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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.
Typically found in fighting games, combos are a series of strung-together moves.
Downloadable Content adds new features and content to already-distributed video games via the Internet. Examples include new maps for FPS games, new songs for rhythm games, and new cars for racing games.
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.
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.
This concept is for games in which at least one of the main characters is male.
Sequels that have the player controlling a different character than the preceding game(s).
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.
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.
Male characters who are depicted in an overtly sexual manner.
People who are aged during the growth period of adolescence, traditionally between 13 and 17 years old.
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.
A biological entity with the innate ability to control the behavior and direction of water using little to no physical contact.
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