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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.
A protagonist who lacks some or all of the qualities traditionally seen as heroic.
The inverse of an anti-hero. An anti-villain is a villain that portrays him/herself as someone who is just and altruistic while is secretly working towards an otherwise nefarious and villainous goal. Common archetypes of anti-villains are politicians and religious figures who craft a wholesome and good-natured image to hide their evil intentions; this may even sometimes include doing good deeds, but only as a temporary measure to potentially further their true ambitions.
Because you'd never expect a banana to be an undercover cluster grenade.
Using the Red Cross in an entertainment product is expressly forbidden by the Geneva Convention and international law, however some games don't realise that.
The deliberate animation of breasts, meant to titillate as a means to conform to more realistic physics.
36E-25-40 cm
A protagonist who is arrogant, cynical, and aggressive, but also intelligent and introspective. Named after the English Romanticist writer Lord Byron, who popularized such characters and was said to have fit this description himself.
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.
See? The exploiting, soulless people who run the video game industry DO care about their fans!
An alluring female who uses her charms to seduce men with intention of using them to further her own intentions.
This concept involves a character of the hero archetype that at some point in the storyline, turns against the forces of good and becomes evil or is revealed to have done this in secret at some point in the past.
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).
Female ninja.
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.
A medical professional whose primary role is that of a caretaker and doctor's assistant. They are stereotypically female, however they can be of either sex.
Swearing, cursing, call it what you want. It is an expression of anger or frustration, in most cases.
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.
Characters that are designed to be scantily-clad.
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 idea of deriving a feeling of pleasure through inflicting pain or suffering on another living being.
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.
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.
The act of changing an event in the past that significantly alters further events leading up to the present. This is a major element of many stories involving time travel.
An antagonist who isn't a villain by choice and is not in control of their emotions or a victim of tragic circumstance.
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