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Game » consists of 8 releases. Released Oct 26, 2005
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.
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.
Karate is an umbrella term for a wide range of martial arts originating in pre-Japanese Okinawa.
Female ninja.
Lucha libre is a form of Spanish professional wrestling where the wrestlers don masks in the ring. Famous luchadores include El Santo and Blue Demon.
Martial arts are a popular set of skills that many video game characters possess. Martial arts are the cornerstone of any fighting game, and have influenced many platforming and adventure games.
From Beat-em-ups to fighting games to modern FPS, one dude hitting another has made an enjoyable pastime.
An opponent that typically appears around the halfway point in a level. Mini-Bosses are more formidable than the average opponent, though normally not as tough as the end-level Boss.
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.
Muay Thai is a form of martial arts that is the national sport in Thailand. Modern kickboxing is a derivative of Muay Thai designed specifically as a counter to it.
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.
Sequels that have the player controlling a different character than the preceding game(s).
Games that have had an Original Soundtrack album released.
When a game uses the playing card suits (hearts, diamonds, clubs, and spades) as artwork or as a mechanic
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 balance mechanic in fighting games that reduces the damage of an attack each time it is
Digital re-releases of PlayStation 2 games for later Sony-branded game systems.
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.
Classic form of numbering that gives things a more regal feel.
A sequel (also called a follow-up) is a game that carries forward the gameplay concepts, and often the story, of a previous game to which it is officially linked.
A shadow is an area where direct light from a light source cannot reach due to obstruction by an object.
A fighting game archetype where characters with a significant similarity in fighting style to Street Fighter's Ryu & Ken.
A soccer slide tackle is a sideways slide that attempts to knock the ball away from your opponent's feet. It can also be used in a non-sports setting - e.g. to slide tackle an enemy to the ground or simply pass through a narrow gap.
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.
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.
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.
A combination of a split and a jump kick.
A two-dimensional image or animation overlaid into a scene. The foundation of early 2D games, making up everything from props to the player-controlled character.
Whether it's Super Scaler or Mode 7, growing and shrinking sprites/textures is a concept often used in sprite-based games. It was a popular technique used to create three-dimensional games with sprites, mostly during the 16-bit to early 32-bit eras. Sprite-scaling was an early form of 3D texture-mapping.
In fighting games, Super Armor is a property that prevents a character from flinching when hit by an opponent's attack, though he or she still suffers damage of some sort.
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