Super Special Moves

Super Special Moves (lit. "Super Sure-Killing Art"), are powerful attacks unique to every character, often costing one power stock to use and are a staple for nearly any traditional fighting game. They first appeared in the first Art of Fighting game and has virtually appeared in nearly every SNK fighting game.

Art of Fighting series
The first Art of Fighting is the first time Super Special Moves appeared in an SNK game (and by extension, any fighting game). In all 3 games, Super Special Moves require at least 75% of the Spirit Gauge.

Fatal Fury series
Fatal Fury 2 is the first Fatal Fury game to incorporate Super Special Moves. Up until Fatal Fury 3: Road to the Final Victory, Super Special Moves could only be performed when the player's health was low (indicated by the flashing red bar). These types of Super Special Moves were dubbed as Desperation Moves, seeing as you could only perform them when on your last legs. Starting with the Real Bout Fatal Fury series, Super Special Moves were given a proper Super Gauge, where filling up the gauge grants the player a Super Special Move, with even powerful versions being given if the Super Gauge was filled and the user's health was low.

In Garou: Mark of the Wolves,

The King of Fighters series
Super Special Moves in The King of Fighters series are based off the Super Special Moves mechanics found in the Fatal Fury series. In The King of Fighters '94 through  '97, introduced the Advanced Mode to use them in their current iteration, Super Special Moves could only be used the gauge only being charged from taking damage, blocking or manually charging it.

The Last Blade series
To be added soon...

SNK vs. Capcom series
To be added soon...

Physical
Physicals are attacks where the user attacks forward.

Projectile
Projectiles are attacks where the user launches something from their body toward their opponent.

Command Grab
Command Grabs are attacks where the user can throw the opponent with a (usually) unblockable attack. Command Grabs require the user to be near the opponent.

Ranbu
A Ranbu (乱舞, lit. Wild Dance) (named after the Kyokugenryu Karate's iconic Ryuuko Ranbu), also dubbed as an "autocombo", is an attack where where the user rapidly beats the opponent with a flurry of punches and/or kicks and tacks on a finisher, albeit each portion is automated. Normally these types of moves are akin to cinematic attacks where an initial blow must connect first for the sequence to even occur.

Most ranbu-type autocombo supers however, have a trait where the initial hit itself is devoid of any actual damage vs. the rest of the sequence if it cleanly initiates from the said initial hit; as a result, a user of a ranbu vs. an attack with a hitbox that happens to trade with the attacker will often have both fighters knocked away with no damage done to the target of the ranbu.

Rave
Raves, named after Geese Howard's Deadly Rave, are sequenced attacks akin to the aforementioned ranbu, where the user rapidly beats the opponent with a flurry of punches and/or kicks into a finisher. Unlike a ranbu however, where each attack is automated, each hit must be performed manually with a push of a specific button sequence up to the finisher itself, though for combo purposes can be dropped during certain inputs to purposely extend into a standard combo right after.

Counter
Counters/Reversals are attacks that looks to catch an incoming attack, deflect it away, and automatically launch a counter-attack.

Install
Installs, otherwise known as Power-Up States are attacks grant the character new moves or increased stats.

Screen Filler
Screen Fillers are attacks that fill up the entire screen. These types of Super Special Moves are rare, and are usually reserved for Boss Characters.