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Game » consists of 2 releases. Released Aug 12, 1999
A boss fight is a culminating challenge that pits the player against one or more enemies representing a greater threat and/or difficulty than those previously faced. These scenarios typically feature unique antagonists.
Circle-strafing is strafing around a target while facing it. This is useful for disorienting the target's aim, making for an easier kill.
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.
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.
An organism consisting of both natural and artificial systems.
The ability to dodge an attack, making the player untouchable for a brief period.
A dodge move that also propels the character in some direction, like a standard jump would. This can be effective not only for evading attacks and repositioning during combat, but also to get past traps or simply to move through an area faster.
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
From Beat-em-ups to fighting games to modern FPS, one dude hitting another has made an enjoyable pastime.
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.
Who needs 2D when we've got 3D? 3D, or 3 dimensions, is what we're used to seeing in almost every game these days, letting us do all sorts of awesome stuff like run in circles!
Used in fighting games, projectiles are objects that a fighter can launch at another fighter to attack from a distance. While they can be used to simply inflict damage, projectiles are often used to maneuver opponents into disadvantageous positions.
A ring out occurs when a character leaves a stage (mostly due to falling off stage because of being forced by opponent or bad timing) and automatically loses round/match. This is a common concept in fighting games.
Common concept in 3D fighting games that allows you to side step around your opponent avoiding his attacks.
Moving to the left or right without rotating the body axis. The technique, also called side-stepping, is useful in FPS games to avoid incoming fire without turning away from a target.
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.
For games that have either wholly or partly Japanese title names.
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