SNK Boss Syndrome

SNK Boss Syndrome is an unofficial term to describe the infamous difficulty of most SNK fighting game bosses. A boss is said to suffer the syndrome if it:
 * has moves with priority and damage significantly higher than any other character in the game
 * cannot be dizzied
 * has unavoidable moves that hit the player no matter his position and can only be blocked


 * has no reaction time. Subsequently:
 * reads the inputs of a human player and/or reacts to the player's inputs before the player's own character does
 * can perfectly counter the player's attacks with precise timing with an inhuman consistency (sometimes referred to as "MK walking")
 * never falls for a counter move
 * can follow up every hit with a combo on reaction regardless of the speed of the first hit


 * can execute special super moves without inputting a command
 * can consistently cancel into super moves regardless of how fast the command would have to be inputted if the character was controlled by a human
 * can only be beaten with one pattern or overpowered move performed repeatedly

This syndrome is often looked down upon as a lazy way of adding difficulty, by putting unfair disadvantages in the way of the player instead of putting effort into a genuinely challenging AI. Most, if not all of the bosses in SNK games have exhibited some degree of this behavior.

Bosses
Characters listed below often demonstrate this behavior.


 * Geese Howard
 * Nightmare Geese
 * Wolfgang Krauser
 * Rugal Bernstein
 * Omega Rugal
 * God Rugal
 * Goenitz
 * Orochi
 * Krizalid
 * Zero (Clone)
 * Igniz
 * Mukai
 * Adelheid Bernstein
 * Magaki
 * King Leo
 * Jyazu
 * Shiro Tokisada Amakusa
 * Aku Amakusa
 * Mizuki Rashojin
 * Zankuro Minazuki
 * Gaoh
 * Demon Gaoh
 * Yuga the Destroyer
 * Oboro
 * Kouryu
 * Johann
 * Princess Sissy
 * Neo Dio
 * Mizuchi
 * Goodman