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Special Moves (必殺技ひっさつわざ, lit. "Finishing Technique" or "Sure-Killing Art") are character specific attacks.

Description[]

Special Moves act as expanded moves and showcase the fighter's martial arts style and their specialty of offense when engaging combat.

Most Special Moves often require "Command Input" of motion controls with directional commands. The classic example of this is the Quarter Circle Forward Input (also called a 236) and a Button (e.g. punch). Relatively few "motionless" special moves exist in the series as a whole.

Types of Super Special Moves[]

Projectile[]

Power Wave FF3

Projectiles are attacks where the user launches something from their body toward their opponent, often dubbed as "fireballs" from the Capcom game days to mainly refer to flying projectiles that are different from stationary ones.

There do exist some projectile supers that are merely stationary energy attacks that can interact with projectiles with no ill effect on the user. And furthermore, various supers have projectile durability levels that determine whether or not they against any other incoming projectile, will clash or be fully-negated.

Physical[]

114 Shiki Aragami '99

Physicals are attacks where the user attacks forward, and basically are moreso the same as any basic attack where the hitbox is still connected directly to the user's hurtbox/collision box.

Rekka[]

Iori Aoihana

Named after the famed Rekkaken used by Fei Long, rekkas, or more technically multi-inputs, are moves are multi-sequenced attacks that often require repeated inputs, but may have varied alternate inputs instead depending on the move(s) in question.

Command Grab/Throw[]

Clark Super Argentine Back Breaker '99

Command Grabs/Throws are attacks where the user can throw the opponent with a (usually) unblockable attack. Command Grabs require the user to be near the opponent, and unlike normal throws are named as such due to having the usual special move motion.

Reflector[]

Psycho Reflector '99

Relfectors are attacks that can send incoming projectiles back at the sender.

Counter[]

Self Rebellion Hit

Counters are attacks that looks to catch an incoming attack, deflect it away, and automatically launch a counter-attack. What kinds of attacks are meant to trigger the counter is solely dependent on the move in question, and for the most part, projectiles can bypass such moves, as well as any kind of throw.

Install[]

Shadow '98

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