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10 Worst Super Combos in Fighting Games

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Players consider these to be the worst super combos in fighting games.
Super Combos are fun. Ever since Art of Fighting and Super Street Fighter 2 Turbo, they’ve provided players with a handy risk & reward system. If they hit, they give players a flashy way to rack up the damage on their opponent. But if they whiff, they’ll leave themselves open to a pummeling.
Related: Dragon Ball FighterZ: Best Super Combos
However, they’re not all equal. Some super moves are terrible for one reason or another. Maybe they require too much setup to use, do pitiful amounts of damage, or are just fundamentally broken. No joke supers like Dan’s Super Taunt either. These are the worst super combos in fighting games that developers thought would be useful.
Traditionally, super combos had slightly trickier commands than the standard fireballs, spin kicks and the like. The Injustice games eased up on this by making their supers available with a single button press a la Super Smash Bros. Except for some characters, they weren’t worth the meter they cost.
Scarecrow’s Death Bed in Injustice 2 has the fear-obsessed maniac rip open reality and pull the opponent into his realm of despair for some nasty damage. Shame it was so slow that players couldn’t really combo into it, and opponents could easily jump out of its range. Dr. Crane’s meter was better off being spent on Meter Burn moves.
Speaking of Super Smash Bros. after initially planning them for the game’s debut outing, Nintendo managed to make Final Smashes a reality in Super Smash Bros Brawl. Still, for every flashy, effective, or even overpowered example, there were some that were too situational. For example, Jigglypuff slowly turning into a kaiju wasn’t too effective on giant stages. But at least it had some places where it was good.
Donkey Kong’s Konga Beat had players hit buttons to make the Banana Slammer’s bongo beats deadly. The problem is that he had to be in point-blank range to hurt his foes, making it easy to avoid on all stages. It also had no visual clue for when to hit the buttons until Super Smash Bros for Wii U/3DS, and without proper timing its beats were even more useless. Without a keen ear or a tight space, it was a waste of a Smash Ball.
Not every super move is a canned autocombo or boosted-up fireball attack. Some are “install supers”, where they power up the character with one perk or another. These can be broken in the positive sense, like Yun’s Genei Jin in Street Fighter 3, or broken in the literal piece of junk sense, like Ryu’s Hadō Kakusei.
Related: Fighting Games With the Most Playable Characters
In Ultimate Marvel Vs Capcom 3, this move boosted Ryu’s offense.

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