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The ability to fling oneself around an environment gracefully. Wall-running, jumping, massive drops, climbing, and other physical activities are what acrobatics is all about.
The ability to grab your opponent mid-air and throw him once you have your hand on him.
In Samurai Shodown (1993) only.
Games that feature terrain that can only be traversed by a specific character class.
Typically found in fighting games, combos are a series of strung-together moves.
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.
In games, fire can be an obstacle, a tool, a weapon, or a solution. Just don't play with it...unless you really want to.
The ability to create, shape, and control fire at will. This is a common and well known power in fiction, its appearance dating back to ancient literature.
Based on the 12 animals of the Chinese Zodiac, Hand Seals are used by Ninja to perform most attacks. By forming hand seals, the ninja is able to mold their chakra and manifest the desired jutsu.
Special or stronger units than standard ones, usually found in strategy games. This is not necessarily the same thing as a superhero or a game's protagonist.
Nothing helps set a game in a specific point in time more than having a few famous faces from history drop by to say hi.
A style of Japanese swordfighting where the user holds his or her sword (usually a katana) in the sheath until it is ready for an attack; they pull the sword, attack, and return it to the sheath in continuous, swift motions.
The Izuna Drop's origin began in the 1969 manga called Ninpu Kamui Gaiden OP (The Legend of Kamui). Kamui learned this move from watching weasels leap from trees and attack birds. Many fictional ninja and/or video game characters use Kamui's move to this day, such as Vega (Street Fighter), Ryu Hayabusa (Dead or Alive / Ninja Gaiden), and Kage-Maru (Virtua Fighter).
Martial arts are a popular set of skills that many video game characters possess. Martial arts are the cornerstone of any fighting game, and have influenced many platforming and adventure games.
Mix-Up is an archetype in Fighting Games that had possess many moves that have a similar or even identical startup animation that is followed up by attacks that must be blocked or dodged in some ways.
Legendary, stealthy assassins from Japan's feudal era, who are well-trained in the art of the sword, and who may or may not have access to magical powers.
Ninjutsu are the techniques a Ninja/Shinobi will use in battle with ones adversary. They are also considered survival techniques by the Japanese.
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.
Used in fighting games, projectiles are objects that a fighter can launch at another fighter to attack from a distance. While they can be used to simply inflict damage, projectiles are often used to maneuver opponents into disadvantageous positions.
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.
The user creates a copy or multiple physical copies of themselves to fight and gain information on an opponent.
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.
Also known as a triangle jump, this is the ability to hit a wall and propel yourself off of it like you were some kind of crazy ninja or parkour fiend.
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