega Rugal]]:
::Saisyu loves to fireball spam and uppercut. A lot. He's ''harder'' than Omega Rugal, and that's saying something.
 
::Omega Rugal is...the same Rugal from '94, but with white hair, no shirt, dark skin (Or pale and zombie like in 2002), a large Omega symbol branded into his back, hence the name, and [[Recycled in Space|A SUPER MOVE]]!
Saisyu loves to fireball spam and uppercut. A lot. He's ''harder'' than Omega Rugal, and that's saying something.
 
Omega Rugal is...the same Rugal from '94, but with white hair, no shirt, dark skin (Or pale and zombie like in 2002), a large Omega symbol branded into his back, hence the name, and [[Recycled in Space|A SUPER MOVE]]!
** '''96'' had two bosses in a row with [[Barrier Maiden|Chizuru]] and [[Blow You Away|Goenitz]] and there's also a Boss Team.<br /><br />Goenitz is difficult to hit, let alone beat. If the computer [[AI Roulette|felt like it]], Goenitz could be ''completely unbeatable by any means.'' He has a wind barrier, the Yonokaze, which can come out directly in front of your character, can't be rolled through and blocks all projectiles. It could also appear anywhere between you and Goenitz, meaning that rushing towards him or approaching him just increases the chance of you strucking yourself against this invincible pillar of wind. The only thing capable of breaking it was Leona's rushing slash kick.
::Also, if somehow Yonokaze spawns exactly in front of Goenitz, [[Incredibly Lame Pun|you will get winded up]]. Oh, and if the AI goes into a loop and does it repeatedly (its downtime isn't NEARLY enough to give you an opening to attack), then nothing you can do will have any effect whatsoever.
 
Also, if somehow Yonokaze spawns exactly in front of Goenitz, [[Incredibly Lame Pun|you will get winded up]]. Oh, and if the AI goes into a loop and does it repeatedly (its downtime isn't NEARLY enough to give you an opening to attack), then nothing you can do will have any effect whatsoever.
** '''97'' had [[Brainwashed and Crazy|Orochi Iori (or Leona)]], [[Quirky Miniboss Squad|the Orochi Team]], and then [[Orochi]] himself, all in a row.
::Orochi has Mu Ni Kaerou (Return to Nothingness), a screen-filler attack: it basically turns him into an open [[Raiders of the Lost Ark|Ark of the Covenant]]. Block it, and you will take unusually high damage for a blocked attack. Don't block it, and you're gone. However, unlike the other bosses on the list, Orochi's AI was poor. Had it been at the level of the previous bosses, combined with vicious priority attacks, Orochi would have been near unbeatable.
 
Orochi has Mu Ni Kaerou (Return to Nothingness), a screen-filler attack: it basically turns him into an open [[Raiders of the Lost Ark|Ark of the Covenant]]. Block it, and you will take unusually high damage for a blocked attack. Don't block it, and you're gone. However, unlike the other bosses on the list, Orochi's AI was poor. Had it been at the level of the previous bosses, combined with vicious priority attacks, Orochi would have been near unbeatable.
** Then came '''98'', which had Omega Rugal once again.
::This time, he has a whole slew of new moves, such as the fusion of Kaiser Wave and Reppuken called the Gravity Smash (with nasty priority, and covering his body when he charged it, making it hard to hit him out of it) he swaps out God Press in favour of Vanishing Rush (which is what it sounds like, complete with being fast enough that you barely have a moment to react to it) his Destruction Omega super move (a grab that does ridiculous amounts of damage), a devastating super called the Rugal Execution (which drains your health at a very rapid rate) and an update of the Genocide Cutter, the Dark Genocide, which is a 3-hit version of the original.
 
This time, he has a whole slew of new moves, such as the fusion of Kaiser Wave and Reppuken called the Gravity Smash (with nasty priority, and covering his body when he charged it, making it hard to hit him out of it) he swaps out God Press in favour of Vanishing Rush (which is what it sounds like, complete with being fast enough that you barely have a moment to react to it) his Destruction Omega super move (a grab that does ridiculous amounts of damage), a devastating super called the Rugal Execution (which drains your health at a very rapid rate) and an update of the Genocide Cutter, the Dark Genocide, which is a 3-hit version of the original.
** The [[Updated Rerelease]] of '''98'', ''Ultimate Match'', has Orochi, Goenitz, AND Omega Rugal as bosses. Which one you encounter depends on how many super finishes you get on your opponents. ''All 3 of them'' have increased stamina.<br /><br />The boss who was changed the most was Goenitz, who is even CHEAPER than in 96. Not only can his Winds of Night hit you while you're knocked down now, but he has a new command attack, a new special move, and vastly upgraded super attacks.<br /><br />Orochi has been revamped from his original incarnation and now has a crouching animation, along with updated normals and several of his original moves switched around, but his Mu Ni Kaerou screen filler super still does ridiculous damage, and if you're positioned ''exactly'' in the middle of the screen and don't block, it does double the amount of hits and damage. 50% plus 50% equals 100%. Yes, it instantly kills you if you're in the wrong place at the wrong time.
::Omega Rugal is roughly the same as before, except slightly faster.
 
Omega Rugal is roughly the same as before, except slightly faster.
** Krizalid was the boss in '''99''.
::He had a pansy first form like Rugal, with a 2-hit projectile that would win over your projectiles. In round 2, he burns off the coat, and starts spamming a Tornado Kick attack, the Typhoon Rage, which has priority over everything, and Lethal Impact, which looks like an axe kick, but can hit high, overhead OR low as a command throw, OR counterthrow! In short, projectiles and throws are the only things that one move could not counter... and he sometimes spammed it if you closed in on him. His supers, at max level, do '''90 percent of your health bar'''!
 
He had a pansy first form like Rugal, with a 2-hit projectile that would win over your projectiles. In round 2, he burns off the coat, and starts spamming a Tornado Kick attack, the Typhoon Rage, which has priority over everything, and Lethal Impact, which looks like an axe kick, but can hit high, overhead OR low as a command throw, OR counterthrow! In short, projectiles and throws are the only things that one move could not counter... and he sometimes spammed it if you closed in on him. His supers, at max level, do '''90 percent of your health bar'''!
** Clone Zero in '''00'' had a screen-filling super that did 60+ percent damage and could easily Guard Break your characters with his Cutter Arts, which did multiple hits whether it was the special or super version.
** Original Zero in '''01'' is the same as his clone, except for the fact that he already has 3 strikers to make up for the lack of moves that Clone Zero had: Ron, (a "Guard Breaking Striker") Krizalid, and a huge black lion named Glaugan, mainly to differentiate him from his clone. Again, he suffers from the same [[Achilles' Heel]] as Krizalid and Clone Zero.
** And, finally, we come to Igniz.<br /><br />Fireballs with absolute priority, cheap whip attacks which have ridiculously long range and could lead to infinites which he ''will'' use if he ever feels like it, can ''cancel'' ALL of his moves (except [[Super Move|DMs]]) into EVERYTHING (including a DM) and has a super called Brutal God Project where he rushes you, pins you in the corner, whips you, hits you with the edges of his cape, does one of his own supers within this super, and finally engulfs you in a ball of energy, the whole combo doing roughly '''''[http://www.youtube.com/watch?v=Vk_PxKL_1q4 80 PERCENT DAMAGE!!!]'''''.
::He also earns one point for Overkill: most multi-hit attacks are interrupted when the target is knocked out (or they continue, but the victim falls) but for Igniz, if you are with only 1 HP and are struck with his Brutal God Project... you will take the whole attack until he allows you to give your KO scream. It's [http://www.youtube.com/watch?v=LfsbPqvD5Jk possible to defeat him], but you have to play his own game for that. Whatever the case, Lord have mercy if you attempt to beat him at Level 8 difficulty.
 
He also earns one point for Overkill: most multi-hit attacks are interrupted when the target is knocked out (or they continue, but the victim falls) but for Igniz, if you are with only 1 HP and are struck with his Brutal God Project... you will take the whole attack until he allows you to give your KO scream. It's [http://www.youtube.com/watch?v=LfsbPqvD5Jk possible to defeat him], but you have to play his own game for that. Whatever the case, Lord have mercy if you attempt to beat him at Level 8 difficulty.
** To conclude the NESTS saga, we have ''2002'', which has, by far, the cheapest version of Rugal to date: [[One-Hit Kill]] [[Combos]] by the dozen, the return of Reppuken, '''3''' Kaiser Wave variants (the last of which is unblockable and the first of which comes out faster than the speed of light), a 3-hit Genocide Cutter...
::To make up for it, his [[Desperation Move|MAX2]] is a series of Kaiser Waves which are horribly inaccurate. Unfortunately, it STILL does a sickening amount of damage. [http://www.youtube.com/watch?v=TQ7yG9oI-FI&feature=channel_page And in the unlikely event you Dodge Roll in front of Rugal when he's charging a Kaiser Wave, it'll STILL hit you while he's charging!]
 
::And if that wasn't enough, there's a [[Game Breaking Bug]] with the Kaiser Wave. [http://www.youtube.com/watch?v=5fxoulcPogc&feature=channel_page If he happens to release it at just the right moment that you come out of the Dodge Roll, it hovers. FOREVER.] So basically he would have this one ball of energy floating behind his ass (or in front of his crotch, if you managed to switch sides) until he launches another Kaiser Wave (HSDM included), or grabs you (supers included, but check out what happens when you do his Gigantic Pressure) It's like Benimaru's hovering lightning ball HSDM, but '''evil''', never ending and guarateed OHKO.
To make up for it, his [[Desperation Move|MAX2]] is a series of Kaiser Waves which are horribly inaccurate. Unfortunately, it STILL does a sickening amount of damage. [http://www.youtube.com/watch?v=TQ7yG9oI-FI&feature=channel_page And in the unlikely event you Dodge Roll in front of Rugal when he's charging a Kaiser Wave, it'll STILL hit you while he's charging!]
 
And if that wasn't enough, there's a [[Game Breaking Bug]] with the Kaiser Wave. [http://www.youtube.com/watch?v=5fxoulcPogc&feature=channel_page If he happens to release it at just the right moment that you come out of the Dodge Roll, it hovers. FOREVER.] So basically he would have this one ball of energy floating behind his ass (or in front of his crotch, if you managed to switch sides) until he launches another Kaiser Wave (HSDM included), or grabs you (supers included, but check out what happens when you do his Gigantic Pressure) It's like Benimaru's hovering lightning ball HSDM, but '''evil''', never ending and guarateed OHKO.
** The remake of 2002, ''Unlimited Match'', has ''all of the NESTS Saga bosses'': Krizalid, Clone Zero, Original Zero, Igniz, AND Rugal! As per usual, [[Clipped-Wing Angel|all the bosses do decreased damage when playing as them]].
::Krizalid is, surprisingly, the most broken out of them all: he builds his super meter extremely fast, has horrid infinites, insane juggles and his [[Desperation Move|MAX2]] (Lightning Disaster, a full-screen attack that sends a bunch of lasers into the air) can hit you while you're on the ground and he can even juggle into it.
 
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::Original Zero is decently balanced, but can be considered cheap because he's much faster than in ''2001'', AND with some effort, can spam his Krizalid striker to juggle you forever. His [[Desperation Move|MAX2]], Kyou Hoshi Mikaijin, is essentially Clone Zero's, but with the addition of assistance from his Strikers, starting with Ron whacking your soul from your body and culminating with all three strikers ganging up to beat the tar out of said soul.
 
::Igniz is exactly the same as he was in ''2001''. Unfortunately, this means he still has his Sagittarius Blade (QCF+ HP) infinite. His new [[Desperation Move|MAX2]] (Disintegrational Universe) is undoubtedly the most visually impressive - he traps you in a curse seal, which encases you inside a black orb that Igniz turns into a galaxy/nebula, and Igniz makes said galaxy/nebula explode. This particular move is no exception from the cheap rule. It can hit you while you're knocked down AND after Brutal God Project. And the damage doesn't get dampened.
Clone Zero is roughly the most balanced out of all of them. To put that into context, he has no 0-stock infinites outside of Max Mode, while the other NESTS bosses do. His new [[Desperation Move|MAX2]] (Anryuuten Hazaki, a Shun Goku Satsu-esque attack) does decent damage as do all his other moves.
::And if you did not lose more than 2 teammates after beating the final stage (which consists of one of the first 4 aforementioned bosses), [[True Final Boss|you enter a special battle against Rugal]]. He's roughly the same as before, and that means he has increased stamina for his boss version, his Beads Destructor now bounces you off the wall, his Kaiser Phoenix is more accurate and hits you while you're on the ground, (though as a trade off, its damage output is pathetic) and his AI is also much smarter: it doesn't spam Kaiser Wave as much, but remember that one glitch from the video above this entry? Yeah, it's still there. Oh, and if you lose the match it's [[Game Over]].
 
Original Zero is decently balanced, but can be considered cheap because he's much faster than in ''2001'', AND with some effort, can spam his Krizalid striker to juggle you forever. His [[Desperation Move|MAX2]], Kyou Hoshi Mikaijin, is essentially Clone Zero's, but with the addition of assistance from his Strikers, starting with Ron whacking your soul from your body and culminating with all three strikers ganging up to beat the tar out of said soul.
 
Igniz is exactly the same as he was in ''2001''. Unfortunately, this means he still has his Sagittarius Blade (QCF+ HP) infinite. His new [[Desperation Move|MAX2]] (Disintegrational Universe) is undoubtedly the most visually impressive - he traps you in a curse seal, which encases you inside a black orb that Igniz turns into a galaxy/nebula, and Igniz makes said galaxy/nebula explode. This particular move is no exception from the cheap rule. It can hit you while you're knocked down AND after Brutal God Project. And the damage doesn't get dampened.
 
And if you did not lose more than 2 teammates after beating the final stage (which consists of one of the first 4 aforementioned bosses), [[True Final Boss|you enter a special battle against Rugal]]. He's roughly the same as before, and that means he has increased stamina for his boss version, his Beads Destructor now bounces you off the wall, his Kaiser Phoenix is more accurate and hits you while you're on the ground, (though as a trade off, its damage output is pathetic) and his AI is also much smarter: it doesn't spam Kaiser Wave as much, but remember that one glitch from the video above this entry? Yeah, it's still there. Oh, and if you lose the match it's [[Game Over]].
** ''The King of Fighters 2002: [[Updated Rerelease|Unlimited Match]]'' brought Nightmare Geese, and gave him all sorts of enhancements to his moveset that made him the pinnacle of overpowered:
::Lightning fast Reppukens, Shippukens that had no recovery time and could be fired '''TWICE IN A ROW''', a Double Shippuken which much like its ''[[Fatal Fury]]: Real Bout Special'' version can be used twice, thus FOUR SHIPPUKENS, worse still considering it lacks the slight delay the RBS version had meaning a bombardment of them from a [[Griefer]] is likely, a Jaeiken that led into a juggle, the "Claw" Raging Storm that can now OTG, and many other edits that make this version of Geese one of the cheapest SNK bosses out there.
 
::He also has a new [[Finishing Move|MAX2]] where he takes off his shirt and starts building a huge Reppuken, which he promptly blasts you with after it's reached roughly quadruple size (The activation's reminiscent of his lesser known Raising Dead End super from ''Fatal Fury Wild Ambition'').
Lightning fast Reppukens, Shippukens that had no recovery time and could be fired '''TWICE IN A ROW''', a Double Shippuken which much like its ''[[Fatal Fury]]: Real Bout Special'' version can be used twice, thus FOUR SHIPPUKENS, worse still considering it lacks the slight delay the RBS version had meaning a bombardment of them from a [[Griefer]] is likely, a Jaeiken that led into a juggle, the "Claw" Raging Storm that can now OTG, and many other edits that make this version of Geese one of the cheapest SNK bosses out there.
::
 
He also has a new [[Finishing Move|MAX2]] where he takes off his shirt and starts building a huge Reppuken, which he promptly blasts you with after it's reached roughly quadruple size (The activation's reminiscent of his lesser known Raising Dead End super from ''Fatal Fury Wild Ambition'').
 
Couple all of that with the literally psychic AI that predicts every input you do and naturally responds with the correct counter for your offense and you have one of the most unbeatable bosses in SNK's history. Not only that, but you have to BEAT HIM in the last [[Bonus Level of Hell|Expert Challenge in Challenge Mode]] to unlock everything. Good luck.
::Oh, and to even unlock the challenge to fight Nightmare Geese? You have to pass a challenge that puts you up against ALL the NESTS bosses AND Omega Rugal, all in a row, survival-style. And Nightmare Geese is STILL harder. Thankfully, SNK decided to have at least a small amount of mercy for people who want to unlock everything but don't have super powers at fighting games: If you fail enough challenges, the game will still gradually unlock things for you.
 
Oh, and to even unlock the challenge to fight Nightmare Geese? You have to pass a challenge that puts you up against ALL the NESTS bosses AND Omega Rugal, all in a row, survival-style. And Nightmare Geese is STILL harder. Thankfully, SNK decided to have at least a small amount of mercy for people who want to unlock everything but don't have super powers at fighting games: If you fail enough challenges, the game will still gradually unlock things for you.
** ''Neowave'' was only released in Japan and Europe, and is essentially a tech demo for the Atomiswave hardware. There're no post-match quotes or endings and everything is pretty much recycled from KOF 2002... except from the unique-to-this-game version of Young Geese:
::Priority over everything and with more tricks than a clown's pocket; he's capable of finishing you off even if you have 3/4 of your health. To make matters worse, the CPU version's Deadly Rave super is completely unblockable. Makes the [[Art of Fighting]] 2 version look like Karnov.
 
Priority over everything and with more tricks than a clown's pocket; he's capable of finishing you off even if you have 3/4 of your health. To make matters worse, the CPU version's Deadly Rave super is completely unblockable. Makes the [[Art of Fighting]] 2 version look like Karnov.
** In ''2003'', if you manage to fulfill the condition to the true ending, you'll get to fight Chizuru and Maki Kagura as the penultimate boss. While Chizuru uses [[Doppleganger Attack]], Maki '''''[[Spam Attack|spams]]''''' it. You'll start the fight against Chizuru, but if she ever switches to Maki, good luck.
::The game also marked the debut of Rugal's son Adel to the fray. Adel not only inherited his father's moves and essence of [[Badass]] (Sans villainy, he's more of an honorable chap), but also his SNK Boss Syndrome.
 
::He lacks his father's Kaiser Wave until ''XI'', but his Reppukyaku comes out very fast, his God Press is unblockable (including the Gigantic Pressure), and the Genocide Cutter is now a super which does a ridiculous amount of damage.
The game also marked the debut of Rugal's son Adel to the fray. Adel not only inherited his father's moves and essence of [[Badass]] (Sans villainy, he's more of an honorable chap), but also his SNK Boss Syndrome.
::Mukai, the [[True Final Boss]] from the same game, surprisingly subverts this trope, as other than a full screen LDM that [[Taken for Granite|turns you to stone for a free hit]], he has nothing that gives him power over everyone else.
 
He lacks his father's Kaiser Wave until ''XI'', but his Reppukyaku comes out very fast, his God Press is unblockable (including the Gigantic Pressure), and the Genocide Cutter is now a super which does a ridiculous amount of damage.
 
Mukai, the [[True Final Boss]] from the same game, surprisingly subverts this trope, as other than a full screen LDM that [[Taken for Granite|turns you to stone for a free hit]], he has nothing that gives him power over everyone else.
** Magaki from ''XI'' seems to be SNK's way of saying "we gave up trying to think of ways to mess with you, so here's a boss that throws more projectiles than a bleeding ''[[Touhou]]'' character... ''''''while you have no grazing option''''".
::He ''loves'' [[Beam Spam|abusing his fireballs]], to the point where there will be [[Bullet Hell|lots of them flying everywhere]] including ones that disappear halfway and reappear behind you. Then there are also the large, semi-invisible ones that move in an arc towards you. Said fireballs also happen to be 100% invincible, [[The Juggernaut|moving nonstop]] and crushing all projectiles, even super ones.
 
::Then his [[This Is Your Premise on Drugs|psychedelic pink full screen-filler attack that will hurt your eyes the first few times]] (you'll get used to it). It's hard as hell to even get close to him, and if you do, he'll probably just throw you right back with his little frontal explosion whenever he feels like it.
He ''loves'' [[Beam Spam|abusing his fireballs]], to the point where there will be [[Bullet Hell|lots of them flying everywhere]] including ones that disappear halfway and reappear behind you. Then there are also the large, semi-invisible ones that move in an arc towards you. Said fireballs also happen to be 100% invincible, [[The Juggernaut|moving nonstop]] and crushing all projectiles, even super ones.
 
Then his [[This Is Your Premise on Drugs|psychedelic pink full screen-filler attack that will hurt your eyes the first few times]] (you'll get used to it). It's hard as hell to even get close to him, and if you do, he'll probably just throw you right back with his little frontal explosion whenever he feels like it.
** ''XII'' had no proper boss character, despite rumors, but ''XIII'' gives us two: Saiki and Dark Ash.
::Saiki is the leader of Those From The Past. Before the fight begins, he changes into a naked red demon with a blacked out face. He is an amazing block whore (except against some projectiles) and counters any and everything thrown at him by abusing projectiles that freeze you solid, stabbing you in the chest, freezing time, and pummeling you. He also has a super version of this move that sucks you in if you're too close and instantly stuns you. And of course, he wouldn't be a proper SNK boss without a screen filling attack, which just so happens to be his [[Neo MAX]]. A [[Neo MAX]] that disregards the rules and lets him do it with only 1 meter. He's also got some moves involving dark flames, too, which is a grab in ranged form. And just after you beat him, and you think it can't get any worse...
 
::Then you fight [[Super-Powered Evil Side|Evil Ash]], the [[True Final Boss]]. The fight takes place in a completely white void and Ash is completely covered in black flames. If you think this is only a powered-up Ash, you're wrong. This is Ash fused with Saiki with the projectile spam of Goenitz, the AI of Rugal, and a screen filling super that would make Orochi himself proud. SNK pretty much lost their minds when it came down to the difficulty of Dark Ash.
Saiki is the leader of Those From The Past. Before the fight begins, he changes into a naked red demon with a blacked out face. He is an amazing block whore (except against some projectiles) and counters any and everything thrown at him by abusing projectiles that freeze you solid, stabbing you in the chest, freezing time, and pummeling you. He also has a super version of this move that sucks you in if you're too close and instantly stuns you. And of course, he wouldn't be a proper SNK boss without a screen filling attack, which just so happens to be his [[Neo MAX]]. A [[Neo MAX]] that disregards the rules and lets him do it with only 1 meter. He's also got some moves involving dark flames, too, which is a grab in ranged form. And just after you beat him, and you think it can't get any worse...
::He has regular Ash and Saiki's movesets combined, but their rage-inducing properties are worse than you can imagine from the explanation alone. Unlike Saiki, who at least lets up on the fireballs, Evil Ash's fireballs have no recovery, and according to a movelist found out by hacking him in the PC leak of the Arcade version, they do not require charging either. That's right, all the CPU inputs is Back, Forward+Punch at super fast speeds. His AI is also psychic and he counters everything you do with a Flash Kick. Then he walks away and goes right back to spamming. By far the most infuriating part about him is that he has not one, but '''TWO''' [[Neo MA Xes]]. One of them is Saiki's screen-filler attack with no delay, and the other is Ash's normal command grab [[Neo MAX]]...followed up by Germinal. You heard right - he adds on damage to an already damaging [[Neo MAX]], AND disables your specials in the process.
 
::There are some weaknesses, though: said screen filler doesn't do too much damage to guard and, in spite of his supers, he cannot Max Cancel like a normal player... [[Tempting Fate|which is a blessing]]. Also, for some reason, neither Dark Ash nor Saiki seem to properly counter Mr. Karate's Shoran Kyaku rushing command grab - even at the hardest level, they ''always'' fall for it and take the damage to the face, which makes them disarmingly easy to beat for anyone maining Mr. Karate, especially since Shoran Kyaku can be spammed due to Mr. Karate always landing exactly within range to do it again immediately. The same is true for Vice's Splash command grab, which is slightly less accurate and more unsafe... but neither boss punishes a miss unless they feel like it, which is (thankfully) very rarely. Have fun!
Then you fight [[Super-Powered Evil Side|Evil Ash]], the [[True Final Boss]]. The fight takes place in a completely white void and Ash is completely covered in black flames. If you think this is only a powered-up Ash, you're wrong. This is Ash fused with Saiki with the projectile spam of Goenitz, the AI of Rugal, and a screen filling super that would make Orochi himself proud. SNK pretty much lost their minds when it came down to the difficulty of Dark Ash.
 
He has regular Ash and Saiki's movesets combined, but their rage-inducing properties are worse than you can imagine from the explanation alone. Unlike Saiki, who at least lets up on the fireballs, Evil Ash's fireballs have no recovery, and according to a movelist found out by hacking him in the PC leak of the Arcade version, they do not require charging either. That's right, all the CPU inputs is Back, Forward+Punch at super fast speeds. His AI is also psychic and he counters everything you do with a Flash Kick. Then he walks away and goes right back to spamming. By far the most infuriating part about him is that he has not one, but '''TWO''' [[Neo MA Xes]]. One of them is Saiki's screen-filler attack with no delay, and the other is Ash's normal command grab [[Neo MAX]]...followed up by Germinal. You heard right - he adds on damage to an already damaging [[Neo MAX]], AND disables your specials in the process.
 
There are some weaknesses, though: said screen filler doesn't do too much damage to guard and, in spite of his supers, he cannot Max Cancel like a normal player... [[Tempting Fate|which is a blessing]]. Also, for some reason, neither Dark Ash nor Saiki seem to properly counter Mr. Karate's Shoran Kyaku rushing command grab - even at the hardest level, they ''always'' fall for it and take the damage to the face, which makes them disarmingly easy to beat for anyone maining Mr. Karate, especially since Shoran Kyaku can be spammed due to Mr. Karate always landing exactly within range to do it again immediately. The same is true for Vice's Splash command grab, which is slightly less accurate and more unsafe... but neither boss punishes a miss unless they feel like it, which is (thankfully) very rarely. Have fun!
** SNK bosses crept their way into the ''Maximum Impact'' games, as well, with Duke and Jivatma.
::Duke had an unlimited Super Meter and a nigh-unblockable super move that instantly breaks your guard meter if you're lucky enough to block it. As playable characters, both lose their special tricks with their super meters, but ''retain'' their Super Moves. (Though these require full bars to use)
 
::Jivatma had an insane reach and a super move that damages you for 1/2 of your life bar (and he ''loves'' to use it just as you come down from a jump, so that you can't block). Oddly enough, he's actually ''easier'' to beat, because his super bar isn't at maximum all the time. (It just regenerates.)
Duke had an unlimited Super Meter and a nigh-unblockable super move that instantly breaks your guard meter if you're lucky enough to block it. As playable characters, both lose their special tricks with their super meters, but ''retain'' their Super Moves. (Though these require full bars to use)
::''Regulation A'', the update of Maximum Impact 2, has Duke, Jivatma, and Nightmare Geese as the final opponents. They subvert this trope entirely, having no extra traits whatsoever.
 
Jivatma had an insane reach and a super move that damages you for 1/2 of your life bar (and he ''loves'' to use it just as you come down from a jump, so that you can't block). Oddly enough, he's actually ''easier'' to beat, because his super bar isn't at maximum all the time. (It just regenerates.)
 
''Regulation A'', the update of Maximum Impact 2, has Duke, Jivatma, and Nightmare Geese as the final opponents. They subvert this trope entirely, having no extra traits whatsoever.
** ''The King of Fighters R2'', for the Neo Geo Pocket Color, has Rugal as its final SNK Boss. His moveset and AI are almost the same as in 98.
** Speaking of portable KOF games, we mustn't forget ''The King of Fighters EX2: Howling Blood'', whose end boss is a [[Brainwashed and Crazy]] kid named Shinobu Amou, who was part of an experiment by [[Corrupt Corporate Executive|Gustav Munchausen]] to transplant Goenitz's soul for reincarnation.
::His AI isn't that hard... until Round 2 when he suddenly [[Turns Red|Turns Gold]], becomes faster and more powerful, and starts hurling attacks from every single direction with absolute priority. Oh, and he changes elements from [[Razor Wind|wind]] to [[Shock and Awe|lightning]]. [http://www.youtube.com/watch?v=poe0GATQl9A You will HATE Shinobu], guaranteed. His winquote puts it perfectly into perspective:
 
His AI isn't that hard... until Round 2 when he suddenly [[Turns Red|Turns Gold]], becomes faster and more powerful, and starts hurling attacks from every single direction with absolute priority. Oh, and he changes elements from [[Razor Wind|wind]] to [[Shock and Awe|lightning]]. [http://www.youtube.com/watch?v=poe0GATQl9A You will HATE Shinobu], guaranteed. His winquote puts it perfectly into perspective:
{{quote|''"HAHAHAHAHAHAHAHAHAHA! I BROKE YOU!!!"''}}
** It should be noted that for several ''KOF'' games, if the player opts to use a continue, the player can choose from several power boosts, including reducing your enemy to 1/3 of his health. The maddening side effect of choosing this option is that your enemy recovers a little bit of health after every win. Combine this with the chance you may not be able to inflict more than a few pixels of damage on these bosses, and voila: ''Your enemy starts each round with more health than the previous round.''
::Also, bear in mind that most SNK bosses (Starting from Geese Howard in Fatal Fury) are, in some degree, susceptible to trips, throws or certain fancy attacks. (Leona and Goenitz, Lucky Glauber and Rugal, to name a few)
 
Also, bear in mind that most SNK bosses (Starting from Geese Howard in Fatal Fury) are, in some degree, susceptible to trips, throws or certain fancy attacks. (Leona and Goenitz, Lucky Glauber and Rugal, to name a few)
* Don't be fooled by how cute and lighthearted ''SNK Gals Fighters'', a.k.a. "The Queen Of Fighters", looks, this is one of the toughest KOF games to date. Aside from the final boss [[Villainous Crossdresser|Miss X]],<ref>Iori dressed as a woman!</ref> there are two sub-bosses that need mentioning: Whip and Yuki.
:Whip has most of her moves from ''The King of Fighters '99'', but also has a move that lets her swing up and stomp you to the ground. She'll even go as far as [[Kick Them While They Are Down|shooting you while you're down]].
 
:Yuki, Kyo's girlfriend, looks [[Not So Harmless|harmless]], and has no knowledge of martial arts whatsoever. But she's insanely fast and even uses a [[Big No]] for both offense and defense. One of her desperation attacks delivers 33 hits, the highest in the game. And another desperation has her eating a hamburger- that replenishes her health! It seems that she went the [[Art of Fighting|Yuri]] way and [[Took a Level in Badass|took several levels in badass]].
Whip has most of her moves from ''The King of Fighters '99'', but also has a move that lets her swing up and stomp you to the ground. She'll even go as far as [[Kick Them While They Are Down|shooting you while you're down]].
 
Yuki, Kyo's girlfriend, looks [[Not So Harmless|harmless]], and has no knowledge of martial arts whatsoever. But she's insanely fast and even uses a [[Big No]] for both offense and defense. One of her desperation attacks delivers 33 hits, the highest in the game. And another desperation has her eating a hamburger- that replenishes her health! It seems that she went the [[Art of Fighting|Yuri]] way and [[Took a Level in Badass|took several levels in badass]].
* Johann, in ''Rage of the Dragons'', has fireballs that throw him backwards out of the way of almost anything coming over them. He also has absolute priority, takes no block damage, does ridiculous amounts of damage, and a prescient AI. Johann can also throw you (with appropriately [[Massive Damage]]) out of ''anything.'' Including a roll, a [[Super Move]], and even another throw.
* The ''[[Fatal Fury]]'' games predates all of SNK's previous games with ''Geese Howard''.
** In the first game, he was armed with a projectile that could cut off a third of your health, has incredible priority, and a counter-throw he could use against ''any attack he chose'' (even when you were simply jumping at him he could grab you out of the air with said counter-throw), setting the boundaries to be later broken by Rugal. Fortunately for the player, he suffered from the same bug as all other players: he's vulnerable for the first frame of standing up.
** In ''Real Bout Special'', Geese returns as the game's [[True Final Boss]] only if you have a high enough score after beating Krauser. This incarnation, commonly known as ''Nightmare Geese'' to fans (And later [[Sure Why Not|officially christened that]]), really IS a nightmare (Figuratively and literally, since the battle is hinted to be one big nightmare).
::Not only do his Reppukens have absolute priority, but he can fire ''2 Shippukens'' and '''2 Double Shippukens''' (that's 4 Shippukens!) in the air! He's so broken that most of his [[Combos]] do 100% damage! This version introduced the claw version of his Raising/Raging Storm, which did a ridiculous amount of block damage, and he also has a newly super-powered version of his Thunder Break super from ''Real Bout'' ... which is now unblockable while jumping and hits at random places across the arena, even hitting the extra lanes! Worse still, lose to him once and it's [[Game Over]].
 
Not only do his Reppukens have absolute priority, but he can fire ''2 Shippukens'' and '''2 Double Shippukens''' (that's 4 Shippukens!) in the air! He's so broken that most of his [[Combos]] do 100% damage! This version introduced the claw version of his Raising/Raging Storm, which did a ridiculous amount of block damage, and he also has a newly super-powered version of his Thunder Break super from ''Real Bout'' ... which is now unblockable while jumping and hits at random places across the arena, even hitting the extra lanes! Worse still, lose to him once and it's [[Game Over]].
** Geese's half-brother, Wolfgang Krauser, shares some SNK Boss Syndrome, but only in his debut game: ''Fatal Fury 2''. His AI is infuriating as all hell, and his moves hit incredibly hard. Oh, and the restriction about being at low health to use your super doesn't apply to him, meaning that he can Kaiser Wave you at any time.
** ''Garou: Mark of the Wolves'' inverts this, with the sub-boss being the SNK Boss and the [[Final Boss]] being somewhat balanced.
::The sub-boss, Grant, has several powerful attacks at his disposal which can decimate your health bar in mere seconds. Be especially wary if his T.O.P meter kicks in, because his moves will do extra damage, and you may end up getting killed by last-minute damage scaling.
 
::The final boss, Kain, is surprisingly easy...until Round 2 where he gets a '''full T.O.P meter''' for the rest of the match.
The sub-boss, Grant, has several powerful attacks at his disposal which can decimate your health bar in mere seconds. Be especially wary if his T.O.P meter kicks in, because his moves will do extra damage, and you may end up getting killed by last-minute damage scaling.
 
The final boss, Kain, is surprisingly easy...until Round 2 where he gets a '''full T.O.P meter''' for the rest of the match.
** The boss of the [[PlayStation]] version of ''Real Bout Special'', White, is a parody of Alex from ''[[A Clockwork Orange (novel)|A Clockwork Orange]]'', but instead of just being a mere sociopath he's a '''CRAZY''' motherfucker who can brainwash people with his [[Freud Was Right|rod]].
::To start off, he doesn't crouch, backdash, run, or even jump, meaning you will ''never'' be able to predict what he's going to do next. Also, he has poison skull projectiles that go through everything (even Nightmare Geese's Reppukens!) and instantly dizzy you. His normal moves also cause a massive amount of hitstun, leading to infinites. Hell, even his poison skulls can lead to infinites. And if you deplete his health to the point where he can use his P-Power attack, better not jump because his P-Power move is a '''huge''' force field that takes off 3/4 of your life. He also has an S-Power super that slows you down.
 
::Oh, and if you do manage to beat him for good, he uses a secret P-Power move where he fires an unblockable explosive laser at you from his rod that instantly kills you unless you jump over it. If he wins with this attack, he has a special winpose where he falls to the floor again, laughing like a hyena. He tries to control himself, but can't, and just continues laughing at you while rolling on the ground like a little kid. White, you '''ASSHOLE!'''
To start off, he doesn't crouch, backdash, run, or even jump, meaning you will ''never'' be able to predict what he's going to do next. Also, he has poison skull projectiles that go through everything (even Nightmare Geese's Reppukens!) and instantly dizzy you. His normal moves also cause a massive amount of hitstun, leading to infinites. Hell, even his poison skulls can lead to infinites. And if you deplete his health to the point where he can use his P-Power attack, better not jump because his P-Power move is a '''huge''' force field that takes off 3/4 of your life. He also has an S-Power super that slows you down.
 
Oh, and if you do manage to beat him for good, he uses a secret P-Power move where he fires an unblockable explosive laser at you from his rod that instantly kills you unless you jump over it. If he wins with this attack, he has a special winpose where he falls to the floor again, laughing like a hyena. He tries to control himself, but can't, and just continues laughing at you while rolling on the ground like a little kid. White, you '''ASSHOLE!'''
* In ''[[Art of Fighting]]'' Mr. Big and Mr. Karate were hard enough. [[Canon Immigrant|Geese Howard]] in ''Art of Fighting 2'' made things worse.
:Mr. Karate is extremely susceptible to jump kicks, and can be beaten pretty easily by just repeatedly doing these off the wall. The problem is getting to him in the first place - even at the lowest difficulty, Mr. Big is ridiculously hard.
 
:Mr. KarateBig iscan extremelybe susceptibleeasily tocrushed by jump kicks, andas canwell, bejust beatenkeep prettyhitting easilyuptoward byand justkick repeatedly doing these offat the wall.same Thetime, problemyou iswill gettingjump tokick him into thedeath firsteasily. placeIn -contrast, evenMr. atBig thein lowest''Art difficulty,of Mr.Fighting Big2'' is ridiculouslya complete hardjoke.
 
Mr. Big can be easily crushed by jump kicks as well, just keep hitting uptoward and kick at the same time, you will jump kick him to death easily. In contrast, Mr. Big in ''Art of Fighting 2'' is a complete joke.
* And then came ''[[SNK vs. Capcom SVC Chaos]]''. If SNK Bosses in general are considered to be The Syndrome, then this game is to be considered '''The SNK Boss Epidemic'''. Starring, but not limited to: [[Original Generation|Serious]] [[Art of Fighting|Mr. Karate]], [[Street Fighter Alpha|Shin Akuma]], [[Athena (video game)|Athena]] and [[Ghosts 'n Goblins|Red Arremer]].
** [[Mega Man Zero|Zero]], [[The King of Fighters|Goenitz]] and [[Fatal Fury|Geese Howard]] are SNK Sub Bosses. Run into the first one, you'll be shredded like a maverick. Run into the second one and you'll be [[Memetic Mutation|spinning round like a record]]. Run into the third one and prepare to be cheesed to death by his Deadly Rave.
** The SNK side final boss is a powered-up version of Mr. Karate, called "Serious Mr. Karate", which furthered his shenanigans.
::His health and damage are higher than pretty much all other characters, his moves have insane priority and '''most are invincible on startup''', and pretty much all of them knock you back across the screen, nullifying all that hard work you had to do to even get close to him.
 
::Oh, and you know those huge fireballs (the ''Haoh-Sho-Koh-ken'') the [[Art of Fighting|Kyokugen practitioners]] characters are fond of throwing? Yeah, he can do three of those. In a row. Normal Mr. Karate at least had it as an [[Desperation Attack|Exceed.]] Serious Mr. Karate has it as a '''''[[Oh Crap|NORMAL SPECIAL. THAT HE CAN DO AT ANY TIME WITHOUT LOSING A POWER STOCK]]'''''.
His health and damage are higher than pretty much all other characters, his moves have insane priority and '''most are invincible on startup''', and pretty much all of them knock you back across the screen, nullifying all that hard work you had to do to even get close to him.
::Also, his Ko'oh Ken functions much like his ''2002'' counterpart (He is Takuma after all)...but now they have huge range and come out very fast. And they nullify whatever comes across them. Most of his moves do take off quite a bit of guard meter and he can easily guard crush you although you can't do the same when you get to play as him in the console version.
 
::To finish, his supers count as special moves and his Exceed is completely unblockable, yet it has pretty poor priority.
Oh, and you know those huge fireballs (the ''Haoh-Sho-Koh-ken'') the [[Art of Fighting|Kyokugen practitioners]] characters are fond of throwing? Yeah, he can do three of those. In a row. Normal Mr. Karate at least had it as an [[Desperation Attack|Exceed.]] Serious Mr. Karate has it as a '''''[[Oh Crap|NORMAL SPECIAL. THAT HE CAN DO AT ANY TIME WITHOUT LOSING A POWER STOCK]]'''''.
 
Also, his Ko'oh Ken functions much like his ''2002'' counterpart (He is Takuma after all)...but now they have huge range and come out very fast. And they nullify whatever comes across them. Most of his moves do take off quite a bit of guard meter and he can easily guard crush you although you can't do the same when you get to play as him in the console version.
 
To finish, his supers count as special moves and his Exceed is completely unblockable, yet it has pretty poor priority.
** The Capcom side final boss is Shin Akuma, who's just as cheap.
::In this game, his supers that he used to have normally are considered ''special moves'' and take 0 super stocks to perform, with the exception of the Raging Demon (which is his regular form's Exceed). Worse still is that he has all the perks that Shin Akuma normally has (a full-screen Raging Demon and double air fireballs, insanely fast teleport with no recovery time).
 
::But the worst part is definitely his Exceed, the Misogi, which '''homes in on your character's position, comes out lightning fast, and is UNBLOCKABLE.''' You have to be really lucky or skilled to avoid/counter that move.
In this game, his supers that he used to have normally are considered ''special moves'' and take 0 super stocks to perform, with the exception of the Raging Demon (which is his regular form's Exceed). Worse still is that he has all the perks that Shin Akuma normally has (a full-screen Raging Demon and double air fireballs, insanely fast teleport with no recovery time).
 
But the worst part is definitely his Exceed, the Misogi, which '''homes in on your character's position, comes out lightning fast, and is UNBLOCKABLE.''' You have to be really lucky or skilled to avoid/counter that move.
** Depending on [[Guide Dang It|how you did throughout the entire game]] prior to fighting either of the above, if you managed to beat Serious Mr. Karate, you go to Heaven to fight Athena. She's not the Athena you all know and love from ''[[Psycho Soldier]]'' and ''[[The King of Fighters]]''. No, this is ''goddess Athena'' from ''[[Athena (video game)|Athena]]'', and she lives up to that old game's [[Nintendo Hard]] difficulty.
::All of her attacks count as supers but are actually special moves, much like Shin Akuma & Serious Mr. Karate. What makes her worse than both of them combined? All of them have absolute priority and do RIDICULOUS damage for special moves. Her Exceed is blockable, yes, but if she's already got you down to almost half of your first lifebar (which she ''will'', guaranteed) and you don't block, it's an INSTANT KILL.
 
::To add insult to injury, when she wins she turns you into an animal.
All of her attacks count as supers but are actually special moves, much like Shin Akuma & Serious Mr. Karate. What makes her worse than both of them combined? All of them have absolute priority and do RIDICULOUS damage for special moves. Her Exceed is blockable, yes, but if she's already got you down to almost half of your first lifebar (which she ''will'', guaranteed) and you don't block, it's an INSTANT KILL.
 
To add insult to injury, when she wins she turns you into an animal.
** If you, instead, had to beat Shin Akuma, you go to hell to fight [[Ghosts 'n Goblins|the Red Arremer]]. At first it seems like he's balanced, but then he starts summoning strikers that paralyze you. Then he starts flying. Then he rams into you. Then he chews on you and then throws you. Then you die. Then you get turned into a lowly demon.
** The absolute worst part of both Athena and Red Arremer is that if you lose, ''you won't be able to try again and have to start over completely'', much like Final Bison in ''Street Fighter Alpha 3''. However, it's somewhat logical here, seeing as your character would never be able to fight again as an animal or small demon.
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** ''Warriors Rage (PS)'': Main boss Oboro has no body you can attack, since you fight his giant levitating weapons instead. Those weapons are the only "character" in game which takes full advantage of 3D space flying here and there and attacking from various directions - while their own hitboxes (which you should attack to damage Oboro) are almost nonexistent.
** ''[[Samurai Shodown]] 5'' and its mid boss Sankuro carry on the proud tradition of SNK Boss cheapness: First off his takes way less damage from attacks, plus his special attacks involve calling in annoying helpers (the sliding girl isn't so bad, but the guy coming down from the sky does a sick amount of damage, and the grabbing guy from behind is usually coupled with a healing move that restores almost a quarter of Sankuro's life bar). Add to it that his super is apparently an instant kill. Add to it the fact that Sankuro is only the MID-BOSS... yeah, ''Samurai Shodown'' has a bunch of SNK bosses.
::Once you damage the final boss Gaoh enough, he goes to an invincible demon armor mode and will charge at you constantly like a rhino, and you have to wait until the mode ends.
 
::And then, rounding out the previous two examples is Yumeji, Gaoh's [[The Dragon|Dragon]]. [[Ambiguous Gender|He/she]] is essentially Bust Mode Ukyo on steroids. He/she has a [[BFS|nodachi]] that can take off 3/4ths of his/her opponent's health bar in a single strike and an inescapable multi-hitting trap move that is almost as damaging, but much harder to avoid. And if that's not enough... he/she has the ability to [[Ditto Fighter|transform into the other fighters]] and [[Mega Manning|use their signature moves]].
Once you damage the final boss Gaoh enough, he goes to an invincible demon armor mode and will charge at you constantly like a rhino, and you have to wait until the mode ends.
 
And then, rounding out the previous two examples is Yumeji, Gaoh's [[The Dragon|Dragon]]. [[Ambiguous Gender|He/she]] is essentially Bust Mode Ukyo on steroids. He/she has a [[BFS|nodachi]] that can take off 3/4ths of his/her opponent's health bar in a single strike and an inescapable multi-hitting trap move that is almost as damaging, but much harder to avoid. And if that's not enough... he/she has the ability to [[Ditto Fighter|transform into the other fighters]] and [[Mega Manning|use their signature moves]].
** ''5 Special'' has you fight Amakusa, Zankuro, Gaoh, and Mizuki in sequence, but the only ones who really qualify as SNK Bosses are Zankuro and Mizuki because Amakusa's AI was rather retarded and Gaoh was heavily nerfed. Zankuro is even ''more'' intelligent than in ''4'', despite being balanced somewhat, and he has a new counter move that he uses ''all the time''. Mizuki lost her [[Interface Screw]] moves, but got a whole lot of new non-screwy moves that still make her a cheap bitch.
** And in ''6''? Demon Gaoh, who's a bit of a [[Giant Space Flea From Nowhere]], is the unplayable final boss you fight AFTER beating one of the above. He has several of Gaoh's more annoying moves, a fire explosion sweep that's really hard to get around, can bounce you off a wall and combo from it, has a Super move that all-out destroys your weapon and is invulnerable, a rediculously fast charging super meter, and will not drop/break his own weapon no matter what you hit him with.
** ''Samurai Shodown Sen'' has sub-boss Drago, whose weapon is a rifle. This game goes for a slightly more realistic level of swordplay than the rest of the series (no wind fireballs here) so this is significant. His fighting style basically consists of backflipping out of your range, then raining destruction upon you for a crazy amount of time before he finally has to stop and reload.
::Subverted by Golba, the final boss, who fights with a generic rapier attacks and seemingly ''lacks special moves''.
 
Subverted by Golba, the final boss, who fights with a generic rapier attacks and seemingly ''lacks special moves''.
* What, you didn't think SNK would skimp on boss difficulty for their big [[Mascot Fighter]], did you? ''All four bosses'' of ''[[Neo Geo Battle Coliseum]]'' ([[World Heroes|Neo-Dio]], Mizuchi, (a clone of [[King of Fighters|Orochi]]) [[Savage Reign|King]] [[Kizuna Encounter|Leo]] and [[Big Bad|Goodman]]) have regenerating health, annoying attacks, and do an insane amount of damage.
:King Leo abuses Nightmare, a counter where he went black and any move that hit was countered with a small combo, like a motherfuck. As playable, he loses his flaming kick special and King Upper.
 
King:Mizuchi Leois abusesbasically Nightmare,Orochi awith counteran whereadded hetouch wentof blackGoenitz, andmeaning anythat movehe thatwill hitabuse wasan counteredenergy withpillar aspecial smallwhich, combowhile Orochi possessed it before, likedid not abuse it aas motherfuckmuch. As playable, he loses his flamingability kickto specialcreate 5-6 energy andpillars Kingat Upperonce.
:Neo-Dio teleports a lot and is an incredible block-[[Whoring|whore]]. As playable, he loses his feather projectile and another move that held you in place.
 
:Goodman is basically Igniz mixed with Magaki from ''The King of Fighters XI'', and uses a whip to control a weird flaming monkey spirit. He can control it for as long as he wants, in any direction. And his super move actually makes it ''stronger''. You '''will''' hate Goodman. As playable, he remains the same, but cannot jump or crouch and you can't partner him up with anybody.
Mizuchi is basically Orochi with an added touch of Goenitz, meaning that he will abuse an energy pillar special which, while Orochi possessed it before, did not abuse it as much. As playable, he loses his ability to create 5-6 energy pillars at once.
:Plus, due to the way the game's arcade mode is set up, you only get one shot at them before you have to continue.
 
Neo-Dio teleports a lot and is an incredible block-[[Whoring|whore]]. As playable, he loses his feather projectile and another move that held you in place.
 
Goodman is basically Igniz mixed with Magaki from ''The King of Fighters XI'', and uses a whip to control a weird flaming monkey spirit. He can control it for as long as he wants, in any direction. And his super move actually makes it ''stronger''. You '''will''' hate Goodman. As playable, he remains the same, but cannot jump or crouch and you can't partner him up with anybody.
 
Plus, due to the way the game's arcade mode is set up, you only get one shot at them before you have to continue.
* Speaking of King Lion and King Leo, in [[Savage Reign|their games]], King Leo served as the final boss, basically possessing faster, stronger versions of Lion's specials; his stage, unlike all the others, had only one platform of sorts so you couldn't exactly jaunt all over the place to avoid his attacks. Furthermore, he gains a super that King Lion does not: the aforementioned King Upper which is sure to knock you into a worse situation than before. Couple that with a faster weapon throw (Both normal and the God Breath variant) and King Leo is a VERY fearsome bastard. Take him lightly? How silly you are!
** King Leo was downgraded to sub-boss for Kizuna Encounter but STILL possessed all the deadly power he had in Savage Reign. the only difference being he swapped King Lion's God Breath for a stronger, faster variant called Thunder.
::His place as final boss is taken by [[Feathered Fiend|Jyazu]]. While he at first appears to merely be a Gozu/Mezu headswap that uses their moveset, they're faster than normal, he has a deadly whirling dervish-like atttack with his blades that sort of resembles [[Sonic the Hedgehog]], he has a very [[Fist of the North Star|Hundred Crack Fist-style]] SPECIAL attack, meaning he can abuse it and it takes off a lot of health and hits a lot, and a kick variant of said special, and his Desperation Attack summons an array of large fire pillars. And just to serve as a warning of how deadly he is, he appears to easily slay King Leo while still in bird form! Using the latter's own sword, no less!
 
His place as final boss is taken by [[Feathered Fiend|Jyazu]]. While he at first appears to merely be a Gozu/Mezu headswap that uses their moveset, they're faster than normal, he has a deadly whirling dervish-like atttack with his blades that sort of resembles [[Sonic the Hedgehog]], he has a very [[Fist of the North Star|Hundred Crack Fist-style]] SPECIAL attack, meaning he can abuse it and it takes off a lot of health and hits a lot, and a kick variant of said special, and his Desperation Attack summons an array of large fire pillars. And just to serve as a warning of how deadly he is, he appears to easily slay King Leo while still in bird form! Using the latter's own sword, no less!
 
 
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** The original ''[[Street Fighter]]'' had Sagat as the final boss, who was not only the most powerful iteration of Sagat in the series, but also capable of knocking off more than half your life bar in one hit. And to top it all, all the now-standard [[Fighting Game]] special moves like [[Kamehame Hadouken|Hadoukens]] and such were considered secrets at the time, with very few knowing of their existence, let alone the exact command to do them. And even then, Sagat could stuff fireballs and hurricane kicks cold. No tick damage, no knockback.
** The original ''[[Street Fighter]] II'' had all four Devas as potential SNK Bosses.
::Balrog / M. Bison (Boxer) loves his Dash Punch. ''A lot.'' So much so that if you beat him once he gets pissed in Round 2 and does a barrage of instantly charged Dash Punches and Uppers. '''26 times in a row'''. Afterward he waits and does other normals...for all of about 3 seconds. '''Then he resumes'''. Your only option here is to low block and die. Not ''or'' die. '''AND''' die. Because the frames of his Dash Punch never give you an opportunity to strike. If you have less than 25% life, you are FUCKED. End of discussion.
 
::Vega / Balrog (Claw) likes to jump on the cage in his stage all the damn time. A special mechanic was even built in to his stage so if you played as him on that stage, you could do it too. In ''Super'', however, the move is no longer available to the player, but the CPU can still do this.
Balrog / M. Bison (Boxer) loves his Dash Punch. ''A lot.'' So much so that if you beat him once he gets pissed in Round 2 and does a barrage of instantly charged Dash Punches and Uppers. '''26 times in a row'''. Afterward he waits and does other normals...for all of about 3 seconds. '''Then he resumes'''. Your only option here is to low block and die. Not ''or'' die. '''AND''' die. Because the frames of his Dash Punch never give you an opportunity to strike. If you have less than 25% life, you are FUCKED. End of discussion.
::Sagat returns from ''[[Street Fighter (video game)|Street Fighter]]'', with some new moves under his belt. Not that it matters because all he does is spam Tiger Shots all day. And if you jump at him he will do a psychic Tiger Uppercut. The AI in Champion Edition, strangely, never uses the Tiger Knee. Hyper Fighting fixed this, so now he will occasionally do a Tiger Knee up close...then tick throw you for the win.
 
::M. Bison / Vega (Dictator) is this type of boss in the sense that there is absolutely no way you can predict what he will do. His AI pattern is completely randomized and will surprise you at every turn with a high-priority attack via command-reading. Thinking of doing a fireball? Head Stomp. Shoryuken? He'll Scissor Kick you right out of it. Hurricane Kick? Psycho Crusher.<br />Akuma/Gouki from ''Super [[Street Fighter]] II Turbo'' was this type of boss in his first appearance; he could teleport, was fast, did massive amounts of damage and could shoot two fireballs in mid-air. Furthermore, the secret playable version of Akuma/Gouki was less powerful than the boss version, though still so [[Game Breaker|broken]] that he's always been banned from [[Tournament Play]].
Vega / Balrog (Claw) likes to jump on the cage in his stage all the damn time. A special mechanic was even built in to his stage so if you played as him on that stage, you could do it too. In ''Super'', however, the move is no longer available to the player, but the CPU can still do this.
 
Sagat returns from ''[[Street Fighter (video game)|Street Fighter]]'', with some new moves under his belt. Not that it matters because all he does is spam Tiger Shots all day. And if you jump at him he will do a psychic Tiger Uppercut. The AI in Champion Edition, strangely, never uses the Tiger Knee. Hyper Fighting fixed this, so now he will occasionally do a Tiger Knee up close...then tick throw you for the win.
 
M. Bison / Vega (Dictator) is this type of boss in the sense that there is absolutely no way you can predict what he will do. His AI pattern is completely randomized and will surprise you at every turn with a high-priority attack via command-reading. Thinking of doing a fireball? Head Stomp. Shoryuken? He'll Scissor Kick you right out of it. Hurricane Kick? Psycho Crusher.<br />Akuma/Gouki from ''Super [[Street Fighter]] II Turbo'' was this type of boss in his first appearance; he could teleport, was fast, did massive amounts of damage and could shoot two fireballs in mid-air. Furthermore, the secret playable version of Akuma/Gouki was less powerful than the boss version, though still so [[Game Breaker|broken]] that he's always been banned from [[Tournament Play]].
** Apparently someone at Capcom decided that Akuma wasn't powerful enough, and thus Shin Akuma from the ''[[Street Fighter Alpha]]'' series was born. He regains the double air fireballs from ''Super Turbo'', deals '''double damage''' with all of his moves, his [[Teleport Spam|teleports]] are completely invincible, and his Raging Demon now goes ''all the way across the screen''.
** ''[[Street Fighter Alpha]] 3'' had M. Bison, whose Psycho Crusher attack is quite different between normal and boss versions in that it was huge and if not blocked did incomprehensibly high damage, and his teleport has 0 lag. The only way to hit him is to counter all of his attacks, which requires mind-boggling amounts of skill. Also, you can't continue if you lose to him.
** Gill from ''[[Street Fighter III]]'' is incredibly hard to beat in one sitting. Projectile attacks that are much stronger than any of the main characters, a pair of special attacks that ate up screen real estate (and most characters' life bars, even when blocking), and the ability to ''fully revive himself after being knocked down'' make him a particularly controller throw-worthy boss.
::On top of that, while you only have access to one of your [[Limit Break|Super Arts]] at a time, Gill can use all three of his. Just about the only upside is that during Resurrection, Gill is wide open, and a single hit stops the attack (although he also has a force field, so getting to him isn't easy) - so it's pretty likely he won't get back ''all'' his health. In addition, Resurrection shuts off Gill's Super Meter, so it can only happen once a round, for what it's worth.
 
::It should also be said that if you happen to knock Gill out of Seraphic Wing or Meteor Strike (the former is more likely), he will ''keep'' his entire super bar. Thus, if he doesn't whip out another super (which has a very slim chance of happening), defeating him will initiate his usage of Resurrection. Luckily, [[Anti-Frustration Features|if you continue a set amount of times in]] ''3rd Strike'' [[Anti-Frustration Features|the CPU's difficulty will be bumped down a level]], which eases a bit of the pain of fighting Gill. You can tell whether or not the difficulty will be lowered if [http://www.youtube.com/watch?v=06oR0R9e-9s Gill starts using his taunt (read: "laughing his ass off at you")], which is something he ''never'' does regularly.
On top of that, while you only have access to one of your [[Limit Break|Super Arts]] at a time, Gill can use all three of his. Just about the only upside is that during Resurrection, Gill is wide open, and a single hit stops the attack (although he also has a force field, so getting to him isn't easy) - so it's pretty likely he won't get back ''all'' his health. In addition, Resurrection shuts off Gill's Super Meter, so it can only happen once a round, for what it's worth.
 
It should also be said that if you happen to knock Gill out of Seraphic Wing or Meteor Strike (the former is more likely), he will ''keep'' his entire super bar. Thus, if he doesn't whip out another super (which has a very slim chance of happening), defeating him will initiate his usage of Resurrection. Luckily, [[Anti-Frustration Features|if you continue a set amount of times in]] ''3rd Strike'' [[Anti-Frustration Features|the CPU's difficulty will be bumped down a level]], which eases a bit of the pain of fighting Gill. You can tell whether or not the difficulty will be lowered if [http://www.youtube.com/watch?v=06oR0R9e-9s Gill starts using his taunt (read: "laughing his ass off at you")], which is something he ''never'' does regularly.
** ''[[Street Fighter IV]]'' gives us Seth, Gouken and Akuma.
::Seth is the half naked man-cyborg [[Final Boss]]. He seems like a pushover during Round 1, but then in round 2 he suddenly starts using his special moves that he copied off of the other characters. He also starts spamming teleports around like crazy and with such accuracy that you'll usually end up facing the wrong way and eating a [[Spinning Piledriver]]. Still, there are ways to get around Seth's omniscient AI.
 
::If you fulfill certain conditions after beating Seth (provided you actually get to fulfill them), a slash will suddenly appear through the victory screen and a silhouette appears. If you {{spoiler|get 2 perfects and don't continue}}, you fight Akuma. If you do that while also {{spoiler|getting 5 first attacks and 3 Ultra finishes}}, you fight Gouken. Both of them are cake compared to Seth, though.
Seth is the half naked man-cyborg [[Final Boss]]. He seems like a pushover during Round 1, but then in round 2 he suddenly starts using his special moves that he copied off of the other characters. He also starts spamming teleports around like crazy and with such accuracy that you'll usually end up facing the wrong way and eating a [[Spinning Piledriver]]. Still, there are ways to get around Seth's omniscient AI.
 
If you fulfill certain conditions after beating Seth (provided you actually get to fulfill them), a slash will suddenly appear through the victory screen and a silhouette appears. If you {{spoiler|get 2 perfects and don't continue}}, you fight Akuma. If you do that while also {{spoiler|getting 5 first attacks and 3 Ultra finishes}}, you fight Gouken. Both of them are cake compared to Seth, though.
** ''Super SFIV'' takes it up a notch.
::Seth starts using special attacks he copied off the other characters as early as ''Round 1''. If you survive that, Round 2 unlocks his super and ultra moves. [[The Computer Is a Cheating Bastard|And he can pull off ultra moves twice in a row straight, with no recovery time]]. It's practically a [[Luck-Based Mission]]. However, if he has Ultra 2 he will always use it as soon as he gets up, no matter where you are. Be thankful Capcom did that. And when you finally get to play as him, he takes '''twice the normal amount of damage!''' Yes, his defense is the lowest in the game.
 
::And if you fulfill the conditions necessary to fight Akuma after beating Seth, you fight '''Shin Akuma''', who is Akuma in his 7th color palette (purple gi, darker red hair, reddish skin, basically Alpha Shin Akuma). Yes, [[He's Back]], and more infuriating than before. He has 1000 HP and stun (same as Ryu), has his double air fireballs (normally an EX move) as a normal move, has an invincible teleport, and not only does his regular Raging Demon go faster and double the range it normally goes, but the Ultra version goes even '''faster''', and across the entire screen. His Ultra 2 also hits on the very first frame, making it near impossible to dodge at close range.
Seth starts using special attacks he copied off the other characters as early as ''Round 1''. If you survive that, Round 2 unlocks his super and ultra moves. [[The Computer Is a Cheating Bastard|And he can pull off ultra moves twice in a row straight, with no recovery time]]. It's practically a [[Luck-Based Mission]]. However, if he has Ultra 2 he will always use it as soon as he gets up, no matter where you are. Be thankful Capcom did that. And when you finally get to play as him, he takes '''twice the normal amount of damage!''' Yes, his defense is the lowest in the game.
::Likewise, fulfilling Gouken's conditions gives you Shin Gouken, which is Gouken wearing his 7th color palette, making him look like the way Sheng Long was depicted (all grey gi). Many of his Specials now have armor break properties, and his Hadokens (including Ultra 2) are already charged to the max level. If you get hit by his Hadoken in a corner, blocked or not you WILL be trapped in the corner as he spams more Hadokens, safely chipping lots of life from you or outright taking away half your life in Hadoken combos if God forbid he tagged you unblocked. His Sengokugoshoha (the dashing palm attack) is also MUCH faster and has more invincibility. He may not be the worst boss ever, but you can't sleep on him as previously implied.
 
And if you fulfill the conditions necessary to fight Akuma after beating Seth, you fight '''Shin Akuma''', who is Akuma in his 7th color palette (purple gi, darker red hair, reddish skin, basically Alpha Shin Akuma). Yes, [[He's Back]], and more infuriating than before. He has 1000 HP and stun (same as Ryu), has his double air fireballs (normally an EX move) as a normal move, has an invincible teleport, and not only does his regular Raging Demon go faster and double the range it normally goes, but the Ultra version goes even '''faster''', and across the entire screen. His Ultra 2 also hits on the very first frame, making it near impossible to dodge at close range.
 
Likewise, fulfilling Gouken's conditions gives you Shin Gouken, which is Gouken wearing his 7th color palette, making him look like the way Sheng Long was depicted (all grey gi). Many of his Specials now have armor break properties, and his Hadokens (including Ultra 2) are already charged to the max level. If you get hit by his Hadoken in a corner, blocked or not you WILL be trapped in the corner as he spams more Hadokens, safely chipping lots of life from you or outright taking away half your life in Hadoken combos if God forbid he tagged you unblocked. His Sengokugoshoha (the dashing palm attack) is also MUCH faster and has more invincibility. He may not be the worst boss ever, but you can't sleep on him as previously implied.
** ''Arcade Edition'' ups the secret boss count to 4. But first the bosses proper:
::Seth uses ''ALL'' of his moves, including Ultras and Supers, in round 1, and in round 2 he does combos which professional players already know, such as jumping MP into Toe Taps into Dive Kick for a reset.
 
::Fulfilling the conditions for Shin Akuma and Gouken while {{spoiler|beating Seth with a Super or Ultra}} will give you Shin Evil Ryu and Shin Oni, respectively. Shin Evil Ryu can have more than 1 Hadoken on the screen at the same time, has a more invulnerable and longer teleport, and from that teleport he can cancel it into any move he wants, including his Raging Demon and Ultras. Shin Oni's Hadokens are now already charged, and he has a vicious AI pattern that puts all the other bosses to shame. And they both have normal character health and stun (1000).
Seth uses ''ALL'' of his moves, including Ultras and Supers, in round 1, and in round 2 he does combos which professional players already know, such as jumping MP into Toe Taps into Dive Kick for a reset.
 
Fulfilling the conditions for Shin Akuma and Gouken while {{spoiler|beating Seth with a Super or Ultra}} will give you Shin Evil Ryu and Shin Oni, respectively. Shin Evil Ryu can have more than 1 Hadoken on the screen at the same time, has a more invulnerable and longer teleport, and from that teleport he can cancel it into any move he wants, including his Raging Demon and Ultras. Shin Oni's Hadokens are now already charged, and he has a vicious AI pattern that puts all the other bosses to shame. And they both have normal character health and stun (1000).
* As well as their [[Capcom vs. Whatever]] series:
** ''[[X-Men: Children of the Atom]]'' had the Juggernaut and Magneto.
::Juggernaut hits like hell and took a few blows to remember he had a hit stun. Just to put into perspective for people who didn't get it about Juggernaut. Many people argue that he is harder than Magneto, and with reason: In this game, he is a LITERAL JUGGERNAUT. If you wanted to die fast, you just needed to make your Full-special-bar-super-duper-stringy-combo. Juggernaut will take his time to do a full charged attack just because he won't flinch, no matter what. This works for hilarious effect if he starts using his Bum Rush while you are spamming him with Optical Blast at the farthest distance possible; He will PLOW THROUGH THE BEAM and will reach you with enough momentum to cause massive damage.
 
::Magneto's AI is complete bullshit and seeks to royally piss you off at the worst possible time. He has a projectile which has absolute priority, can fly well beyond your character's reach (except if you're using Storm or Sentinel), and has a move which sends four magnetic orbs that ''home in'' on you and keep you stunned in the air if they connect. To top it all off, he has ''two'' super moves, a trait which no other character has. One of them sends a bunch of rocks flying at you, while the other sends a bunch of energy pillars that cancel all projectiles. Also, Boss Magneto's X-Bar fills up automatically without him actually having to do anything, and will go from empty to full in the span of about 5 seconds, allowing him to use his super-moves all he wants. And he has an energy shield!
Juggernaut hits like hell and took a few blows to remember he had a hit stun. Just to put into perspective for people who didn't get it about Juggernaut. Many people argue that he is harder than Magneto, and with reason: In this game, he is a LITERAL JUGGERNAUT. If you wanted to die fast, you just needed to make your Full-special-bar-super-duper-stringy-combo. Juggernaut will take his time to do a full charged attack just because he won't flinch, no matter what. This works for hilarious effect if he starts using his Bum Rush while you are spamming him with Optical Blast at the farthest distance possible; He will PLOW THROUGH THE BEAM and will reach you with enough momentum to cause massive damage.
 
Magneto's AI is complete bullshit and seeks to royally piss you off at the worst possible time. He has a projectile which has absolute priority, can fly well beyond your character's reach (except if you're using Storm or Sentinel), and has a move which sends four magnetic orbs that ''home in'' on you and keep you stunned in the air if they connect. To top it all off, he has ''two'' super moves, a trait which no other character has. One of them sends a bunch of rocks flying at you, while the other sends a bunch of energy pillars that cancel all projectiles. Also, Boss Magneto's X-Bar fills up automatically without him actually having to do anything, and will go from empty to full in the span of about 5 seconds, allowing him to use his super-moves all he wants. And he has an energy shield!
** [[Marvel Super Heroes]] had Doctor Doom and Thanos.
::Thanos was surprisingly not that hard despite being one of the most powerful villains in the Marvel universe. That said, his moveset has a number of attacks which would make him an outright dickhead to beat if the AI bothered to take advantage of them. For example, his bubble special stuns you if it hits, leaving you open to a deadlier attack. Not only that, but his three most-abused ranged moves are actually NORMAL moves. While you don't have to worry about chip damage, Thanos's super gauge builds like CRAZY, meaning he can catch you with one of his six supers. Speaking of his supers they range from having two stone slabs crush you to death to hurling a miniature sun at you and one which causes [[Interface Screw]]. And surprisingly, his supers are a double-edged sword. The AI isn't smart enough to realize that Thanos doesn't need the gem in question to do the particular super. Knock a gem off of him and you're a step closer to kicking his ass.
 
Thanos was surprisingly not that hard despite being one of the most powerful villains in the Marvel universe. That said, his moveset has a number of attacks which would make him an outright dickhead to beat if the AI bothered to take advantage of them. For example, his bubble special stuns you if it hits, leaving you open to a deadlier attack. Not only that, but his three most-abused ranged moves are actually NORMAL moves. While you don't have to worry about chip damage, Thanos's super gauge builds like CRAZY, meaning he can catch you with one of his six supers. Speaking of his supers they range from having two stone slabs crush you to death to hurling a miniature sun at you and one which causes [[Interface Screw]]. And surprisingly, his supers are a double-edged sword. The AI isn't smart enough to realize that Thanos doesn't need the gem in question to do the particular super. Knock a gem off of him and you're a step closer to kicking his ass.
** ''[[X-Men vs. Street Fighter]]'' had Apocalypse, who surprisingly subverted this trope due to him growing to gigantic size and having easily-avoidable attacks.
** ''[[Marvel Super Heroes vs. Street Fighter]]'', on the other hand, had a [[True Final Boss]] fight right after Apocalypse - Cyber Akuma/Mech Gouki.
::Cyber Akuma is basically Akuma but with a more infuriating AI, completely blown-out-of-proportion-overpowered moves, and a homing [[Rocket Punch]] just to add more injury to injury. His fireball/spinning kick/rising punch struck you and you knocked back? His Rocket Punch will hit you just before landing. Because, you know, when you just survived his special attacks, thus, failed to die in a glorious and flashy way, you deserve to be ''cherry tapped at long range''.
 
Cyber Akuma is basically Akuma but with a more infuriating AI, completely blown-out-of-proportion-overpowered moves, and a homing [[Rocket Punch]] just to add more injury to injury. His fireball/spinning kick/rising punch struck you and you knocked back? His Rocket Punch will hit you just before landing. Because, you know, when you just survived his special attacks, thus, failed to die in a glorious and flashy way, you deserve to be ''cherry tapped at long range''.
** ''[[Marvel vs. Capcom Clash of the Superheroes|Marvel vs. Capcom 1]]'' has Onslaught.
::He has Juggernaut's invincible bum-rush, can create missiles to prevent you from doing air attacks, has a larger version of Magneto's E.M. Disruptor along with his Magnetic Tempest, can instantly teleport, and to top it all off, he can summon random [[Brainwashed]] characters to do his bidding while he sits in the background ''healing himself''. As if all that isn't enough to infuriate you, he has a constant Super Armor effect, which means even when you nail him with a Hyper Combo, he can just counter out of it by using one of his own specials, or worse yet, teleporting to negate a good chunk of your damage!
 
::And just when you think you've beaten him, [[One-Winged Angel|he grows to Apocalypse's size and takes off his helmet]]. Now he has Apocalypse's moveset as well, and now has Magneto's Hypergrav stun move and a bigger, more powerful version of his Magnetic Shockwave super.
He has Juggernaut's invincible bum-rush, can create missiles to prevent you from doing air attacks, has a larger version of Magneto's E.M. Disruptor along with his Magnetic Tempest, can instantly teleport, and to top it all off, he can summon random [[Brainwashed]] characters to do his bidding while he sits in the background ''healing himself''. As if all that isn't enough to infuriate you, he has a constant Super Armor effect, which means even when you nail him with a Hyper Combo, he can just counter out of it by using one of his own specials, or worse yet, teleporting to negate a good chunk of your damage!
 
And just when you think you've beaten him, [[One-Winged Angel|he grows to Apocalypse's size and takes off his helmet]]. Now he has Apocalypse's moveset as well, and now has Magneto's Hypergrav stun move and a bigger, more powerful version of his Magnetic Shockwave super.
** ''[[Marvel vs. Capcom 2]]'' has Abyss, who surprisingly subverts this trope somewhat.
::He has 3 forms, but they can be easily beaten by following his pattern of easily telegraphed specials and supers. The second form was particularly easy to beat, except when you have an all-melee team... he's bastardly hard, what with having nearly no hit-stun at all and so able to use any of its attacks at you during your combos. Not to mention that if it decided to simply spam green-bubbles-of-death you can do little but get captured and receive its attacks in the ass.
 
::Also, the last form can be infuriating. Of the three he is the least predictable, does the most chip-damage, disappears all the time and has knack of completely vanishing from your screen and attacking from affar, where you can't see which attacks it is doing (and some of them can nearly kill an average character). Or, better yet, he may decide to just get out of the arena altogether and start spamming its ranged attacks from off-screen.
He has 3 forms, but they can be easily beaten by following his pattern of easily telegraphed specials and supers. The second form was particularly easy to beat, except when you have an all-melee team... he's bastardly hard, what with having nearly no hit-stun at all and so able to use any of its attacks at you during your combos. Not to mention that if it decided to simply spam green-bubbles-of-death you can do little but get captured and receive its attacks in the ass.
 
Also, the last form can be infuriating. Of the three he is the least predictable, does the most chip-damage, disappears all the time and has knack of completely vanishing from your screen and attacking from affar, where you can't see which attacks it is doing (and some of them can nearly kill an average character). Or, better yet, he may decide to just get out of the arena altogether and start spamming its ranged attacks from off-screen.
** ''[[Marvel vs. Capcom 3]]'' has [[Planet Eater|Galactus]] ''and'' his two heralds.
::First, you fight against Galactus' heralds at the same time, while you can only have one character on at a time, and they have infinite-use supers. However, they share a lifebar.
 
::After they go down, you fight Galactus himself, who has extremely high health and defence, and does a ton of damage with his screen-filling attacks. When the fight starts he'll go easy on you with mildly telegraphed but deadly strong physical attacks, one of which is a finger flick that counts as a Snap Back, wherein your current fighter is booted off the field and another one forced into play, a grab that must be super jumped or button mashed to avoid, and a vicious [[Megaton Punch]]. Once he's down to half health, depending on if you wailed on him hard enough, he'll stagger, signifying that he's not pulling his punches and starts using his Power Cosmic on you consisting of various beams. Hilariously his eye laser can be avoided by getting right in front of him, but his other lasers aren't so easy, two of which (A [[Beam Spam]] from each finger and an array of beams that cover the screen) have to be blocked if you're not using a character who can fly, and they still cause massive chip damage, god help you if you're using [[Mega Man X|Zero]], Akuma or [[X-Men|Phoenix]] who have the lowest stamina in the game. Once you've hit him hard enough he's likely to use a Sphere of Destruction that can [[One Hit KO|instantly kill you if you don't deal enough damage to stop him]]. Plus, if you lose against him, he [[The End of the World as We Know It|destroys Earth]] ('''EARTH K.O.''').
First, you fight against Galactus' heralds at the same time, while you can only have one character on at a time, and they have infinite-use supers. However, they share a lifebar.
::To make his SNK Boss status even more apparent, the Ultimate re-release allows you to unlock a mode where ''you can play as him''. (And before you ask, it's single-player only, obviously) Put simply, even a novice player has to explicitly ''try'' to lose in this mode, which is easier said than done, as [[Spiteful AI|he wins if the timer hits 0.]]
 
After they go down, you fight Galactus himself, who has extremely high health and defence, and does a ton of damage with his screen-filling attacks. When the fight starts he'll go easy on you with mildly telegraphed but deadly strong physical attacks, one of which is a finger flick that counts as a Snap Back, wherein your current fighter is booted off the field and another one forced into play, a grab that must be super jumped or button mashed to avoid, and a vicious [[Megaton Punch]]. Once he's down to half health, depending on if you wailed on him hard enough, he'll stagger, signifying that he's not pulling his punches and starts using his Power Cosmic on you consisting of various beams. Hilariously his eye laser can be avoided by getting right in front of him, but his other lasers aren't so easy, two of which (A [[Beam Spam]] from each finger and an array of beams that cover the screen) have to be blocked if you're not using a character who can fly, and they still cause massive chip damage, god help you if you're using [[Mega Man X|Zero]], Akuma or [[X-Men|Phoenix]] who have the lowest stamina in the game. Once you've hit him hard enough he's likely to use a Sphere of Destruction that can [[One Hit KO|instantly kill you if you don't deal enough damage to stop him]]. Plus, if you lose against him, he [[The End of the World as We Know It|destroys Earth]] ('''EARTH K.O.''').
 
To make his SNK Boss status even more apparent, the Ultimate re-release allows you to unlock a mode where ''you can play as him''. (And before you ask, it's single-player only, obviously) Put simply, even a novice player has to explicitly ''try'' to lose in this mode, which is easier said than done, as [[Spiteful AI|he wins if the timer hits 0.]]
** ''[[Capcom vs. SNK 2 Mark of the Millennium|Capcom vs. SNK 2]]'' has a subversion in both Shin Akuma and God/Ultimate Rugal, both of them the result of one absorbing the other's powers. Like any other SNK Boss, they're extremely difficult to beat and have overpowered super moves, but they actually follow the same rules that the player is bound by - and they're playable and balanced for human vs. human combat because they [[Glass Cannon|take significantly more damage when hit]]. Their difficulty comes primarily from the fact that the AI will use [[Perfect Play AI|every dirty trick in the book]] regardless of what difficulty setting is chosen.
** And finally, we have ''[[Tatsunoko vs. Capcom]]'''s {{spoiler|[[Okami|Yami]]}}, who has three forms.
::In his first, red, spherical form he's happy to spam a jumping hammer strike attack and a buzzsaw special, and in some cases will launch homing missiles to get on your nerves whilst hammering you. He loves spamming his stock-stealing super wherein he exudes a red force field, steals a super stock from you AND crumples your character for a potential free hit. Put simply his first form prefers to [[Attack! Attack! Attack!]].
 
::His second form, the yellow, armed biped form is easier since his attacks are more easily avoidable, even his fire wave super.
In his first, red, spherical form he's happy to spam a jumping hammer strike attack and a buzzsaw special, and in some cases will launch homing missiles to get on your nerves whilst hammering you. He loves spamming his stock-stealing super wherein he exudes a red force field, steals a super stock from you AND crumples your character for a potential free hit. Put simply his first form prefers to [[Attack! Attack! Attack!]].
::His final form goes back to the red sphere, now with a large arm coming out of it. He'll be lobbing meteors and tornadoes a lot, and his supers are a lot more dangerous. One summons a torrential downpour of fire, though he doesn't use that often. Another is a sweeping fire wave, though his final super, grabbing you and blasting you point blank with a fire beam does tremendous damage if he connects it.
 
His second form, the yellow, armed biped form is easier since his attacks are more easily avoidable, even his fire wave super.
 
His final form goes back to the red sphere, now with a large arm coming out of it. He'll be lobbing meteors and tornadoes a lot, and his supers are a lot more dangerous. One summons a torrential downpour of fire, though he doesn't use that often. Another is a sweeping fire wave, though his final super, grabbing you and blasting you point blank with a fire beam does tremendous damage if he connects it.
 
* [[Gundam vs. Series|Gundam Vs Gundam NEXT]] had [[Mobile Suit Gundam SEED Destiny|Kira Yamato in Strike Freedom]] (In EX Stage final, where you have to in single player not only obtain a certain amount of points but also not die at all) whom first attacks you in Strike Freedom Form, Then in his Meteor where he gets a set of new moves and an annoying powerful attack that will smash most 1000 class mechs before losing the meteor and enters permanent SEED mode, which mean he can [[Beam Spam|HIMAT burst to his heart's content]]. He was available in the next update but lacked the Meteor ability and can only go into SEED mode for a limited time. Some people thought he was worse than Devil Gundam, at least he stood still.
:Also, his normal attacks are not to be sneezed at, his charge shot is pretty much dyname's sniper beam upgraded to hit you instantly and if you get caught in his melee, he will deliver an 5x Issen followed by Dragoon spam. This becomes painful when you fight against Destiny as well who has level 8 AI to back it up and denies your precious charge shot attacks.
 
Also, his normal attacks are not to be sneezed at, his charge shot is pretty much dyname's sniper beam upgraded to hit you instantly and if you get caught in his melee, he will deliver an 5x Issen followed by Dragoon spam. This becomes painful when you fight against Destiny as well who has level 8 AI to back it up and denies your precious charge shot attacks.
** [[Turn A Gundam|WaDom]] earns the SNK boss award, a constant melee involving its legs, a counter grab. and you gotta kill two of them. Or the stage with Char, Quattro and Sazabi boss stage. Char carves you a new one with his speedy melees, Quattro does you in with its [[Wave Motion Gun]] and Char spams funnels and the beam shotgun.
* [[Power Stone]] has Valgas. Aside from the fact that beating him may require several tries with difficulty set to 1 (with a maximum of ''[[Serial Escalation|eight]]''), what makes him so cheap is that not only his grab can make you lose ''two'' Power Stones at once, but said stones also tend to ''bounce out of your reach '''and''' right next to him'', with him usually entering his [[Super Mode]] while you're still getting back up. The fact his [[One-Winged Angel]] is actually ''[[Clipped-Wing Angel|weaker]]'' than him [[Anticlimax Boss|(with obvious results:]] "Final Valgas" can be easily beaten ''at the first try'') shouldn't surprise anyone.
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* From [[Mega Man Battle Network]] number 5, Double Team DS, we have [[Bass XX]]... with 4000&nbsp;hp, ridiculously overpowered attacks (his Darkness overload does at least 700 damage!), and a regenerating aura that takes 150 damage to get rid of for just a few seconds, he is EXTREMELY difficult to defeat.
* In the ''[[Asura's Wrath]]'' DLC Lost Episode 1 and 2, Ryu and {{spoiler|Akuma}} can be this in the steet fighter styled portions of the DLC on the Highest difficulty and can do K.O.s with just a few good combo's. They are also really hard in the ''[[Asura's Wrath]]'' styled portion of the game to this extent, too, but only on Hard mode diffculty. It can, however, be made worse with the [[Glass Cannon|Mortal Life]] gauge.
 
 
== Arc System Works ==
* ''[[Guilty Gear]]'' has Justice. Most of her attacks have long reach, a typical Punch-Slash-Heavy Slash combo could take off a large chunk of health off.
:She also has an attack called Gamma Ray which racks up an [[Combos|excessive number of hits]], came out near instantly and getting hit guaranteed that you would be dizzied and thusly vulnerable to another blow (Or worse, ANOTHER Gamma Ray if her life was low enough). This attack even does a huge amount of damage if you ''block'' it, and she is not above throwing it out after knocking you down, forcing you to block.
 
:And you know her Imperial Ray attack, where she fired a red laser which went across the whole screen in a vertical circular motion? The attack that was a super in her later appearences? That beam which covered a lot of ground and ensured you'd have to stop what you were planning to do and block it, especially up close? [[Oh Crap|In Guilty Gear 1, its a standard special she can spam however much she wants no matter her health or tension level]]. Not to mention at some ranges, it can fill up her Tension meter in about a fraction of a second.
She also has an attack called Gamma Ray which racks up an [[Combos|excessive number of hits]], came out near instantly and getting hit guaranteed that you would be dizzied and thusly vulnerable to another blow (Or worse, ANOTHER Gamma Ray if her life was low enough). This attack even does a huge amount of damage if you ''block'' it, and she is not above throwing it out after knocking you down, forcing you to block.
 
And you know her Imperial Ray attack, where she fired a red laser which went across the whole screen in a vertical circular motion? The attack that was a super in her later appearences? That beam which covered a lot of ground and ensured you'd have to stop what you were planning to do and block it, especially up close? [[Oh Crap|In Guilty Gear 1, its a standard special she can spam however much she wants no matter her health or tension level]]. Not to mention at some ranges, it can fill up her Tension meter in about a fraction of a second.
** ''Guilty Gear X'' has Dizzy, which has the same attack as Justice. Her strength and defense are artificially increased in computer-controlled mode.
** ''[[Guilty Gear]] XX'' has I-No, whose boss version has a CPU-only (until ''Accent Core'') move called Megalomania in which the background goes black, a bunch of warning signs appear as I-No sprouts wings, and she fires off a shitload of weird heart-shaped balls that detect movement and rape your health bar if you are unlucky enough to get hit (around 70-80% damage, depending on the version and how many of them hit).
::Also, when fighting Dizzy in Story Mode or in Gold Mode, she gains a new super as well, called Hikari no Tsubasa (Wings of Light), where she [[Fan Service|suddenly becomes naked]] [[Oh Crap|while laser beams sprout out from her body]]. This super has 3 versions, one of which is an Instant Kill (in all versions before Accent Core, the screen pops up as SLASH, but in Accent Core it's DESTROYED). Whichever version you get depends on what distance you're at when she enters the crouch stance. If you're very far away, she will attempt to trap you in an inescapable ray of light from underneath as she fires out a circular laser (think Justice's Imperial Ray on steroids). If you're about mid-screen she'll do the circular laser, but it will randomly slow down and speed up. If you're unfortunate enough to be close to her, you get the Instant Kill version where she fills the entire screen with lasers that cannot be blocked.
 
::There's also Gold and Black modes for individual characters, and are a ''great'' way to artificially increase the difficulty when fighting the CPU. Black Mode grants unlimited super meter, and Gold Mode's bonuses vary based on the character who's in Gold Mode; for example, Gold Johnny's [[Iaijutsu Practitioner|Mist Finer]] ''becomes a [[One-Hit Kill]] if it connects''. Both modes also appear in Story Mode, disguised in the normal palette for the character.
Also, when fighting Dizzy in Story Mode or in Gold Mode, she gains a new super as well, called Hikari no Tsubasa (Wings of Light), where she [[Fan Service|suddenly becomes naked]] [[Oh Crap|while laser beams sprout out from her body]]. This super has 3 versions, one of which is an Instant Kill (in all versions before Accent Core, the screen pops up as SLASH, but in Accent Core it's DESTROYED). Whichever version you get depends on what distance you're at when she enters the crouch stance. If you're very far away, she will attempt to trap you in an inescapable ray of light from underneath as she fires out a circular laser (think Justice's Imperial Ray on steroids). If you're about mid-screen she'll do the circular laser, but it will randomly slow down and speed up. If you're unfortunate enough to be close to her, you get the Instant Kill version where she fills the entire screen with lasers that cannot be blocked.
 
There's also Gold and Black modes for individual characters, and are a ''great'' way to artificially increase the difficulty when fighting the CPU. Black Mode grants unlimited super meter, and Gold Mode's bonuses vary based on the character who's in Gold Mode; for example, Gold Johnny's [[Iaijutsu Practitioner|Mist Finer]] ''becomes a [[One-Hit Kill]] if it connects''. Both modes also appear in Story Mode, disguised in the normal palette for the character.
** The final Mission of ''[[Guilty Gear]] XX Reload'' features a half-health Ky versus a [http://www.youtube.com/watch?v=_NQyyS8W1Fo&feature=related Gold, Infinite Tension, EX Sol with regeneration]. Yeah, that's a fun one.
** ''[[Guilty Gear]] XX Slash'' added Order Sol, whose boss form (fought randomly in place of I-no) was not only obscenely fast and strong, but had a CPU-exclusive move called Flame Distortion (basically a chemically-enhanced Dragon Install) that further increased his strength and speed, regenerated his health and gave him an infinite super meter for a set time.
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** There's also Kliff Undersn. First, his foward+Heavy Slash takes off a good 2/3rd of your health bar. Secondly, Zugaisai now hits 26 times and takes off half of a health bar. Every attack with his sword does an unreasonable amount of damage. Oh, and there's a mission where you fight him as a half health Eddie. Yep, one Zugaisai is all it takes.
* Arc System Works, the people who made the ''[[Guilty Gear]]'' games also demonstrate their penchant for adding ridiculously cheap bosses into other fighters as well in ''[[Dragon Ball]] Z: Supersonic Warriors 2'', where you can fight superpowered versions of Cell, Broly and Goku in the Maniac difficulty Maximum mode. They all move twice as fast as anyone else, take half damage from all attacks, do double the damage of their normal counterparts, have infinite ki and possess special attacks that would make their anime counterparts stare at them slackjawed with drool dribbling out.
:Cell can summon tons of ki orbs around him that turn into ridiculously fast lasers that home in, has energy balls that never stop and spams a superpowered warp Kamehameha.
 
:Broly uses the huge ki sphere attack 5 times in a row(one is a super in normal conditions) which each one doing as much damage as a single one would normally do, and can fill half the screen with energy blasts faster than most characters can shoot one.
Cell can summon tons of ki orbs around him that turn into ridiculously fast lasers that home in, has energy balls that never stop and spams a superpowered warp Kamehameha.
:Goku has an oversized Kamehameha bigger and faster than Super Saiyan 3's and can fire two different, seemingly endless streams of ki blasts...one comes in the size of most special attacks with each individual blast and both are homing. He can also use an unblockable grab move across the entire length of the screen. You can only thank the programmers for being merciful enough to not let the AI realize they don't have to charge their ki and only having to fight them one at a time.
 
Broly uses the huge ki sphere attack 5 times in a row(one is a super in normal conditions) which each one doing as much damage as a single one would normally do, and can fill half the screen with energy blasts faster than most characters can shoot one.
 
Goku has an oversized Kamehameha bigger and faster than Super Saiyan 3's and can fire two different, seemingly endless streams of ki blasts...one comes in the size of most special attacks with each individual blast and both are homing. He can also use an unblockable grab move across the entire length of the screen. You can only thank the programmers for being merciful enough to not let the AI realize they don't have to charge their ki and only having to fight them one at a time.
* The ''[[Fist of the North Star]]'' [[Fighting Game]] has a superpowered version of Raoh at the end. Renamed Ken-Oh (After his tyrant persona in the source material), the boss version has all of his powerups active, can [[Flash Step|Musou Tensei]] at will, and has a new super which fires a [[Frickin' Laser Beams|HUGE FUCKING LASER]] (Basically the true version of Tensho Honretsu or Heaven Command Charge) at his opponent.
* ''[[BlazBlue]]'', also from Arc System avoids this somewhat as both bosses (Hakumen and Nu-13) are considered generally balanced. However, they (as well as two other characters, Rachel and Ragna) have "Unlimited" versions which fit this trope to a tee, with the exception that they can be unlocked and played.
:''Unlimited Hakumen's'' damage output and speed are increased to the stats that he has when in Mugen mode, and his super meter gain is sped up to 3-4 times the normal speed. He is the penultimate boss in most character's Arcade Modes.
 
:''Unlimited Nu's'' drive attacks summon two swords at once instead of one, her Legacy Edge summons out more swords from the gate, her Calamity Sword fires 4 swords instead of one, and she has super-meter auto-gain. She is the final boss in most characters' Arcade Modes. She comes back in ''Continuum Shift'' as Unlimited Lambda, with everything stated above and more now that Lambda has more moves at her disposal.
''Unlimited Hakumen's'' damage output and speed are increased to the stats that he has when in Mugen mode, and his super meter gain is sped up to 3-4 times the normal speed. He is the penultimate boss in most character's Arcade Modes.
:''Unlimited Rachel'' can do Sword Iris without the Lobelias as a requirement, and both it and its super version go in either two ways: one summons four in a row in front of her, and the other one is a delayed strike in which the second lightning bolt tracks the opponent. Her strikers also last longer and she has super meter auto-gain. She is the final boss in Nu's Arcade Mode.
 
:A quick mention must be given that the end of almost everyones arcade mode you have to beat Unlimited Nu. The exception being the two boss characters of the game. On the [[Play Station 3]] version, the earlier bosses give you bronze trophies. Unlimited Rachel gives a Silver Trophy when you defeat her, and she lives up to the challenge. If you do really well though, you can fight Unlimited Ragna as a [[Bonus Boss]] who will give you a gold trophy. Speaking of which...
''Unlimited Nu's'' drive attacks summon two swords at once instead of one, her Legacy Edge summons out more swords from the gate, her Calamity Sword fires 4 swords instead of one, and she has super-meter auto-gain. She is the final boss in most characters' Arcade Modes. She comes back in ''Continuum Shift'' as Unlimited Lambda, with everything stated above and more now that Lambda has more moves at her disposal.
:The worst of them all is ''Unlimited Ragna'', who is always in Blood Kain, is faster, and stronger. And he also has super meter auto-gain as well as his drive moves healing him even more than usual. And '''Triple Health!''' He is the [[True Final Boss]] of ''Calamity Trigger's'' Arcade Mode and the final boss for Hazama/Terumi's Arcade Mode in ''Continuum Shift''.
 
:In the console version's Story Mode, whenever a opponent needs to be more boss-like for story purposes, the game simply gives them an unlimited super bar.
''Unlimited Rachel'' can do Sword Iris without the Lobelias as a requirement, and both it and its super version go in either two ways: one summons four in a row in front of her, and the other one is a delayed strike in which the second lightning bolt tracks the opponent. Her strikers also last longer and she has super meter auto-gain. She is the final boss in Nu's Arcade Mode.
 
A quick mention must be given that the end of almost everyones arcade mode you have to beat Unlimited Nu. The exception being the two boss characters of the game. On the [[Play Station 3]] version, the earlier bosses give you bronze trophies. Unlimited Rachel gives a Silver Trophy when you defeat her, and she lives up to the challenge. If you do really well though, you can fight Unlimited Ragna as a [[Bonus Boss]] who will give you a gold trophy. Speaking of which...
 
The worst of them all is ''Unlimited Ragna'', who is always in Blood Kain, is faster, and stronger. And he also has super meter auto-gain as well as his drive moves healing him even more than usual. And '''Triple Health!''' He is the [[True Final Boss]] of ''Calamity Trigger's'' Arcade Mode and the final boss for Hazama/Terumi's Arcade Mode in ''Continuum Shift''.
 
In the console version's Story Mode, whenever a opponent needs to be more boss-like for story purposes, the game simply gives them an unlimited super bar.
** The PSP version and 2010 DLC for the [[Play Station 3]] and 360 versions have Unlimited versions of ''everyone else!''
::''Unlimited Jin'' has enhanced Drive attacks that summon up more ice pillars. His normal specials are now the EX versions and ''all'' of them freeze you. On top of that, his D Ice Sword fires 3 at once, and his Icecar now has bouncing properties, meaning you can juggle after them now. And his Ice Wave super now fires 2 at once and his Ice Arrow super keeps you in the air longer while he recovers at the same rate.
 
::''Unlimited Noel'' is faster, can fire all 3 versions of her Optic Barrel in succession, fires 3 missiles if the gun hits with Fenrir, fires 5 missiles without bullets with Thor, and her Chain Revolver moves can now be done more times.
''Unlimited Jin'' has enhanced Drive attacks that summon up more ice pillars. His normal specials are now the EX versions and ''all'' of them freeze you. On top of that, his D Ice Sword fires 3 at once, and his Icecar now has bouncing properties, meaning you can juggle after them now. And his Ice Wave super now fires 2 at once and his Ice Arrow super keeps you in the air longer while he recovers at the same rate.
::''Unlimited Taokaka'' has faster Drive attacks, can chain any move into any other move, and her "This is for the tuna!" super now does [[Fist of the North Star|100 hits]]. Also her Hexa-Edge can now be done in the air.
 
::''Unlimited Tager'' gets wheels installed in his boots, allowing him to run at super fucking fast speeds and able to go across the screen in 30 frames. He also has autoguard against all mid and high attacks while he's running, and his Genesic Emerald Tager Buster sucks you in hyper-fast when magnetized. Speaking of which, his magnetism now lasts for 30 seconds instead of 7. '''THE POWER OF SCIENCE!'''
''Unlimited Noel'' is faster, can fire all 3 versions of her Optic Barrel in succession, fires 3 missiles if the gun hits with Fenrir, fires 5 missiles without bullets with Thor, and her Chain Revolver moves can now be done more times.
::''Unlimited Litchi'' has enhanced versions of her Three Dragons move that move farther and deal multiple hits, and her All Green now makes 3 energy geysers appear.
 
::''Unlimited TaokakaArakune'' hascan faster Drivenow attacksrun, canis chainreally anyfast movein intothe any other moveair, and herwhen "Thisthe opponent is forcursed the tuna!" superhe now doessummons [[Fist3 of theevery North Star|100 hits]]. Also her Hexa-Edge can now be done in the airbug.
::''Unlimited Bang'' has 20 Nails instead of 12, can now autoguard '''everything''' with his Drive attacks, and can use his B and C shuriken the same way as his A and D shurikens. All of his special moves except his nails now add to his Fu-Rin-Ka-Zan meter, and his command throws add 4 symbols instantly, as well as the ground version teleporting him a short distance to reach the opponent. And his Heavenly Phoenix goes across the screen. He's basically ''Continuum Shift'' Bang but with benefits.
 
::''Unlimited Carl'' becomes slower and takes a LOT more damage, but in exchange Nirvana becomes hyper fast, does not drain health when under Carl's control, and has enhanced attacks.
''Unlimited Tager'' gets wheels installed in his boots, allowing him to run at super fucking fast speeds and able to go across the screen in 30 frames. He also has autoguard against all mid and high attacks while he's running, and his Genesic Emerald Tager Buster sucks you in hyper-fast when magnetized. Speaking of which, his magnetism now lasts for 30 seconds instead of 7. '''THE POWER OF SCIENCE!'''
 
''Unlimited Litchi'' has enhanced versions of her Three Dragons move that move farther and deal multiple hits, and her All Green now makes 3 energy geysers appear.
 
''Unlimited Arakune'' can now run, is really fast in the air, and when the opponent is cursed he now summons 3 of every bug.
 
''Unlimited Bang'' has 20 Nails instead of 12, can now autoguard '''everything''' with his Drive attacks, and can use his B and C shuriken the same way as his A and D shurikens. All of his special moves except his nails now add to his Fu-Rin-Ka-Zan meter, and his command throws add 4 symbols instantly, as well as the ground version teleporting him a short distance to reach the opponent. And his Heavenly Phoenix goes across the screen. He's basically ''Continuum Shift'' Bang but with benefits.
 
''Unlimited Carl'' becomes slower and takes a LOT more damage, but in exchange Nirvana becomes hyper fast, does not drain health when under Carl's control, and has enhanced attacks.
* The upgrade to the console version of ''Continuum Shift'' changed every Unlimited character from Calamity Trigger. And Continuum Shift Extend also adds even more movesets to these already horrible characters (seen [http://www.youtube.com/watch?v=aF6_wI3_w-w here]).
::''Unlimited Ragna'' no longer has triple health, but he still has his godly movement speed and his other attributes. To make matters worse, any attack that involves his sword now drains health like his D moves. He also has a new followup to Dead Spike to make it more useful, which can be easily comboed after his Hell's Fang followup for massive damage. But none of that compares to the worst part about him - ''he can do Devoured By Darkness without meter''. Extend gives him a Distortion drive where he launches towards the enemy in an attempt to grab them [[For Massive Damage]]. He is the final boss in Jin's and Hazama's Arcade Modes.
 
::''Unlimited Jin'' is pretty much the same except with the new freezing system, certain moves can freeze multiple times, some as much as '''10'''. His Arrows of Ice super now has a Yukikaze followup afterward, and speaking of Yukikaze it now comes out regardless of whether it countered something or not. Extend allows him to use his Ice Arrow distortion (plus the auto-Yukikaze) mid-air.
''Unlimited Ragna'' no longer has triple health, but he still has his godly movement speed and his other attributes. To make matters worse, any attack that involves his sword now drains health like his D moves. He also has a new followup to Dead Spike to make it more useful, which can be easily comboed after his Hell's Fang followup for massive damage. But none of that compares to the worst part about him - ''he can do Devoured By Darkness without meter''. Extend gives him a Distortion drive where he launches towards the enemy in an attempt to grab them [[For Massive Damage]]. He is the final boss in Jin's and Hazama's Arcade Modes.
::''Unlimited Noel'' now has the old versions of her supers as regular moves, and Thor shoots the normal spray of bullets before the 5 missiles. Extend gives her a new distortion where she dashes on her opponent, and if she hits, she'll blow them up.
 
::''Unlimited Rachel'' fires out 3 Lobelias from her cannon instead of just 1. She also has her old Sword Iris back from before which goes in a random pattern. And her Tempest Dahlia now fires out even deadlier objects than before and does not depend on the Silpheed gauge. Extend gives her a homing Sword Iris-esque distortion that doesn't consume her Lobelias at all.
''Unlimited Jin'' is pretty much the same except with the new freezing system, certain moves can freeze multiple times, some as much as '''10'''. His Arrows of Ice super now has a Yukikaze followup afterward, and speaking of Yukikaze it now comes out regardless of whether it countered something or not. Extend allows him to use his Ice Arrow distortion (plus the auto-Yukikaze) mid-air.
::''Unlimited Taokaka'' now has a new special and two new supers. One of them summons a bunch of Kaka kittens to stampede upon the opponent, and the other throws a series of objects at the opponent. All of her attacks that can be charged are now unblockable when fully charged, and do an insane amount of damage. Her projectile-throwing moves throw 3 objects at the same time, and the bowling ball she throws with the C version of the move doesn't disappear until it goes offscreen and can combo opponent endlessly if it hits a grounded opponent. Her Drive attacks have a much slower startup and thus are much harder to combo and can't be aimed to as many directions but they move much faster once they actually begin and if they connect, do absolutely ridiculous amounts of damage and can kill any character in 2-4 hits. Extend gives her yet another distortion where a Kaka kitten will bring a bomb and try to stay close to the opponent until the bomb goes off.
 
::''Unlimited Tager'' is the same, but Gadget Finger no longer requires the opponent to be knocked down. His drive attacks and 6A can also be charged, and his Astral Heat is now performed with 1D, as well as his super which is 1C. His super-fast magnetic projectile now consumes only half of his magnetic gauge instead of all of them. Extend gives him a [[Megaton Punch]] as a new super.
''Unlimited Noel'' now has the old versions of her supers as regular moves, and Thor shoots the normal spray of bullets before the 5 missiles. Extend gives her a new distortion where she dashes on her opponent, and if she hits, she'll blow them up.
::''Unlimited Litchi'' is a unique case, as her play style is completely changed. Her teleports and stuff from ''Calamity Trigger'' are still here, but she now has a new Chi Gauge instead of using 6B to charge up her moves. Extend allows her to use her Chi attack Distortion at close range rather than at a distance. She can also parry with 1D.
 
::''Unlimited Arakune'' has a new super move which summons a bag of insects. If the opponent hits it, small red bugs pour out of it, and if the opponent touches any of them, they are instantly killed (complete with an amusing 5-second snippet at the end of the normal Astral Finish theme, which fittingly enough is the part which says "until the world is covered in Azure"). Also, that new Fever Mode gauge he has is now a thing of the past, as he now curses instantly like old Arakune. Extend gives him a stronger version of his crawling special move as a distortion.
''Unlimited Rachel'' fires out 3 Lobelias from her cannon instead of just 1. She also has her old Sword Iris back from before which goes in a random pattern. And her Tempest Dahlia now fires out even deadlier objects than before and does not depend on the Silpheed gauge. Extend gives her a homing Sword Iris-esque distortion that doesn't consume her Lobelias at all.
::''Unlimited Bang'' borrows the 3-hit command combo and teleport from Chipp Zanuff. He now also has a multi-hit aerial auto-combo as a new super.
 
::''Unlimited Carl'' is exactly the same as before. Extend gives him one of Relius' supers.
''Unlimited Taokaka'' now has a new special and two new supers. One of them summons a bunch of Kaka kittens to stampede upon the opponent, and the other throws a series of objects at the opponent. All of her attacks that can be charged are now unblockable when fully charged, and do an insane amount of damage. Her projectile-throwing moves throw 3 objects at the same time, and the bowling ball she throws with the C version of the move doesn't disappear until it goes offscreen and can combo opponent endlessly if it hits a grounded opponent. Her Drive attacks have a much slower startup and thus are much harder to combo and can't be aimed to as many directions but they move much faster once they actually begin and if they connect, do absolutely ridiculous amounts of damage and can kill any character in 2-4 hits. Extend gives her yet another distortion where a Kaka kitten will bring a bomb and try to stay close to the opponent until the bomb goes off.
::''Unlimited Hakumen'' is completely different from before in that he has ''actual changes''. All of his specials now cost only 1 magatama (not his supers), Enma can be canceled, the dash preceeding it works much like wavedashes in [[Tekken]] in that just inputting the motion causes Hakumen to dash, it can be done repeatedly, pressing A at a precise time gives performs a better version of Enma which is faster and can be jump cancelled and neither it or Enma itself cost any magatama to perform, all of his counters end in Yukikaze or Tsubaki, his actual Yukikaze comes out instantly like Jin's, and as a bonus his version is both invincible and unblockable during execution unlike Jin's which is only unblockable, and his Shippu now does multiple hits and stuns the opponent for a long time if they block it, leaving them open for Yukikaze if you have the meter to spare. Extend gives him a new all-kick autocombo super.
 
::''Unlimited TagerLambda'' is theanother same,unique butcase Gadgetin Fingerthat notechnically longerit requiresisn't theLambda. opponentWhen toyou beattempt knockedselecting down.her HisUnlimited driveform, attacksyou'll andfind 6Athat canit's alsonone beother than '''Nu'''. That's right, the bitch is chargedback, and hisworse Astralthan Heatever. She is nowexactly performedthe with 1D,same as welloriginal asUnlimited hisNu, superexcept whichwith isthe 1C.added Hismoves super-fastfrom magneticLambda projectileand nowmore consumescancel onlyfun. halfAlthough ofit hissounds magneticlame, gaugeit insteadactually ofmakes allher ofcheaper themthan before. Extend gives himher a [[Megatonnew Punch]] as a newautocombo super.
::''Unlimited Tsubaki'' is now the new ''Calamity Trigger'' Unlimited Hakumen. She has literally no changes except that she now has a Quick Charge function like Order-Sol (her technical predecessor) and charges her Install quicker. Extend gives her a diving attack as a new super.
 
::''Unlimited Hazama'' is about 3 times as fast as he is normally is and has super meter auto-gain, as expected. What isn't expected is that he has a green force field around him that, if you get caught in it, drains your health and adds it to his. Extend also gives him a new Distortion where he grabs then flings his opponent all over the screen with his Ouroboros. He is the final boss for most characters in ''Continuum Shift''. The console version changes him up a bit in that all of his specials which require a certain move to be performed before it no longer require it, he has a new kicking move (a weaker version of Jayoku Houtenjin that still fatal counters), and his command throw leads into a ''stronger'' version of his Mizuchi Rekkazan.
''Unlimited Litchi'' is a unique case, as her play style is completely changed. Her teleports and stuff from ''Calamity Trigger'' are still here, but she now has a new Chi Gauge instead of using 6B to charge up her moves. Extend allows her to use her Chi attack Distortion at close range rather than at a distance. She can also parry with 1D.
::''Unlimited Mu'' has an exclusive super which is a carbon copy of Dizzy's Imperial Ray super from Guilty Gear, and the [[Attack Drone]]s that she summons can now move freely and fire at will. And you can also continuously summon as many as you want, essentially making the battle a [[Bullet Hell]] shmup. Extend allows those attack drones to cause [[Collision Damage]], and Mu now has two more Distortions: One is a grab-range distortion and the other one fills the screen with electric orbs.
 
::''Unlimited Makoto'' is unique in that the majority of her movelists has been changed. It's a combination of [[Street Fighter III|Dudley's and the other Makoto's]] moves. The one thing that makes her broken, however, is her new 100-heat super, which makes you mash B in order to get '''[[Memetic Mutation|OVER]] [[Dragonball Z|9000]]''' damage! Extend gives her a multi-punch auto-combo super.
''Unlimited Arakune'' has a new super move which summons a bag of insects. If the opponent hits it, small red bugs pour out of it, and if the opponent touches any of them, they are instantly killed (complete with an amusing 5-second snippet at the end of the normal Astral Finish theme, which fittingly enough is the part which says "until the world is covered in Azure"). Also, that new Fever Mode gauge he has is now a thing of the past, as he now curses instantly like old Arakune. Extend gives him a stronger version of his crawling special move as a distortion.
::''Unlimited Valkenhayn'' has a new battle stance where he waves his arms around similarly to [[X-Men|Magneto]]. He starts out unable to transform into a wolf, but once he transforms he can pretty much infinitely switch in and out of wolf form with impunity, and he also gains the ability to use his wolf transformation to escape many normally guaranteed combos, much like Bursting, but not limited in the number of times he can use it per round. His Beast Spiral can now be done 6 times in a row just by mashing A and it automatically homes into the opponent, and he has a new [[Spinning Piledriver]] super which always does a fixed amount of damage and can be easily comboed after latter. And now he also has an aerial-ramming super.
 
::''Unlimited Platinum'' can choose which one of her Magical Weapons she wants to summon next (instead of the order being randomized with the ability to see the next one in the row), and they're always the powered-up versions she normally only gets after using a Distortion Drive to power one up. She has a new DD that breaks 3 Guard Primers on block, more than any other move in the game (besides Arakune's Astral Heat, which doesn't really count), and her Cure Dot Typhoon summons a colossal cat missile followed by a rain of cat bombs if it connects. Extend gives her a short range super which attacks upwards.
''Unlimited Bang'' borrows the 3-hit command combo and teleport from Chipp Zanuff. He now also has a multi-hit aerial auto-combo as a new super.
::''Unlimited Relius'' has an infinite Ignis gauge, meaning he can use his puppet whenever he wants. He also has two new supers. One of them is a high-damaging variant of Venom's Dark Angel from ''Guilty Gear'' (a fireball super, and he can fire two rapidly if his gauge allows it), and the other is an instant autocombo with Ignis.
 
''Unlimited Carl'' is exactly the same as before. Extend gives him one of Relius' supers.
 
''Unlimited Hakumen'' is completely different from before in that he has ''actual changes''. All of his specials now cost only 1 magatama (not his supers), Enma can be canceled, the dash preceeding it works much like wavedashes in [[Tekken]] in that just inputting the motion causes Hakumen to dash, it can be done repeatedly, pressing A at a precise time gives performs a better version of Enma which is faster and can be jump cancelled and neither it or Enma itself cost any magatama to perform, all of his counters end in Yukikaze or Tsubaki, his actual Yukikaze comes out instantly like Jin's, and as a bonus his version is both invincible and unblockable during execution unlike Jin's which is only unblockable, and his Shippu now does multiple hits and stuns the opponent for a long time if they block it, leaving them open for Yukikaze if you have the meter to spare. Extend gives him a new all-kick autocombo super.
 
''Unlimited Lambda'' is another unique case in that technically it isn't Lambda. When you attempt selecting her Unlimited form, you'll find that it's none other than '''Nu'''. That's right, the bitch is back, and worse than ever. She is exactly the same as original Unlimited Nu, except with the added moves from Lambda and more cancel fun. Although it sounds lame, it actually makes her cheaper than before. Extend gives her a new autocombo super.
 
''Unlimited Tsubaki'' is now the new ''Calamity Trigger'' Unlimited Hakumen. She has literally no changes except that she now has a Quick Charge function like Order-Sol (her technical predecessor) and charges her Install quicker. Extend gives her a diving attack as a new super.
 
''Unlimited Hazama'' is about 3 times as fast as he is normally is and has super meter auto-gain, as expected. What isn't expected is that he has a green force field around him that, if you get caught in it, drains your health and adds it to his. Extend also gives him a new Distortion where he grabs then flings his opponent all over the screen with his Ouroboros. He is the final boss for most characters in ''Continuum Shift''. The console version changes him up a bit in that all of his specials which require a certain move to be performed before it no longer require it, he has a new kicking move (a weaker version of Jayoku Houtenjin that still fatal counters), and his command throw leads into a ''stronger'' version of his Mizuchi Rekkazan.
 
''Unlimited Mu'' has an exclusive super which is a carbon copy of Dizzy's Imperial Ray super from Guilty Gear, and the [[Attack Drone]]s that she summons can now move freely and fire at will. And you can also continuously summon as many as you want, essentially making the battle a [[Bullet Hell]] shmup. Extend allows those attack drones to cause [[Collision Damage]], and Mu now has two more Distortions: One is a grab-range distortion and the other one fills the screen with electric orbs.
 
''Unlimited Makoto'' is unique in that the majority of her movelists has been changed. It's a combination of [[Street Fighter III|Dudley's and the other Makoto's]] moves. The one thing that makes her broken, however, is her new 100-heat super, which makes you mash B in order to get '''[[Memetic Mutation|OVER]] [[Dragonball Z|9000]]''' damage! Extend gives her a multi-punch auto-combo super.
 
''Unlimited Valkenhayn'' has a new battle stance where he waves his arms around similarly to [[X-Men|Magneto]]. He starts out unable to transform into a wolf, but once he transforms he can pretty much infinitely switch in and out of wolf form with impunity, and he also gains the ability to use his wolf transformation to escape many normally guaranteed combos, much like Bursting, but not limited in the number of times he can use it per round. His Beast Spiral can now be done 6 times in a row just by mashing A and it automatically homes into the opponent, and he has a new [[Spinning Piledriver]] super which always does a fixed amount of damage and can be easily comboed after latter. And now he also has an aerial-ramming super.
 
''Unlimited Platinum'' can choose which one of her Magical Weapons she wants to summon next (instead of the order being randomized with the ability to see the next one in the row), and they're always the powered-up versions she normally only gets after using a Distortion Drive to power one up. She has a new DD that breaks 3 Guard Primers on block, more than any other move in the game (besides Arakune's Astral Heat, which doesn't really count), and her Cure Dot Typhoon summons a colossal cat missile followed by a rain of cat bombs if it connects. Extend gives her a short range super which attacks upwards.
 
''Unlimited Relius'' has an infinite Ignis gauge, meaning he can use his puppet whenever he wants. He also has two new supers. One of them is a high-damaging variant of Venom's Dark Angel from ''Guilty Gear'' (a fireball super, and he can fire two rapidly if his gauge allows it), and the other is an instant autocombo with Ignis.
* And ArcSys has done it again in ''[[Battle Fantasia]]'' with its end boss, End of Deathbringer (like the original, except constantly {{smallcaps|[[Man On Fire|on fire!]]}}) Though he lacks a Super Move meter, his lone super-special attack, Apocalypse Flame (activated after an unpredictable countdown), almost completely fills the screen, and will burn off a large chunk of HP to anyone who hasn't mastered Gachi counters. This, of course, is provided you manage to survive his regular special attacks, which deal a lot of damage and have insane priority. And unless you go into "Heat Up!" mode, you won't be able to cause anything but chip damage to him. Also, half of EoD's moves are unblockable ''and'' make him immune to stance break (ie, you can't knock him out of them), and on top of that, his Apocalypse Flame ''can be comboed into'', which basically spells instant death if he does it. For all that Arcana Heart 3's Parace L'sia (another boss done by Arc System) is incredibly cheap, she's got nothing on End of Deathbringer - at least she can be hurt with normal moves and hit out of her own attacks, and her lifebar is normal. This... monstrosity... on the other hand, is completely and utterly unfair to anyone who isn't a master. And even to the masters, too. For an amateur, beating End of Deathbringer at anything above the easiest setting is wishful thinking.
* ''[[Persona 4 Arena]]'', has two.
** The first is [[Final Boss]] Shadow Labrys, who is basically regular {{spoiler|Labrys}} on steroids and with a new Persona called Asterios. Her playstyle is described as "simultaneous attack", meaning she's like Carl from ''[[BlazBlue]]''.
** If you make it through all 12 fights of Score Attack, which features beefed-up "boss-like" versions of every character, you fight a special [[Thirteen Is Unlucky|13th]] opponent in the form of Elizabeth and Thanatos from ''[[Persona 3]]''. To start, her meter regenerates constantly, and it does so at a near-instant rate, meaning she can constantly spam supers and whatnot. Two of these supers are [[One-Hit Kill|instant kills]]. To make matters worse, her Awakening super, only usable when below 30% health, fully heals her like [[Street Fighter|Gill]], and since she constantly has 100% meter it is guaranteed to always happen. Last, but certainly not least, like everyone else she has an actual instant kill technique. Hers is a counter that works on what seems to be ''every single type of attack including projectiles, grabs, supers, and even other instant kills''. This serves as a warning to those who try to play keep-away with her.
 
 
== Namco ==
* Heihachi in the first ''[[Tekken]]'' is much harder and faster than his later incarnations, due to being the boss of the game. This has been written into canon with Tekken Tag 2 supposedly featuring a return of his younger self, when he was much tougher.
* ''Tekken 5'': Jinpachi Mishima (unavailable to players), who can interrupt any attack you throw at him and possesses a fireball that takes away two-thirds of your health with a single hit (which he can also fire rapidly in case you try to sidestep it). Yes, the final boss of a hand-to-hand fighting game is best known for his nigh-unavoidable magic stun and long-range fireballs.
:If you are jumping in the air, the stun will drop you down to the floor and you will reel from it. If you are as far away from Jinpachi as the game will allow, the stun will hit you and you are unable to move. If you are blocking, you are stunned and unable to move. If you are on the floor, the stun will hit you, make you stand, and have you reel.
 
:Also, there's one thing that gets you no matter what - The stun/fireball combo. Go go, random stun counter followed by avoid-this-or-die fireball. Both mechanics are fine on their own, but when combined, there's nothing you can do.
If you are jumping in the air, the stun will drop you down to the floor and you will reel from it. If you are as far away from Jinpachi as the game will allow, the stun will hit you and you are unable to move. If you are blocking, you are stunned and unable to move. If you are on the floor, the stun will hit you, make you stand, and have you reel.
:Ask any Tekken player you know how bad would it be if you couldn't move for six seconds, given that Tekken's claim to fame is juggling and combo-ability. Then add to the fact the weakest of Jinpachi's moves will take off a fifth of your lifebar and is combo-able. And you have the equation for a true SNK Boss.
 
Also, there's one thing that gets you no matter what - The stun/fireball combo. Go go, random stun counter followed by avoid-this-or-die fireball. Both mechanics are fine on their own, but when combined, there's nothing you can do.
 
Ask any Tekken player you know how bad would it be if you couldn't move for six seconds, given that Tekken's claim to fame is juggling and combo-ability. Then add to the fact the weakest of Jinpachi's moves will take off a fifth of your lifebar and is combo-able. And you have the equation for a true SNK Boss.
* Azazel, [[Our Dragons Are Different|the literal Dragon]] of ''Tekken 6'', is ''much'' worse than Jinpachi. He's got Devil's [[Eye Beams]], Jinpachi's stun, plus even more ridiculous moves such as raising boulders out of the ground, throwing barrages of ice projectiles, and the ability to regenerate. Not to mention he doesn't even stagger on normal basis, and when it happens, he takes no damage. May be the Grand Champion of SNK Bosses.
** The [[Bonus Boss]] NANCY-MI847J has ten times the energy bar of other fighters, cannot be stunned or juggled, attacks with lasers, machine guns, and missiles, and has an [[Eye Beams]] attack that cuts holes in the floor, killing you instantly if you're standing there.
** Boss Jin, whom you fight before Azazel, and right after Nancy. At the start of the round he automatically activates Rage Mode, meaning he deals twice the amount of normal damage. Not only that, but his AI suddenly increases to that of an expert player, no matter if you're fighting the CPU or a ghost, and will counter your strategies at every turn.
* ''Tekken Tag Tournament 2'' gives us a three-stage [[Boss Rush]] featuring the return of young Heihachi and Jinpachi Mishima at Stage 7, Ogre at Stage 8, and finally fan favorite [[Missing Mom|Jun Kazama]] for the Final Stage.
:The first two stages are warm-ups for the battle against the latter. She starts off as nothing special, save for a few dick moves on her part which entails using her Attack Reversal every now and then, which is considerably rare for Tekken AI. Since she is a solo fighter, her entire health bar is doubled and must be depleted to knock her out, including her recoverable health. Once you win the first round and defeat Jun, the fun begins...
 
The first two stages are warm-ups for the battle against the latter. She starts off as nothing special, save for a few dick moves on her part which entails using her Attack Reversal every now and then, which is considerably rare for Tekken AI. Since she is a solo fighter, her entire health bar is doubled and must be depleted to knock her out, including her recoverable health. Once you win the first round and defeat Jun, the fun begins...
** ...and Jun transforms into [[Super-Powered Evil Side|Un]][[One-Winged Angel|known]], effectively ending the [[Epileptic Trees|decade-long debate on the character's identity]]. Unlike her ''Tag 1'' incarnation, she does not mimic other cast members a la Mokujin. Instead, she retains Jun's moveset as well as gaining a damage output increase and a few boss-exclusive moves that borderline on downright unfair, including a call back to Jinpachi's infamous stun. There are no guarantees in this fight; if she wants to, she'll either initiate a simple combo that shaves off roughly half of your health or reverse your attacks to death. One of her most dangerous attacks is a [[Marvel vs. Capcom|Snap Back-esque]] move where a portal appears on the ground. If you get hit by it, a huge hand surfaces from the stage and splats you, forcing you out of the arena and leaving you with only a pixel of health remaining and a large chunk of recoverable health. Did we mention that she can combo into it? Good luck when she pulls ''that'' off.
* The first game in the [[Soul Series]], ''Soul Edge/Blade'' has Soul Edge, who would later become Inferno. He is a much tougher version of Cervantes who is able to teleport and use flying unblockable attacks, seemingly from anywhere on screen. His difficulty is so great that the original arcade version of the game had to have its difficulty lowered for a rerelease, because him and Cervantes (who you face before him) were considered impossible to beat. It can still take several retries to defeat him and that's only if you're lucky, as he's utterly unpredictable. And note that "lucky" here means you happened to not be in the way when he used one of those flying attacks and [[Artificial Stupidity|he launched himself clear out of the ring]].
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** That "something worse" is the 6th battle against Elysium. Again, she uses a set style - Pyrrha Omega's, to be exact. And this just so happens to be Sophitia's style, who Elysium takes the form of. Unfortunately, this version of Sophitia's style is faster, and about 10 times cheaper, making Elysium a total bitch to fight against. She spams Nemesis Step like it's going out of style, and deals insane damage. She will also use her exclusive Critical Edge, which is a 20-hit full-screen attack, at the worst possible moments. Have fun.
** Your last opponent is a familiar face - Algol from ''[[Soul Calibur]] IV''. This time he's gotten smarter and doesn't ring himself out on accident anymore, which is bad news for you. Luckily, he's easier than the first 6 opponents put together, making this an [[Anti Climax Battle]].
 
 
== Midway/Netherrealm Studios ==
* Midway's 1997 ''[[Video Game/War Gods|War Gods]]'' on Nintendo 64 features two SNK bosses in the progressive fighting mode: Grox and Exor.
:Grox was the first big green blob thing, who looks like a joke but takes basically no flinch damage when hit and has a variety of moves which take 15-30% of your health in 1 hit.
 
:Exor's name is not even given, and he basically has a bunch of moves no other character can perform, others that no other character cannot perform efficiently and also takes no flinch damage, combined with teleportation abilities and a very high speed. Even on the lowest difficulty, this boss is impossibly hard.
Grox was the first big green blob thing, who looks like a joke but takes basically no flinch damage when hit and has a variety of moves which take 15-30% of your health in 1 hit.
 
Exor's name is not even given, and he basically has a bunch of moves no other character can perform, others that no other character cannot perform efficiently and also takes no flinch damage, combined with teleportation abilities and a very high speed. Even on the lowest difficulty, this boss is impossibly hard.
* The ''[[Mortal Kombat]]'' series is notorious for its SNK-like sub-bosses, starting with ''[[Mortal Kombat 2]]'''s Kintaro and ending with ''[[Mortal Kombat: Deadly Alliance]]'''s Moloch. Not only are they super-powerful, but they're unthrowable, unjuggleable (for the most part) and - with later games - immune to projectile attacks.
** In ''[[Mortal Kombat (video game)|Mortal Kombat]]'', we had Goro and Shang Tsung.
::Goro had the highest defensive and attack stats of any character in [[MK 1]], and his stomp could get heavily annoying. He also had an ''unblockable'' fireball that came out very fast, and an overpowered throw that did almost 40% damage.
 
::Shang Tsung also had unblockable and cheap fireballs, and could morph into any character at random, [[Oh Crap|including GORO]]! If he just so happens to morph, the character's AI will be at the maximum level, meaning it'll be extremely difficult to land a hit. He's also floating along the ground so sweeps and Sub-Zero's slide special will not work on him.
Goro had the highest defensive and attack stats of any character in [[MK 1]], and his stomp could get heavily annoying. He also had an ''unblockable'' fireball that came out very fast, and an overpowered throw that did almost 40% damage.
 
Shang Tsung also had unblockable and cheap fireballs, and could morph into any character at random, [[Oh Crap|including GORO]]! If he just so happens to morph, the character's AI will be at the maximum level, meaning it'll be extremely difficult to land a hit. He's also floating along the ground so sweeps and Sub-Zero's slide special will not work on him.
** Then came ''[[Mortal Kombat 2]]'', which introduced us to Kintaro and Shao Kahn.
::Kintaro is basically Goro but taken a step further in difficulty. His fireball is slower, but still unblockable. His stomp is more easily telegraphed, but now it has a shorter version which stuns you for a LONG time.
 
::Should you beat Kintaro, you go on to fight Shao Kahn. The first thing you'll notice is that he has a head start at the beginning of the round, and overrides the "FIGHT!" message from appearing with his taunt (since he's the announcer after all). What differentiates him from the previous bosses is that ''all of his moves, when blocked, put your character into hitstun, and have no lag time in between''. The only way to defend against him is to dodge his attacks, which is easier said than done. He can throw an energy spear, ram you with a shoulder charge, [[300|Sparta kick you all the way to the other side of the screen]], and throw a mean right hook that also sends you the same way.
Kintaro is basically Goro but taken a step further in difficulty. His fireball is slower, but still unblockable. His stomp is more easily telegraphed, but now it has a shorter version which stuns you for a LONG time.
 
Should you beat Kintaro, you go on to fight Shao Kahn. The first thing you'll notice is that he has a head start at the beginning of the round, and overrides the "FIGHT!" message from appearing with his taunt (since he's the announcer after all). What differentiates him from the previous bosses is that ''all of his moves, when blocked, put your character into hitstun, and have no lag time inbetween''. The only way to defend against him is to dodge his attacks, which is easier said than done. He can throw an energy spear, ram you with a shoulder charge, [[300|Sparta kick you all the way to the other side of the screen]], and throw a mean right hook that also sends you the same way.
** ''[[Mortal Kombat 3]]'' decided to drop the traditional 4-armed Shokan sub-bosses in favor of Motaro, a demonic Centaur. He easily outshines the previous sub-bosses in cheapness, and is the grand champion of SNK Bosses in [[Mortal Kombat]]. Projectiles thrown at him bounce right back at you, he teleports like crazy, his attacks (throw included) do WAY too much damage, and he can fire an infinite number of energy balls from his metal tail in any direction. You'll need an extensive knowledge of your character's bread-and-butter combos in order to win against him (or you can crouch the whole time and uppercut every time he gets close enough - he'll tail swipe you a couple times, but not enough to put you in danger).
::Should you beat him, you will have to once again fight Shao Kahn, but this time he is ''much'' different than before. This time he's ''really'' pissed off about your defeating him in MKII, and can now utterly destroy you in a few seconds. He button-reads, he's faster than he was in MKII, does more damage while taking less, traded his energy javelin for an unblockable [[Eye Beams]], has an upwards version of his shoulder charge in case of jump-ins, and he can [[Hammerspace|pull out a giant metal hammer]] [[The Computer Is a Cheating Bastard|which automatically dizzies you regardless of whether you blocked or not]]. "It's official: '''You suck!'''"
 
Should you beat him, you will have to once again fight Shao Kahn, but this time he is ''much'' different than before. This time he's ''really'' pissed off about your defeating him in MKII, and can now utterly destroy you in a few seconds. He button-reads, he's faster than he was in MKII, does more damage while taking less, traded his energy javelin for an unblockable [[Eye Beams]], has an upwards version of his shoulder charge in case of jump-ins, and he can [[Hammerspace|pull out a giant metal hammer]] [[The Computer Is a Cheating Bastard|which automatically dizzies you regardless of whether you blocked or not]]. "It's official: '''You suck!'''"
** ''[[Mortal Kombat 4]]'' didn't offer anything, but ''Deadly Alliance'' gave us Moloch, a [[Red Oni, Blue Oni|blue oni that acts like a red oni]], with [[Glowing Eyes of Doom]] and a ball-'n-chain strapped to his hand. He takes roughly half-normal damage, and has ridiculous attacks such as a non-telegraphed bum-rush. The worst thing about Moloch is if you win one round against him, he just stands there and roars. If you want the satisfaction of seeing him fall, you need to win the match.
** ''[[Mortal Kombat]]: Deception'' introduced Onaga, the mighty Dragon King, for the first time, and he lives up to his name. The game foreshadows Onaga's immunity to projectiles in the opening cutscene: he walks through sustained fire from Shang Tsung, Quan Chi, ''and'' Raiden at the same time.
::First off, he's bigger than Goro, Kintaro, Motaro, and Moloch combined. Secondly, he breathes fire that causes massive hitstun. Third, he's immune to projectile attacks, and while he can't crouch, his guard is both high and low at the same time. Fourth, he can use his wings (which are even '''BIGGER''' than his body) to backdash away from combos, while doing some of his own. And fifth, his throw is really powerful, and cuts off about 40-50% of your health. And if that wasn't enough, the stage where you fight against him has a Death Trap (the spikes surrounding the arena) which you can't knock Onaga into, but ''he'' can knock '''you''' into it.
 
First off, he's bigger than Goro, Kintaro, Motaro, and Moloch combined. Secondly, he breathes fire that causes massive hitstun. Third, he's immune to projectile attacks, and while he can't crouch, his guard is both high and low at the same time. Fourth, he can use his wings (which are even '''BIGGER''' than his body) to backdash away from combos, while doing some of his own. And fifth, his throw is really powerful, and cuts off about 40-50% of your health. And if that wasn't enough, the stage where you fight against him has a Death Trap (the spikes surrounding the arena) which you can't knock Onaga into, but ''he'' can knock '''you''' into it.
** Finally, we come to ''[[Mortal Kombat]]: Armageddon'', which gives us the fire elemental Blaze as the [[Final Boss]]. Some of you may remember Blaze as the fiery-looking secret character from Deadly Alliance. Yeah, that version's gone. Instead we get a giant lava titan that can do a rolling attack, teleport, and do overpowered combos.
** Shao Kahn retakes the throne as of ''[[Mortal Kombat 9]]''.
::The main thing that makes him a pain in the butt is his ability to turn off hit stun on himself whenever he pleases. So you can just punch him as much as you want but you're still eating a shoulder to the face. All the bosses seem to have this property but Shao Kahn certainly makes the best use of it. He can also fling his hammer at you, which is unblockable and has a considerable hit stun. And God help you if his X-Ray attack hits you, though, since it does 54% damage. Oh and all the damage he takes is reduced by 50%, effectively doubling his lifebar. Overall, a very challenging boss at least and SNK Boss at worst.
 
::And things are even worse in the Challenge Tower, where you fight him a bunch of times. Some are just straight one-on-one matches (though you don't get to choose your character), but most stack things against you even further, such as making you go solo against Shao Kahn and two other opponents, or go solo against [[Up to Eleven|three Shao Kahns on one lifebar.]]
The main thing that makes him a pain in the butt is his ability to turn off hit stun on himself whenever he pleases. So you can just punch him as much as you want but you're still eating a shoulder to the face. All the bosses seem to have this property but Shao Kahn certainly makes the best use of it. He can also fling his hammer at you, which is unblockable and has a considerable hit stun. And God help you if his X-Ray attack hits you, though, since it does 54% damage. Oh and all the damage he takes is reduced by 50%, effectively doubling his lifebar. Overall, a very challenging boss at least and SNK Boss at worst.
 
And things are even worse in the Challenge Tower, where you fight him a bunch of times. Some are just straight one-on-one matches (though you don't get to choose your character), but most stack things against you even further, such as making you go solo against Shao Kahn and two other opponents, or go solo against [[Up to Eleven|three Shao Kahns on one lifebar.]]
 
 
== Other Commercial Fighting Games ==
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** The second game features {{spoiler|Feral Chaos}} as the penultimate boss of the story mode's extra scenario, he defines unbelievable, most of his attacks have huge hitboxes, making them difficult to avoid, only one or two don't crush your guard. As if that's not enough, in a game where 9999 damage is the most you'll ever be able to do, he has '''60 THOUSAND HP''', and naturally, you can't use any of your items in the gateway you encounter him in, so cheaping out is impossible. His HP attacks drain your EX-gauge to emptiness, so using it is diffuclt. The real kicker comes after you finally manage to beat him, {{spoiler|the first fight was just a manikin}} you have to fight him again, this time he has more moves, an assist, and ''125 thousand health!'' (ironically, this form is actually weaker because he doesn't have as much defense). To top it all off, ''He's unlockable''. And in a frustrating case of [[The Computer Is a Cheating Bastard]], has all of the same limitations as a player character usually does, and more (No assists, ex gauge, and brave constantly depletes until you get abilities that fix that).
* [http://www.youtube.com/watch?v=aod5YACZ5vI General from Taito's ''Kaiser Knuckle'' / ''Global Champion'' / ''Dan-Ku-Ga'' VS. a ''Guilty Gear XX'' champion from Japan]. [http://www.youtube.com/watch?v=1Lhgx14NReA Even SSFII Turbo's Shin Akuma isn't comparable to him].
* Ohga from Technos Japan's ''[[Voltage Fighter Gowcaizer]]'' is bastardly. He has absurdly quick recovery time. His basic special moves consist of a very damaging triple uppercut, a teleport that causes damage if your character is in his path (and you will be), and a Kaiser Wave-esque projectile. This projectile is quite large, and can only be blocked or jumped over; attempting to cancel it out with your own projectile will cause it to burst into five seeking fireballs. Jumping over it also leaves your character to be a sitting duck for his triple uppercut. And his defense points are bigger than any normal characters and he may even do a sweep-triple uppercut combo which may as well take 80% of your health. Ouch.
 
* Ohga from Technos Japan's ''[[Voltage Fighter Gowcaizer]]'' is bastardly.
 
He has absurdly quick recovery time. His basic special moves consist of a very damaging triple uppercut, a teleport that causes damage if your character is in his path (and you will be), and a Kaiser Wave-esque projectile. This projectile is quite large, and can only be blocked or jumped over; attempting to cancel it out with your own projectile will cause it to burst into five seeking fireballs. Jumping over it also leaves your character to be a sitting duck for his triple uppercut. And his defense points are bigger than any normal characters and he may even do a sweep-triple uppercut combo which may as well take 80% of your health. Ouch.
* ''[[Rumble Roses]]''. When you play through the story mode of any character, eventually you fight someone called Lady X. Which looks like a woman in a pantsuit with a metal mask and metal gloves. While she's obviously strong, has strong moves and is hard to humiliate (yeah, that's part of the game); she's not overpowered. Then when you beat her, the pantsuit comes off... [[Robotic Reveal|and you realize it's a cyborg]]. Now Lady X Substance is suddenly way stronger and almost impossible to humiliate... and can do weird cyborg stuff. She has unique moves that other characters couldn't do as they involve her upper body turning 180 degrees, her fist can detach from her arm and let her do a [[Rocket Punch]]... and here's the worst part: All characters have "taunts" which build up their special meter a little but cause no harm to the enemy. HER taunt involves her body [[Spin Attack|turning around like mad (and playing an alarm) and she quickly runs around the ring]]. If she touches you, you fly off with HIGH damage... and all you can do is avoid her. AND the taunt fills her meter completely.
** You get a few seconds to step out of the ring when you see her preparing the taunt.
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** And then we have Deidara from Clash of Ninja Revolution 3. You play as One-Tailed Naruto, which sounds like it should be easy, but it's not, because you're health goes quick and Deidara likes to spam his bug "art", which does a lot of damage. And if you're on hard mode, prepare to eat your Wiimote. And unless my copy is glitched, you have to beat him WITH your Ultimate, which means you have to be close. If you kill him with any thing else, you still lose! Damn it Deidara!
** In ''[[Naruto Shippuden Ultimate Ninja Storm 2]]'', we have surprisingly, the Boss fight with Kakuzu, and the last phase of the boss fight with Pain:
::Kakuzu starts off relatively easy, but then he goes [[One-Winged Angel]], and you have to be able to reach up to him while he's attached in between two trees, while he's spamming projectiles, like wind blasts, fire balls, and tentacles made of his Earth Grudge Fear bloodline that pop out of the ground really quickly, then finishes off with a Fire and Wind combined technique that's basically a Humongous LASER that can do a severe amount of Multi-Hit damage if it hits. And the fact that it takes much longer is more Dragged out than the other boss fights before it shows how hard it is. Unlike Pain, who's supposed to be hard as a final boss, Kakuzu's Surprise Difficulty also makes him [[That One Boss]].
 
::For Pain, the full amount of difficulty really starts to show. Pain is now in full awakening mode, but to tap it all of, because Bosses have infinite chakra, they can spam [[Scrappy Mechanic|Substitution Jutsu]] as many times as they want, as a Substitution bar didn't existed until Generations, and unlike the previous boss battles, [[Oh Crap|he will take advantage of this.]] His attacks also do ridiculous amounts of damage, and his AI goes up several times in level regardless what difficulty the AI is set on. He gets even harder when you loose [[Super Mode|Sage Mode]], and your attacks start doing less damage.
Kakuzu starts off relatively easy, but then he goes [[One-Winged Angel]], and you have to be able to reach up to him while he's attached in between two trees, while he's spamming projectiles, like wind blasts, fire balls, and tentacles made of his Earth Grudge Fear bloodline that pop out of the ground really quickly, then finishes off with a Fire and Wind combined technique that's basically a Humongous LASER that can do a severe amount of Multi-Hit damage if it hits. And the fact that it takes much longer is more Dragged out than the other boss fights before it shows how hard it is. Unlike Pain, who's supposed to be hard as a final boss, Kakuzu's Surprise Difficulty also makes him [[That One Boss]].
 
For Pain, the full amount of difficulty really starts to show. Pain is now in full awakening mode, but to tap it all of, because Bosses have infinite chakra, they can spam [[Scrappy Mechanic|Substitution Jutsu]] as many times as they want, as a Substitution bar didn't existed until Generations, and unlike the previous boss battles, [[Oh Crap|he will take advantage of this.]] His attacks also do ridiculous amounts of damage, and his AI goes up several times in level regardless what difficulty the AI is set on. He gets even harder when you loose [[Super Mode|Sage Mode]], and your attacks start doing less damage.
** The final opponent in ''[[Naruto Shippuden Ultimate Ninja Storm Generations]]'', in [[Joke Level|Killer Bee's story]], is Kisame, with +100 attack. This roughly equates to all his attacks having the strength of an Ultimate Jutsu. Your best bet is not to let him hit you at all. And don't think you can relax once you've gotten his health down to 50%: his [[Comeback Mechanic|Awakening]] is... nasty, to put it mildly.
* In ''Daraku Tenshi'', you get the wonderful chance to play against two powerful bosses. First, you've got Trigger, who has a gun. Keep in mind that only ONE playable character has a projectile, so just dealing with him alone can be a pain. And finally there's Carlos, who has a huge freakin' sword that can kill you in three or four hits alone. And if he hits you with his super, it's basically instant death. Yeah, did you know that people who worked on this game went to work on ''[[King of Fighters]]'' 99-2003? Not surprised?
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** Oh, yeah, and he has an attack that ''takes off half your health in a single strike''.
** Interestingly, Robotnik (or "Robotonic" by the intro) actually has some devastating moves, as evidenced by using a cheat device to unlock him. His status as an [[Anticlimax Boss]] may have actually been a case of AI Stupidity. This is [[All There in the Manual|explained]] as being because Robotnik has never used this particular machine before, so he doesn't know the controls yet. You also have only 15 seconds to beat him or you get a [[Downer Ending]] where the Death Egg blows up ''with you inside it.'' They ''had'' to make him a joke in order for it to be possible to ''win''.
 
 
== Not Fighting Games ==
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* ''[[Seihou|Kioh Gyoku]]'''s [[Final Boss]] is entirely unfair. Muse, as a playable character, is one of the best characters in the game to begin with. But that wouldn't be epic enough, so the designers did horrible things to her stats. The increase to her defence is at least understandable, since the AI sucks and she'd have killed herself before the battle really started if it hadn't been increased, but they overdid it to the point where the fight with her takes longer than the rest of the story mode combined. But the real problem is that her attack ranks<ref>every time a player uses an attack the rank for it goes up by one, making it slightly stronger. They normally start at 1</ref> are increased, with her non-boss attacks at ''12''. Which is a serious problem, since, at that rank, her level one attack basically requires you to stream it across the entire screen to avoid it, and will most likely [[Last Chance Hit Point|guard break]] you if you screw up. Which you probably will if any of her other attacks are on the screen. The fight basically comes down to hoping and/or praying that she dies before the [[AI Roulette]] decides to use that attack a third<ref>you have two screen-clearing bombs</ref> time.
* ''[[Dynasty Warriors: Gundam]] 3'': Knight Gundam at the end of the story mode. Assuming you're using a fully-upgraded and customized suit with a high-level pilot, you will still do only minimal damage to him, and he can kill you in two hits from any attack (that's ''if'' your defense stat is higher than 350... otherwise he [[One-Hit Kill|One Hit Kills]] you). Also, Knight Gundam is one of those Gundams with a "Super Mode" that he enters into after using an SP attack. Except for this battle... he's in his [[Super Mode]] for the duration of the fight, and it never runs out. Good luck.
* In the ''[[Katawa Shoujo]]'' fan game, ''Katawavania'', after defeating Lillycula, you go up against her [[Stronger Sibling|older sister]] Akira. Akira can frequently [[Flash Step]] around the arena, often behind you, with little to no warning, has several attacks that are difficult to avoid (such as homing missiles and a beam rifle that can only be dodged by sliding at the precise moment it fires), and has virtually no telegraphing or pattern. The second ending indicates that the creator was not expecting many people to defeat this "unfair" boss.
* The ''[[Disgaea]]'' series usually averts this, as with the [[Absurdly High Level Cap]] most bosses are just the same as highly leveled and well equipped normal enemies; they're tough, but the follow the same "rules" as everyone else. Even some bosses where you must lose to advance the story can technically be beaten if you don't mind a [[Nonstandard Game Over]]. But Disgaea 4 gives us the DLC battle with Baal; he has the power to get a free attack on your characters from any distance ''as soon as you remove them from the base panel''. Since he's incredibly strong, this means he can literally kill your entirely party before he even gets a turn. They just die as soon as you try to use them.
 
 
== Doujin Fighters/Fan-made Games ==
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* Shizuru in ''[[My-HiME]]: Fuuka Taisen'', when fought in Natsuki's Story mode. Shizuru loves to use her Super Special summon less than ten seconds into every battle, which fills the ground with slowly-advancing Kiyohime snake heads that are very hard to block, and will keep going indefinitely until they reach the edge of the screen. In addition, her "evil mode" lacks a block animation, which makes it complete guesswork to determine whether or not your hits connect, and has no problem spamming her whirling spear attack up close or whenever projectiles come her way. So, in essence, she's almost like her anime incarnation. {{spoiler|Good thing her "good side" is an unlockable character}}.
** Natsuki may be better since she has ranged attacks. Consider Haruka the headbutt-main fighter...
* ''[[MUGEN]]'', the fighting [[Game Maker]], obviously has several hundred of these. It's a good place to find most of the other entries on this list. There's also an entire cottage industry devoted to producing overpowered, nigh-invulnerable characters, many seemingly written for the express purpose of beating someone else's overpowered, nigh-invulnerable character. This makes for an SNK Boss Arms Race of sorts. Some of the most noteworthy examples include:
** [[Dragonball Z|Hyper Gogeta]] by Supermystery, with his screen-filling Kamehameha.
** The Legendary [[SSJ 3]]SSJ3 Nightmare, probably one of the more infamous examples. Broly has a minute long intro of him powering up that knocks the opponent down and into a wall. If you've managed to survive that you have to deal with an annoyingly sturdy shield, shitloads of ki blasts and noisy shouting. And when he wants to, he can go straight to [[SSJ 4]]SSJ4 where he becomes literally invincible and coats the screen with explosions.
** Master Geese by Cannon Musume, an MVC-styled version of Geese Howard that has been nicknamed "Master Cheese" for his unblockable and cheap super moves. Not to mention his Deadly Rave is a [[One-Hit Kill]].
** [[Super Mario Bros.|Hyper Neo-Kamek]] by Kamek, who gives a new definition to the phrase [[Beam Spam]].
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** And last, but not least, is the living incarnation of bullshit: [[Tales of Vesperia|Alexei]]. This asshole spams spells that hit the entire field, such as the infamous Tidal Wave. But unlike Yggdrassil and Nereid, he's actually open for attack while casting. Or he would be, but because he's an asshole his spell guard (basically, whenever you cast a spell in [[ACS]], your character will not flinch for a certain number of hits. This allows a caster to actually cast a spell, but also means that melee attackers can interrupt the spell if they reach the caster fast enough) is miles above other characters, with the end result being that even if you attack him for the entire period of his spell casting you can't stop the spell. But when he's not casting, Alexei is usually doing one of three things. Either he's attacking you with his ridiculously long range melee moves, using his [[Limit Break]], which is just as absurd as it was in [[Tales of Vesperia]], or going into Overlimit 2 so he can kill you faster.
* One of [[Umineko no Naku Koro ni|Ougon Musoukyoku]]'s expansions has one of these after beating Arcade on Hard difficulty without losing a single round. In it, you get a [[Bonus Boss|Final Battle]] "to end the game", where you have to fight against two Black Battlers in the same team.
:As if the difficulty level isn't enough, he also gains life from damage dealt (which is usually a 100% heal), recovers life over time, takes little damage, does [[Super Strength|gigantic damage]], crushes defense within a few hits, has infinite Special Meter and auto guard (can block while attacking or even while taking damage).
 
:And while you need to change your character using a usually risky and highly-punishable move to activate one of your two special abilities for a short period of time, Black Battler has eight of those special abilities ALWAYS active.
As if the difficulty level isn't enough, he also gains life from damage dealt (which is usually a 100% heal), recovers life over time, takes little damage, does [[Super Strength|gigantic damage]], crushes defense within a few hits, has infinite Special Meter and auto guard (can block while attacking or even while taking damage).
 
And while you need to change your character using a usually risky and highly-punishable move to activate one of your two special abilities for a short period of time, Black Battler has eight of those special abilities ALWAYS active.
* ''[[Kinnikuman: Muscle Fight]]'' has six Bosses in the form of Akuma Shogun, the Hell Missionaries, Kinnikuman Super Phoenix, Ganman, and Strong the Budo. Most of these bosses have more than 3 super meters.
** Akuma Shogun is deadly because of his Hell's Nine Point Seal technique, which lets him slice off his opponent's life meter, and his Diamond Power ability, which lets him move across the screen and cut up his foe if they touch the pieces.