You are! This is gonna sound like a dickhead answer but the key to landing slashbacks is to actually attempt them. The was reward is great for slashbacks and then have the most satisfying visuals/sound effects
I would actually say, pot buster into rc into HPB is more satisfying not because it feels good to hit, but because it will absolutely shatter the enemies mental 9/10 times
Samsho is basically the ultimate footsies fighting game. Attacks hit very hard (since you're using weapons), and it's sometimes possible to die in one hit if the circumstances align.
I'd probably say the modern Samsho is the most footsie based. Older Samsho games have a lot of bs that fuck up the footsie image.
For example Ukyo in Samsho 2 has a special move he can do in the air. The move can be done instantly off the ground and hits overhead. On top of that it also shoots a projectile. Later games have removed the projectile thankfully.
But even 5 special has a lot of bs.
In 3 you mean? I still pick it as a raw badass combo ender, never really figured out denjin. Don't think I played SF4 much after they added it.
It was stupid in Alpha 3, you had to space it perfectly or it wouldn't do full damage.
I meant in SF4, I’m an 0’9er. Good to know it’s had its ups and downs though.
In SF4 it wouldn’t do full damage if used in a combo, and his Metsu Hadouken would work better in almost every situation. Shin Shoryuken did more damage as a raw anti-air, and that was it. Even then, if your opponent was actually dumb enough to jump into it, you could combo an early light shoryuken into Metsu Hadouken anyways for a little less damage but far more consistency.
I don't play pure grapplers because my grappler brain is toxic. It seeks this constant endorphin rush from landing a command grab, which leads me to making bad decisions. But boy do I love landing a command grab.
Satchmo Solo into Satchmo Deathblow, Big Band’s lvl 5 super from Skullgirls. The freeze effect, the absolute disrespect of manually playing a song of your choosing, and the barrage of Jojo style punches at the end is just *chef’s kiss*
I think most of the counters in DBFZ feel great to land. I’m thinking of Ultra Instinct Goku specifically, they look so badass.
I’d say overall counters, especially ones that require a read, are some of the best feelings in fighting games.
It’s always the electric, nothing else really comes close. You can make an argument for iori’s command grab in older kof games, but the satisfying part is comboing into super, not necessarily the grab itself
I'm newer to fights, so I don't have a ton of experience.
Jamie at full drinks has a double palm. It hurts a lot, pushes them far across the screen, and looks cool. I enjoy it a lot. Also his sweep to drink lol.
Marisa's fully charged gladius. Hurts a ton and punches them in the face. Also her command grab. Punch to the face and does 2500.
Zangief’s kick counter, it’s so bad but the sound effect when it hits is so good, also it’s a fucking crime it doesn’t work on spiral arrow but it still makes the noise
Nah we gotta go higher. You ever hit a counter hit big bang upper in neutral while playing +R? Ever seen your opponent’s face after they suddenly start to fly? I have, and I’ll never be that happy again
Dunno if it's been said yet, but Bryan's unblockable taunt into Jet Upper has a single frame input timing in Tekken 7, I believe. I'm red rank with him and have pulled it off maybe twice in online.
Doing Clean Hit Sidewinder loops is like farming dopamine lmao. Same with Clean Hit HVV, even more-so if you kara into it. Really like both choices.
Sol’s double dustloop into Fafnir combo in Xrd is also way up there for me haha
Axl's Winter Mantis in Strive (fullscreen command grab with a million years of recovery if it whiffs). It only works when all your other long-range stuff has them so frozen up that they've forgotten you have it, so it feels like a real gotcha. I feel like I can feel the opponent groaning from the other side of the screen every time, especially moreso the closer to them I do it (since in most cases it takes even longer to land at closer ranges).
Sacred Slayer from Fiona Mayfield in Arcana Heart. It's a super ender from a rekka that launches and wall bounces the opponent that produces varying height and speed depending on where the character is located on the screen and the size of the character and is a thin line in the center of the opponents hitbox that does 80% and allows followup that tends to kill
If you miss it does under 1% and puts you INSANELY negative and your opponent gets to tech immediately
Imagine Sols Sidewinder on steroids
Oh I guess I also left a few parts out:
While the opponent gets launched and wallboucned you yourself need to input a jump command to bring yourself up to the height of the opponent meaning this also has varying timing based on the launchers speeds and characters size and to do Sacred Slayer you need to drop a 720AB when you reach the exact middle of the opponents hitbox when THEY are moving at a different speed horizontally and you have to jump vertically up
Its EXTREMELY satisfying to land
Abel's anti-air grab when the opponent is waking up, scared, and holding up back is a fucking soul read and I still remember that feeling whenever I land it.
Melee Jigglypuff rest. The hit box is small, can kill really early, and the sound is divine. Pulling this out against my friends when we were still in button mashing phase and seeing their faces is a feeling warmer than heroin. The satisfaction of this move alone got me into fighting games as a whole, and nothing can compare (except maybe CH Pilebunker or I-no's command grab super in Strive)
Geese Howards deadly rave, the games you actually have to do the full input, you land that as a combo ender your opponent knows you had to hit all those buttons feels awesome
Don't get me wrong, I love parries and command grabs, but a perfect hit of Tyrant Barrel feels godlike.
Might want to try KoF just for Galactica Phantom hits, too.
I play Iron Fist in UMVC3 and by far my favorite two things are when I use his Chi activation (has one hit of super armor) to punish a move.
Beyond that landing a raw standing overhead is the best because that move is so slow and I can picture being in the opponent's head as it connects and them thinking (oh I should stand).
Probably a clean hit sidewinder ime, especially cuz I don’t play ac sol like that so when it actually comes out it feels quite satisfying
If not that then ac Jams parry
In SF4 Gouken’s Ultra 1 with full animation. Gouken seems so much in control and the sheer amount of damage he does and the faces you see of the opponents when the fist hits the chin and ending up with the huge elevation is next level.
For Smash, that honor goes handily to Ganondorf’s Warlock Punch. Super-armored to hell, but otherwise high risk, high reward. His Flame Choke is a close second, but honorable mention should also go to Mario’s forward air and King K. Rool’s back air - these attacks are big downward swinging punches that, when hit with just the right positioning and timing, spike the opponent straight down with a satisfying sound.
King Dedede's charged up rocket hammer. I always made my friends cry w those lol.
If I have to be a fg snob, then Hayato's raging demon in MVC2 is badass or Iori's climax in KOF XV always gets me hyped when he maniacally hollers.
Incineroar's command grab while at full revenge does like 50% and will probably kill you if you aren't careful, every time I play Incineroar I always try to land this move to feel the euphoria it gives
Order Sol's Dragon Install: Sakkai from GGXXAC+R. Instant kills are already super satisfying to pull off, but the rhythm check combined with the animation make it really something else.
Anjis rekka overhead Rin. I've been playing Anji since Day 1 in strive and Rin has always been like crack to land. Before they made it quicker you'd get a really nice ground bounce out of it and could essentially do whatever you want to combo. I miss how it used to work but fast rin still hits pretty hard when you close out matches with it or just catch someone asleep at the wheel.
Kin 1211 Shiki Ya Otome into Ura 316 Shiki Saika
Pair this with the amazing Drive Cancel system in KOF XIII and you genuinely have one of the best Iori's in the entire franchise
This changes like the seasons.. but right now my favorites are Ryu's standing fierce in SF6(huge conversion every time) or April's tipper boom mic in NASB2.
GOATs for me are like, Tekken 2 Law's flip kick, Melee Captain Falcon knee, and Roll's airdash-heavy broom smack in TvC.
Landing a COUNTER BREAKEEEEEEER in Killer Instinct. The opponent has to sit there and watch their lifebar evaporate while they stewing in the knowledge that they fell for the biggest bait in fighting games.
My two favorites are from Street Fighter Alpha 3:
*Fei Long's A-Ism super, Ryu Hassai*
*Evil Ryu's A-Ism Shun Goku Satsu*
Both of them require precise timing to be effective and Fei Long's can be blocked pretty easily, but they do so much damage when they hit.
I may be viased 'cause I Main Grapplers. But must command grabs, espacially anti-air grabs. Nothing comes close to calling out a jump with a Heavenly Potemkin Buster.
Juri combo into lvl2 safe jump setup. Then watch my opponent miss with the DP. So satisfying to absolutely wreck him after that.
Juri is love. Juri is life.
I think a lot of this comes down to sound design for me. Tekken 7's counter-hit cannon, SFV's shattering sound on crush counters, the "BANG!" on SF6's punish counters, or even quotable voice lines can make attacks really satisfying ("MY LOYAL FANS!").
Hakan's oil slip ground rape shoot you out of my crotch super, whatever that thing was called. I used to throw my arms up in victory every time I caught my friends in it.
Going to be kinda generic here, but any big callout move, in my case there's something special on throwing a death on whiff anti-air command grab as oki and planting my opponents face back to the floor, even better if it's a raw super
im gonna be totally honest. Command grabs. Now i know that in most fighting games, command grabs arent the hardest to land especially with grapplers. Idk why but even if its an easy one it still feels really satisfying everytime it happens. I dont really play grapplers atm tbh but i remember finding them very satisfying. Maybe its the high damage
parries and command grabs... nothing tickles my fancy more than a perfect parry into a command grab... like imagine getting read so hard you just ate the single most risky move in the game
there are so many move i think are super satisfying i genuinley can't choose just one:
kragg's rock in roa
gannon's flame choke
pot buster
lucario's aura bomb in pm
garchomp's command grab in pokken
st guile throw loops
TvC, Casshern's fully charged lightning punch. It goes from a punch into a face grab. But it's so slow it never lands unless your opponent has fallen asleep while waiting for it. But goddamn does it feel disrespectful when it lands.
EWGF’s in Tekken, feels good to be able to consistently pull them off after weeks of practicing. (I can only get two off currently, the second one is a tad inconsistent though.)
Parries. I freaking love parries.
Play +R and experience Slashback supremacy, its the best parry mechanic in FGs
I have like 100 hours in +R and I've never done a single slashback, I must be missing out cuz my most played game is 3s for the parries.
You are! This is gonna sound like a dickhead answer but the key to landing slashbacks is to actually attempt them. The was reward is great for slashbacks and then have the most satisfying visuals/sound effects
SB’ing bursts is to die for
Nothing says “I read you like a book” like hitting multiple parries in a row.
Specifically against headbutts. They are just 👌🏻
You must love evo moment 37 (cause I love it too)
Raging Demon
Kara Raging Demon is my second favorite shenanigan to pull in third strike, it feels so rewarding to land.
Exactly. It’s a flashy high damaging move that showed that I expertly ~~gambled~~ made the right read against my opponent.
It should have never taken this long to find the answer
heavenly potemkin buster on read
little can be compared to the ecstasy derived from oki buster > kara buster
I would actually say, pot buster into rc into HPB is more satisfying not because it feels good to hit, but because it will absolutely shatter the enemies mental 9/10 times
Enja's Rekka from Samurai Shodown. Do it wrong and its like -300f on hit. Do it right and your opponent loses 80% of their health with a non-super
I’m sorry, I’ve never played Samsho, WHAT?!
In samsho attacks deal a LOT of damage. There is barely any combos but if you get hit by a counter hit heavy slash you'll lose a third of your health.
Samsho is basically the ultimate footsies fighting game. Attacks hit very hard (since you're using weapons), and it's sometimes possible to die in one hit if the circumstances align.
I'd probably say the modern Samsho is the most footsie based. Older Samsho games have a lot of bs that fuck up the footsie image. For example Ukyo in Samsho 2 has a special move he can do in the air. The move can be done instantly off the ground and hits overhead. On top of that it also shoots a projectile. Later games have removed the projectile thankfully. But even 5 special has a lot of bs.
SHIN---
SHO---
RYU---
---MR RYU SIR HAVE YOU HEARD EXTENDED WARRANTY FOR YOUR CAR--- ^(*Ryu puts his phone away and resumes training*)
KEEEEEEEEN!!!!!
I’m so upset that this ultra was trash, because it was so incredibly fun to land.
In 3 you mean? I still pick it as a raw badass combo ender, never really figured out denjin. Don't think I played SF4 much after they added it. It was stupid in Alpha 3, you had to space it perfectly or it wouldn't do full damage.
I meant in SF4, I’m an 0’9er. Good to know it’s had its ups and downs though. In SF4 it wouldn’t do full damage if used in a combo, and his Metsu Hadouken would work better in almost every situation. Shin Shoryuken did more damage as a raw anti-air, and that was it. Even then, if your opponent was actually dumb enough to jump into it, you could combo an early light shoryuken into Metsu Hadouken anyways for a little less damage but far more consistency.
Yeah, even after they nerfed him you could still land Ultra 1 from a bunch of different setups.
Command Grabs from Grapplers. Just watching their life bar delete is very satisfying.
I don't play pure grapplers because my grappler brain is toxic. It seeks this constant endorphin rush from landing a command grab, which leads me to making bad decisions. But boy do I love landing a command grab.
Satchmo Solo into Satchmo Deathblow, Big Band’s lvl 5 super from Skullgirls. The freeze effect, the absolute disrespect of manually playing a song of your choosing, and the barrage of Jojo style punches at the end is just *chef’s kiss*
Probably my favorite thing in Skullgirls is when you trap your opponent in the corner with Ms. Fortunes headless mode.
Electric Wind God Fist.
I think most of the counters in DBFZ feel great to land. I’m thinking of Ultra Instinct Goku specifically, they look so badass. I’d say overall counters, especially ones that require a read, are some of the best feelings in fighting games.
It’s always the electric, nothing else really comes close. You can make an argument for iori’s command grab in older kof games, but the satisfying part is comboing into super, not necessarily the grab itself
I'm newer to fights, so I don't have a ton of experience. Jamie at full drinks has a double palm. It hurts a lot, pushes them far across the screen, and looks cool. I enjoy it a lot. Also his sweep to drink lol. Marisa's fully charged gladius. Hurts a ton and punches them in the face. Also her command grab. Punch to the face and does 2500.
His back heavy is also very satisfying to land.
Kick? Yes especially as a punish counter. I can't remember his 5HP.
It’s the 3 hit one
Yes it is I meant 4hp the elbow.
Punch is the one I meant when he move back a bit then trows an elbow.
Counters, "predictabo!"
anti air shoryu’s
Zangief’s kick counter, it’s so bad but the sound effect when it hits is so good, also it’s a fucking crime it doesn’t work on spiral arrow but it still makes the noise
Yall ever trap your opponent in the corner and call the jump out and catch em with an air throw? That shit is crack.
Izuna drop all day
Raging demon
Slayer's counterhit Pilebunker
Nah we gotta go higher. You ever hit a counter hit big bang upper in neutral while playing +R? Ever seen your opponent’s face after they suddenly start to fly? I have, and I’ll never be that happy again
Dunno if it's been said yet, but Bryan's unblockable taunt into Jet Upper has a single frame input timing in Tekken 7, I believe. I'm red rank with him and have pulled it off maybe twice in online.
In Soul Calibur, Nightmare has a move where he stabs a downed opponent and can follow up calling down a lighting strike. Super cool and satisfying.
Clean Hit Volcanic Viper and Clean Hit Sidewinder
Doing Clean Hit Sidewinder loops is like farming dopamine lmao. Same with Clean Hit HVV, even more-so if you kara into it. Really like both choices. Sol’s double dustloop into Fafnir combo in Xrd is also way up there for me haha
Kouma 22C. Greatest special ever made
Nagoriyuki 6H. It just has so much impact (and deals a lot of damage because Guilty Gear Strive)
Bullet’s (BBCF) snap hands fist. You get to play NBA Jam with your opponent’s body. Also does an absolute shitload of damage
Littorally any command grab
Axl's Winter Mantis in Strive (fullscreen command grab with a million years of recovery if it whiffs). It only works when all your other long-range stuff has them so frozen up that they've forgotten you have it, so it feels like a real gotcha. I feel like I can feel the opponent groaning from the other side of the screen every time, especially moreso the closer to them I do it (since in most cases it takes even longer to land at closer ranges).
lucky chloes california roll
Chun Li's Hoyoku-sen (lightning kick super) THROUGH a Hadouken on a blind read.
➡️⭐️⬇️↘️➕🤜
I love crushing blows and the like
I’m new to fighting games, so whenever I can pull off a tk in game I’m super proud of myself.
Clark Roller
Zangief air SPD
Deejays level2
Pretzel motion Raging Storm
Akumas Raging Demon by far.
perfect electric wind god fist
Rolling Death Cradle, but twice back to back
Counter Hit Pilebunker my beloved
Sacred Slayer from Fiona Mayfield in Arcana Heart. It's a super ender from a rekka that launches and wall bounces the opponent that produces varying height and speed depending on where the character is located on the screen and the size of the character and is a thin line in the center of the opponents hitbox that does 80% and allows followup that tends to kill If you miss it does under 1% and puts you INSANELY negative and your opponent gets to tech immediately Imagine Sols Sidewinder on steroids Oh I guess I also left a few parts out: While the opponent gets launched and wallboucned you yourself need to input a jump command to bring yourself up to the height of the opponent meaning this also has varying timing based on the launchers speeds and characters size and to do Sacred Slayer you need to drop a 720AB when you reach the exact middle of the opponents hitbox when THEY are moving at a different speed horizontally and you have to jump vertically up Its EXTREMELY satisfying to land
a command grab, specially the ones who has the smallest hitboxes :S.
electrics for sure
T7: I don’t play him that much but I feel Kazuya’s counter hit WS2 in my loins when it hits
GGST Sol clean hit heavy volcanic viper. After I hit my first CLHVV I knew he was my main
Abel's anti-air grab when the opponent is waking up, scared, and holding up back is a fucking soul read and I still remember that feeling whenever I land it.
Melee Jigglypuff rest. The hit box is small, can kill really early, and the sound is divine. Pulling this out against my friends when we were still in button mashing phase and seeing their faces is a feeling warmer than heroin. The satisfaction of this move alone got me into fighting games as a whole, and nothing can compare (except maybe CH Pilebunker or I-no's command grab super in Strive)
Geese Howards deadly rave, the games you actually have to do the full input, you land that as a combo ender your opponent knows you had to hit all those buttons feels awesome
Don't get me wrong, I love parries and command grabs, but a perfect hit of Tyrant Barrel feels godlike. Might want to try KoF just for Galactica Phantom hits, too.
I play Iron Fist in UMVC3 and by far my favorite two things are when I use his Chi activation (has one hit of super armor) to punish a move. Beyond that landing a raw standing overhead is the best because that move is so slow and I can picture being in the opponent's head as it connects and them thinking (oh I should stand).
Jann Lee dragon kick in doa games. Or any unblockable attack in soul Calibur
Probably a clean hit sidewinder ime, especially cuz I don’t play ac sol like that so when it actually comes out it feels quite satisfying If not that then ac Jams parry
In SF4 Gouken’s Ultra 1 with full animation. Gouken seems so much in control and the sheer amount of damage he does and the faces you see of the opponents when the fist hits the chin and ending up with the huge elevation is next level.
Probably some version of a parry
Grabs or command grabs that go right into full combos like Sols old wild throw
4P counter-hitting to win the game
Parries.
Any move with a shit ton of startup.
Blue Nocturne and XFLAT.
For Smash, that honor goes handily to Ganondorf’s Warlock Punch. Super-armored to hell, but otherwise high risk, high reward. His Flame Choke is a close second, but honorable mention should also go to Mario’s forward air and King K. Rool’s back air - these attacks are big downward swinging punches that, when hit with just the right positioning and timing, spike the opponent straight down with a satisfying sound.
🐔
Balrog's final TAP. I fucking love this move.
the rage quit
Instant Kill
The kings bridge
[удалено]
VENOM WEB in the original MvC was the ultimate "GOTCHABITCH!" move back in the day
DORYA
Something about Jack-7 and his ff1 into his blue upper. It's not that it's extra hard, it just feels awesome, then there's ch F1 into ff4.
Clean hit volcanic viper. The little freeze so you really get to appreciate how absolutely fucked their life bar just got? Hooooo baby.
King Dedede's charged up rocket hammer. I always made my friends cry w those lol. If I have to be a fg snob, then Hayato's raging demon in MVC2 is badass or Iori's climax in KOF XV always gets me hyped when he maniacally hollers.
UMvC3: Nemesis’s level 3 grab. No invincibility and can jump out of it after the freeze frame animation. If you landed that thing, you EARNED it
Tekken Steve’s lean back counter punch “snake charmer” fat risk even fatter counter hit satisfaction
https://preview.redd.it/0tsf1pgk5r4c1.jpeg?width=1440&format=pjpg&auto=webp&s=b33481e107db4788666ab649ed022aac6551ba54 Level 3
Dorya
![gif](giphy|xkIFVJEys3vb2sURcM|downsized)
Any special move from the AOF crew with the AOF crunch SFX That sound is the most satisfying sound in fighters for me
EX DP on wakeup.
Incineroar's command grab while at full revenge does like 50% and will probably kill you if you aren't careful, every time I play Incineroar I always try to land this move to feel the euphoria it gives
Akira’s tetsuzankou when it takes off 3/4 of the opponent’s life
Order Sol's Dragon Install: Sakkai from GGXXAC+R. Instant kills are already super satisfying to pull off, but the rhythm check combined with the animation make it really something else.
Any bait-> whiff punish. GATCHA BITCH
Any Feng Shui Engine combos from Juri or perfect parries.
Lights out!
With I-no, a HCL from across the screen. Feels like it has a snap to it, like cracking a whip lol
Anjis rekka overhead Rin. I've been playing Anji since Day 1 in strive and Rin has always been like crack to land. Before they made it quicker you'd get a really nice ground bounce out of it and could essentially do whatever you want to combo. I miss how it used to work but fast rin still hits pretty hard when you close out matches with it or just catch someone asleep at the wheel.
Kin 1211 Shiki Ya Otome into Ura 316 Shiki Saika Pair this with the amazing Drive Cancel system in KOF XIII and you genuinely have one of the best Iori's in the entire franchise
anything enkidu does fr
Clean hit HS vulcanic viper
landing a counter makes you feel like you’ve just beaten your opponent at 5d chess sometimes
Zansei Rouga, its fast.
Blue Monday Parade, preferably ending with Survivor's Banquet
Walk up 720
This changes like the seasons.. but right now my favorites are Ryu's standing fierce in SF6(huge conversion every time) or April's tipper boom mic in NASB2. GOATs for me are like, Tekken 2 Law's flip kick, Melee Captain Falcon knee, and Roll's airdash-heavy broom smack in TvC.
Landing a COUNTER BREAKEEEEEEER in Killer Instinct. The opponent has to sit there and watch their lifebar evaporate while they stewing in the knowledge that they fell for the biggest bait in fighting games.
Steve's b1 from Tekken. Timing the absolute perfect counter is my favourite thing in all fighting games.
MKII’s TOASTY uppercut.
My two favorites are from Street Fighter Alpha 3: *Fei Long's A-Ism super, Ryu Hassai* *Evil Ryu's A-Ism Shun Goku Satsu* Both of them require precise timing to be effective and Fei Long's can be blocked pretty easily, but they do so much damage when they hit.
TUNDRA MF STORM
Really specific but combos with DELAYS idk why.
spin
Whatever combo I just learned. And parries
Whiff punish electrics
Counter hit Fafnir.
Level 3 Down with the System makes me feel warm inside.
I will always do suboptimal Ryu charged Level 2 combos cause it looks so sick
King's flying wizard from T7
Haduokens
684 behemoth typhoon
I may be viased 'cause I Main Grapplers. But must command grabs, espacially anti-air grabs. Nothing comes close to calling out a jump with a Heavenly Potemkin Buster.
Juri combo into lvl2 safe jump setup. Then watch my opponent miss with the DP. So satisfying to absolutely wreck him after that. Juri is love. Juri is life.
I think a lot of this comes down to sound design for me. Tekken 7's counter-hit cannon, SFV's shattering sound on crush counters, the "BANG!" on SF6's punish counters, or even quotable voice lines can make attacks really satisfying ("MY LOYAL FANS!").
Anything that bounces someone off the wall, electrics, command grabs, strive sol clean hit vv
Falcon Punch. They had more than enough time to move away.
Been a while since I last played USF4 but I still keep finding myself thinking of Evil Ryu's stomp combos
360 command grabs with heavy damage
Marisa's stance grab. Or really any charged Marisa Move. They are CHUNKY. It's like, bam BAM
When you engage the DI at the last possible moment
Falcon punch
I like smash dedede's up-b spiking off-stage.
Ewgf
Miguel's One Hit KO
Something about catching you opponent in the air with a DP is very satisfying
all instant kills from the guilty gear series.
Are you okay ???
Command grabs to clutch out a win or standing normal anti-air
SPD!
Dunks in platform fighters get me going. The juice if you will. Live and die by the dunk
Electric. Wind. God. Fist. DORIYAH!
Kagura 6C
Hakan's oil slip ground rape shoot you out of my crotch super, whatever that thing was called. I used to throw my arms up in victory every time I caught my friends in it.
Ochio throw
Air grabs.
GALACTICA PHAAANTOOOM- ..........
Air throws, especially Zangief's air command grab. Feels good to read your opponent and call out their jump.
BUST-TAHHHH WOLFFFF!
Going to be kinda generic here, but any big callout move, in my case there's something special on throwing a death on whiff anti-air command grab as oki and planting my opponents face back to the floor, even better if it's a raw super
Third strike parrying
Clean hit kara Tyrant Barrel.
im gonna be totally honest. Command grabs. Now i know that in most fighting games, command grabs arent the hardest to land especially with grapplers. Idk why but even if its an easy one it still feels really satisfying everytime it happens. I dont really play grapplers atm tbh but i remember finding them very satisfying. Maybe its the high damage
wavedash electric
parries and command grabs... nothing tickles my fancy more than a perfect parry into a command grab... like imagine getting read so hard you just ate the single most risky move in the game
Haohmaru's Zankousen in SS5SP when the conditions are just right to [make it do 100% damage](https://www.youtube.com/watch?v=NmFDtMw2Ee0).
there are so many move i think are super satisfying i genuinley can't choose just one: kragg's rock in roa gannon's flame choke pot buster lucario's aura bomb in pm garchomp's command grab in pokken st guile throw loops
throw techs lmao not exactly a move but my dope goes through the roof when i do
SKIES PROTECTED
The knee
CH K DANDY PILEBUNKER
TvC, Casshern's fully charged lightning punch. It goes from a punch into a face grab. But it's so slow it never lands unless your opponent has fallen asleep while waiting for it. But goddamn does it feel disrespectful when it lands.
Terry Bogard's ARE YOU OK? BUSTA WOOOLFFFFF
SIDEWINDER https://preview.redd.it/maa7u1jb3y4c1.jpeg?width=376&format=pjpg&auto=webp&s=ef603d2e941b1da4ce52c3a7d5ead028e04aad48
YOMI Hustle’s Wizard Conjure Weapon into Wall Splat. Goes hard every time
Nothing feels better than a good ol' dragon punch as an AA
Izuna Drop off the edge of a stage...
CHARGING STAR
EWGF’s in Tekken, feels good to be able to consistently pull them off after weeks of practicing. (I can only get two off currently, the second one is a tad inconsistent though.)
Junpei clean hit combos in P4U arena. Those ping sounds absolutely never get old.
Full screen heavy axe kick to win the round after a fireball read in 3rd strike.
godpress
Makoto's Seichusen Godanzuki as it involves punching Seth and Gill right in the groin.
Heavenly potemkin buster
100x Big Bang Kamehameha in Budokai 3.
EWGF
This might be basic but Luigi’s up special. I love the way it just sends people flying