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Sure, these days have almost every game sporting the newfangled 3D, but way back when, everyone had to live with plain old 2D. 2D, or two dimensions, limit the game to scrolling backgrounds, but some games even now make use of this basic concept.
The ability to stop or reduce the damage from an oncoming attack.
The deliberate animation of breasts, meant to titillate as a means to conform to more realistic physics.
32D-23-36 cm
A character who attacks with their buttocks. Most common in fighting games. Not to be confused with the act of attacking somebody's butt.
A fighting game character whose move set is based around charging (holding back for 30 frames, then forward + attack)
Also referred to as block damage, chipping takes place when characters take damage even when blocking. Most commonly associated with fighting games.
Cirque des Cartes is the circus group home of Cerebella, run by Vitale Medici.
A character in a game who uses unorthodox moves, and who likes to play 'practical jokes' on opponents. This makes losing to him/her all the more humiliating.
In 2D fighting games, a command grab is a character-unique grab that is triggered by performing a special move command. It is the primary weapon of a "grappler" character.
A double jump is the ability to jump while already in mid-air to get some extra lift. In reality, double jumps are not possible and violate fundamental laws of physics.
A grappler is a combatant in a fighting game whose best attack strategies usually revolve around throwing their opponents around the stage.
Graphics in games whether backgrounds or characters that are hand drawn whether using a pen graphics tablet or a scan of a physical drawing.
"Hand to hand. It is the basis of all combat." -Gray Fox
Weapons with a mind of their own. Sometimes their personalities clash with the people wielding them.
A Palette Swap is when two or more characters share the same style sprite or character model with only minor color or cosmetic changes. Although visually similar, palette swap characters may have very different moves and personalities.
Characters that are designed to be scantily-clad.
Female characters who are designed with highly idealized figures and proportions, outfits that are revealing and/or form-fitting, and prone to ending up in completely over-the-top poses designed to show off their bodies.
Featured mainly in fighting games, special attacks usually require more than just pressing a button to activate. They are usually unique or at least varied between characters.
A two-dimensional image or animation overlaid into a scene. The foundation of early 2D games, making up everything from props to the player-controlled character.
In fighting games, Super Armor is a property that prevents a character from flinching when hit by an opponent's attack, though he or she still suffers damage of some sort.
When the player character can execute a jump that is higher or farther than their normal jump. This can require holding the jump button or performing some different control input, and can be limited by energy or a cooldown.
People who are aged during the growth period of adolescence, traditionally between 13 and 17 years old.
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