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Game » consists of 3 releases. Released Mar 10, 2010
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.
An Air Combo differs from a Juggle in that the character jumps up to meet his enemy. Instead, they launched them and then attacks their opponent in the air.
Anime Fighter is the theme genre of Fighting Games. Either regular FGs (i.e Guilty Gear and BlazBlue) or anime licensed fighting games (i.e Dragon Ball, JoJo, One Piece) that had fast-paced action, put in emphasis on offense over defense and different fighting systems.
Some games have inspired the creation of literature.
AI Bots are computer-controlled game characters that substitute for characters that are otherwise typically played by a human, and are most commonly found in multiplayer games.
A concept in games with multiple characters, a screen with pictures of all playable characters with the possibility of stat listings.
Also referred to as block damage, chipping takes place when characters take damage even when blocking. Most commonly associated with fighting games.
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.
Typically found in fighting games, combos are a series of strung-together moves.
The continue is a classic gaming concept, and usually arises when the player "dies" or fails in the game. Usually some loss is tied to a continue, in a form of a "life" or something of other value.
The ultimate pressure feature. Players have to complete the task at hand, be it defeating opponents or cutting the right wire, in the allotted time.
The concept of purchasing media and having it delivered over the internet. No physical representation of this content is given, and although the content resides on the user's hard drive they are typically granted a license to the product, rather than ownership of it.
A double K.O. is a rare event when in an 1-on-1 fighting game both fighters reduce each others health to zero simultaneously. The methods used to score a Double K.O. as a round win or loss varies from game to game.
A flawless victory is a victory in which the winning player has incurred no loss of health, or in other uses, like Unreal Tournament III or Fury, no points scored against the winning team.
Typically offered through optional items or specific characters, glass cannons are play-styles focused on greatly increased damage output at the cost of low defenses and/or health.
Grapple Breaks prevent a character from being grabbed/thrown.
A grappler is a combatant in a fighting game whose best attack strategies usually revolve around throwing their opponents around the stage.
More commonly known as a "time loop", these games feature events that force the players through the cycle of repeating one (or a few) day(s). This is often presented as the result of time travel or other strange phenomena.
Guard Crush is a mechanic in Fighting Games where a player/AI opponent blocks too much and making a character to open to use another attack.
A form of gauge seen in some fighting games. As a character guards against attacks, the meter depletes. The guard is broken if the meter empties.
Health is a value that gauges how much damage players can take in a game before they die or pass out. Also known as life in some games. Health is usually represented by a bar or a percentage instead of an exact amount. Found in most non sport games
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 is a concept in fighting or other action games of attacking an enemy in order to keep the enemy in the air, unable to fight back. This is also a tactic in tower defense games of keeping the enemy on the battlefield longer by manipulating towers.
A process by which one player/creature's health points are transferred to another, particularly via a spell, technique or item.
A fighting game concept in which a player using a particular character can fight against either the CPU or another player using the same character.
When a game has several playable characters of different species, real or fictional.
Two or more characters are featured on the game's box art.
A powerful punch, frequently capable of knocking the recipient off into the distance. Named after Naru Naruseqawa (Love Hina), who frequently uses it on Keitaro. It is also known as the "Megaton Punch", as seen in Disgaea and Pokémon.
A technical feature in many 2D fighters that allows special moves to be executed by releasing or depressing a button, rather than exclusively being activated by pressing down a button.
An optional boss is a boss whose defeat is not essential to the plot and can be avoided. In some cases, they are stronger than the game's final boss.
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