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 are a derivation from the Desperation Moves introduced and then changed in the Fatal Fury series, as in The King of Fighters series starting from  '94 before  '97 introduced the Advanced Mode to use them in their current iteration, DM's could only be used the gauge only being charged from taking damage, blocking or manually charging it. As a result, in-name-only, supers in the context of The King of Fighters series throughout are often referred to as DM's by fans, with MAX Super Special Moves (supers done during MAX Mode) being dubbed as Super Desperation Moves (SDM's; the mechanic that was used and introduced in KOF '96).

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 are attacks where the user rapidly beats the opponent with a flurry of punches and/or kicks.

Rave
Raves are attacks where the user rapidly beats the opponent with a flurry of punches and/or kicks; unlike a Ranbu, where each attack is automated, each hit must be performed manually with a push of a button.

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

Install
Installs 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.