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These games were popular enough to be adapted for the theater.
A special attack seen in the Persona series where the entire party will strike all enemies on the field after they've been knocked down.
When someone is androgynous, they have a mix of masculine and feminine aspects, or they have the appearance of being in between male and female. A common aesthetic in Japanese media and games.
Athletes are people that play sports, anything from baseball to football to track and field. Athletes in video games typically give gamers a chance to hit that home run or kick the winning goal that normally would take years of training to do.
Every school has a king or queen. They might be a star athlete or just the coolest guy around, either way they're the most popular student at school.
A boxer is someone who participates in the sport of boxing.
Bruisers are characters who depend on their fist and realize that most of life's problems can be solved with a punch. Typically bruisers don't fight with any real style or technique, instead they tend to simply rely on raw strength.
A character in the game actually increase in size. This may be a temporary or permanent transformation.
An attack that does more damage than usual, usually affected by random chance and some sort of modifier.
The Dark Hour is a period of time that occurs between midnight and 12:01AM each night in Persona 3. Only a select few are aware of the Dark Hour and able to enter it.
"Hand to hand. It is the basis of all combat." -Gray Fox
The process by which characters reach a new level, gain greater attributes, and learn more abilities. It usually involves earning enough experience points by completing a variety of tasks such as quests or by "farming" such as killing other characters for their experience points.
The concept of affecting the universe through supernatural methods, breaking the fundamental laws of science.
From Beat-em-ups to fighting games to modern FPS, one dude hitting another has made an enjoyable pastime.
Moral dilemmas presented to the player that often have a significant effect on the story or other characters.
Manifestations of a person's 'mask' that he or she shows the world. They can also be described as a representation of the control over a character's shadow personality. These entities appear as famous and legendary characters in the world of mythology. Tremendous power hidden within each one.
Rekka is an archetype in Fighting Games that had 2-3 district hits and it moves in the each hit with little to no pause. but the first part is on block and you'll continue into the later parts as hit confirms.
Colloquial term applied to hyper-aggressive play in all fighting games in North America, coined in southern California during the mid-90s. Popularized by tournament players like Alex Valle.
In Persona 4 Arena and it's sequel/half-update Ultimax only.
A concept found in the Persona series. After random battles an occasional shuffle time screen will appear where the player can try his or her luck at getting various persona or other bonuses.
An important game mechanic in the Persona series. Social links represent the people you meet, and each are associated with a single Arcana. It is called Community in the Japanese versions.
In fighting games, some characters have special moves that are counterattacks. In order for the attack to work, the player must enter the proper command and then allow for the opponent to strike when the player's character is in the move's "wait" position.
A private extracurricular club at Gekkoukan High School. Its members are individuals with the "potential," the ability to keep their consciousness during the Dark Hour, and call forth their Persona. Shuji Ikutsuki acts as their sponsor.
Those that attend a school seeking knowledge. In many video games (especially RPGs) students, most commonly high school students, are the protagonist of the game.
Summoning involves bringing a distant ally into battle to either perform a single, devastating attack or to fight on the behalf of the summoner.
People who are aged during the growth period of adolescence, traditionally between 13 and 17 years old.
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