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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.
Classes are different archetypes and playstyles that players can choose to play their game with.
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.
From a new generation of fighting games, most notably Street Fighter IV, the comeback mechanic allows characters with low health to activate a powerful move or mode.
Finishing moves are typically moves that end a fight in a traditional fighting 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.
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
Whether it be a close up shotgun blast, far away sniper rifle, explosive, or backstab, the "one hit kill" is a popular kill strategy. Usually hard to master and even harder to avoid, the instant kill is loved and hated by gamers everywhere.
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.
Special/Super moves are similar inputs as auto-combos. all that requires that is required is holding down the button or use any move in one button.
Games which allow players to interact with others over the internet.
Games where every playable character is its own individual class (Ranger, Spy, Necromancer, and so forth).
A public testing period is, or has been, offered for the general public prior to sale or general availability. Access is generally granted through giveaways, preorders, or crowd-funding rewards.
Health lost, but recoverable if certain actions are performed, such as swapping characters in a fighting game.
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.
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.
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.
A digital distribution service owned by Valve Corporation. Originally created to distribute Valve's own games, Steam has since become the de facto standard for digital distribution of PC games.
Zoning Characters (also called Keepaway Characters) is an archetype that use long range attacks to the control space in fighting games.
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