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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.
In many RPGs, especially those made in Japan, magic is categorized as black or white. Black magic spells deal damage or inflict negative effects.
A fighting game character whose move set is based around charging (holding back for 30 frames, then forward + attack)
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.
One or more events from someone's past that negatively affected them. Plenty of video game characters have such pasts.
The concept of using two weapons at once, often for more damage at the cost of accuracy, the use of a shield, grenades, or other similar accessories.
Many video game villains oftentimes laugh in evil ways, be it a vicious cackle, a sneering chuckle, or a booming laugh. Common evil laughs often include "Bwa-ha-ha", "Mwa-ha-ha", or "Ho ho ho".
This page is about the concept of Multiple Personalities, also known as Split Personalities. This is the concept of a single physical body being host to many separate identities. Isn't that right, Zach?
Manifestations of a person's 'mask' that he or she shows the world. They can also be described as a representation of the control over a character's shadow personality. These entities appear as famous and legendary characters in the world of mythology. Tremendous power hidden within each one.
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.
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.
Akuma's signature super move in the Street Fighter series.
SNK fighting games are notorious for boss fights of ludicrous difficulty. Common symptoms of SNK Boss Syndrome include absurdly high attack priority, overpowered special attacks, and AIs that read button inputs. Though it's most common in SNK games, the syndrome has also appeared in games by other companies.
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.
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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