Category talk:Special moves
What is the distinction, if any, between "Move" and "Special move" ?[edit]
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Title. Yeah, this divide is driving me up a wall because I can make neither heads or tails of it. Alexa, c/p the category definitions please:
These are moves commonly used by characters of the Super Mario franchise and related series. - Category:Moves
The unique attacks and abilities of the Super Mario franchise. - Category:Special moves
So it's like "Moves" is generic and common and "special move" is specific and perhaps exclusive to certain characters or certain games. That interpretation doesn't work in the slightest. I think a table for the silly outliers best makes the point. (I'm also going to capitalize "Special Move" much of the time because it's clearer than "Special move".
| Moves that should be Special Moves | Special Moves that should be Moves |
|---|---|
| Capture (Isn't this Bonneter exclusive?) | Ground Pound (While it started as a Yoshi exclusive, Mario Party demonstrates everyone can Ground Pound) |
| Super Whirl Jump (How many characters own a F.L.U.D.D.?) | Roll (Is literally a generic move article) |
| Strike of Intuition (You have to transform into Detective Peach to use this) | Jump (In Category:Special moves by way of being a member of a the subcategory Category:Jumps. Mario's jumping is special, but surely jumping is for everyone?) |
| Sand cloud (Requires Yoshi with a Yellow Shell or Yellow Yoshi with a Koopa Shell, hardly common) | Stomp (Also in Category:Jumps, but additionally is in Category:Special moves on its own despite being a fundamental part of Mario logic.) |
| Spin & Head Shake (Sure, anyone can spin or shake their head. But not everyone can do that while empowered by Baby Luma) | Handstand (Picking on WikiJank because I committed to a table format before finding examples, but the Lanky Kong and Koops paragraphs indicate this is being treated as a generic move) |
| All Bros. Moves (The move categories for Mario & Luigi (series) games are subcategories of Category:Moves, therefore making things as bizarre as turning into a UFO or electrocuting people to make them walk funny regular moves.) | N/A |
I think we do have to come up with a well defined boundary between these two categories What to do? I have three answers"
- Define Category:Special move mechanically. A Special Move is anything uniquely performable by certain characters or forms in a given game and not all characters and forms in a given game. This definition means whether something is or is not a special move is determined on a per game basis, putting some articles in both in the process. This comes with two caveats: If every character has their own variations of a move then the umbrella article is a Special Move. Assisting characters like Cappy and mountable Yoshi having an inability to use certain moves does not make such moves a Special Move.
- Jump (category and all), Carry, Roll, Ground Pound, Flutter Jump, Double Jump (airborne), Capture, Super Whirl Jump, Wall Jump, Drill Spin, Zone Speed, Zone Shot, Burst, Slam, Punch, Handstand all Bros. Moves except for those in Partners in Time and Bowser's Inside Story, and all Bros. Attacks except for those in Bowser's Inside Story, are Moves. (As you might surmise, pretty much all moves from games where there is only one primary playable character and there are no power-ups end up here.)
- Head Shake, Hand Slap, Roll Attack, Strike of Intuition, Shell dash, Flutter Jump, Head Shake, Fly, Drill Spin, Double Jump (airborne), Trick Shot, Special Shot (for all games), Punch, all Bros. Moves in Partners in Time and Bowser's Inside Story, and all Bros. Attacks in Bowser's Inside Story are Special Moves
- Why are some moves both at once? Because either one game granted the ability to all characters (Flutter Jump in London, Double Jump (airborne) in Smash Bros.) or because one game restricted the ability to certain characters (Bowser cannot use Bros. Attacks in Bowser's Inside Story, but is the only one who can Punch).
- Define Category:Special move aesthetically. A Special Move is something that is not a common move. That means anything that has an energy cost is a Special Move, anything that requires a fancy artifact or gadget or character is a Special Move, anything that is magical is a Special Move, and anything that is generic is not a Special Move.
- Jump (category and all), Carry, Roll, Ground Pound, Wall Jump, and Punch are Moves.
- Spin, Head Shake, Flutter Jump, Capture, Super Whirl Jump, Drill Spin, Burst, Slam, Handstand, Hand Slap, Roll Attack, Strike of Intuition, Shell dash, Fly, Double Jump (airborne), Trick Shot, Special Shot (for all games), all Bros. Moves, and all Bros. Attacks are Special Moves.
- Dissolve Category:Special move. Any means of distinguishing common moves from extraordinary moves is going to get arbitrary when dealing with video games. Everyone in this franchise can already jump over three times their height, smash robots by landing on their heads, heave up to three other people over their heads at the same time, and repeatedly start and stop Ground Pounds in the air to fall slower. This is by far the simplest way to organize moves, because then there's no fuzzy boundary between two groupings of them. Salmancer (talk) 11:01, June 9, 2025 (EDT)
- i think dissolving makes the most sense. the other two distinctions feel super arbitrary —
eviemaybe (talk / contributions) 11:27, June 13, 2025 (EDT)