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The ability to stop or reduce the damage from an oncoming attack.
A common fighting game mechanic that allows you to link normal attacks into a combo. Also known as a Dial-A-Combo.
Typically found in fighting games, combos are a series of strung-together moves.
A non-interactive sequence within a game most often used for plot advancement.
It's arguably the one move that symbolizes the medium to those outside it. The ability to jump, be it onto a building, a platform, or a skull, is one of the all time most important abilities ever put in a video game.
In some action oriented videogames, the player is able to launch enemies into the air, and can sometimes proceed with follow-up attacks.
In the sky or in the blackness of space, these guys can get you from one place to another, and maybe blow up a few bad (or good) guys along the way!
One man's terrorist, another's freedom fighter.
A special combo-move in fighting games that is executable after building a meter throughout the match (or round).
Commonly found in fighting games, a super meter increases when either a character takes or gives damage (depending on the game). There are many variations on the super meter, depending on the franchise or game.
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