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2D Gameplay
Gameplay
Gameplay design in which the action takes on a flat plane (only X and Y movement are relevant to gameplay).
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3D Movement
Gameplay
Characters can move freely in all 8 directions without facing their opponents direction at all times.
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Adventure Mode
Gameplay
The game features an extensive single-player game which uses the "fighting mode" as a means of conflict resolution. Other minigames may abound, and character growth (as in an RPG) may occur.
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Air Block
Gameplay
A universal method of defense while jumping or otherwise air borne. Exact rules vary wildly from game to game.
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Air Dash
Gameplay
Dashes that can be performed in mid-air.
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Air Recovery
Gameplay
Characters possess the ability to recover from a "knockdown" state while in mid-air.
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Air Throw
Gameplay
Throws can be performed in the air by all members of the cast.
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Air Turn
Gameplay
Ability to turn around in mid-air.
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Attribute Select
Gameplay
Players can modify the performance of their characters to a certain degree before the battle.
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Backdash
Gameplay
A form of mobility consisting of a quick backwards hop.
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Basic Moves
Gameplay
Ordinary moves that require minimal effort to execute.
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Battle Damage
Gameplay
Characters display persistent damage in realtime, either as cuts and bruises to their person or the gradual destruction of their clothes.
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Battle Royale
Gameplay
More than two combatants duke it out simultaneously, free-for-all or on teams.
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Bloodline Battle
Gameplay
If both players taunt simultaneously, a test of reflexes is initiated (buttons must be pressed as instructions flash onscreen). The loser will take damage.
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Bonus Games
Gameplay
Periodic breaks in single player mode that are more tests of skill or knowledge than actual competition.
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Boost Dash
Gameplay
A method of forward dashing capable of cancelling normal attacks, for increased combo potential. Relies on a meter.
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Burst
Gameplay
A technique to blow off pressure even while in hit- or blockstun. Can often be used offensively in some capacity.
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Ceiling
Gameplay
Some levels have a ceiling which a character will rebound off of when juggled too high.
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Chained Normals
Gameplay
Basic attacks can be chained or linked together in often predetermined patterns to create combos and strings.
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Charge Specials
Gameplay
As opposes to instant use EX moves, characters are able to charge ordinary special moves (usually by holding a button) to make them stronger or more effective.
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Clash
Gameplay
Attacks will "clash" and cancel out, usually when only the attack portions of their hitboxes overlap.
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Command Moves
Gameplay
Similar to a basic move but requires some degree of special input.
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Create A Character
Gameplay
Players can create their custom variants of existing characters or original characters to use.
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Critical Hit
Gameplay
Moves randomly "critical," resulting in broken guard or extra damage.
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Custom Combos
Gameplay
Generally at the cost of super meter, players can string attacks together rapidly and repeatedly to create their own unique super attacks.
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Dash
Gameplay
Quick method of forward movement over a predetermined distance.
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Desperation Moves
Gameplay
Super moves that are dependent on life, rather than some sort of extraneous meter or condition.
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Dismemberment
Gameplay
Loss of limbs or other body parts occurs during gameplay, altering a character's abilities.
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Dodge
Gameplay
The ability to dodge into the "background" to avoid attacks. Vulnerable to throws.
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Double Jump
Gameplay
The vast majority or all of the game's cast is capable of jumping a second time in mid-air.
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Dress Up
Gameplay
The player can purchase and equip various costume items, auras, color swaps, etc.
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Dynamic Music
Gameplay
The state of a battle is reflected in the game's soundtrack, typically by an increase in the music's tempo as character's life approaches empty.
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Endless Arena
Gameplay
Battle stages have no walls (invisible or otherwise) or ring-out areas; the stage scrolls endlessly in any direction.
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EX Moves
Gameplay
Certain special moves can be performed with more hits, more damage, different effects, etc (usually by expending part of a meter).
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Expanding Stages
Gameplay
Arenas may begin small but open up during the match (as walls are broken down, for instance).
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Fake Dizzy
Gameplay
Players can fake a dizzy or stunned state to try and decieve the opponent.
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Fatal Moves
Gameplay
A type of move that ends a match, usually violently. Often just a cinematic conclusion in place of a more traditional win pose.
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Flight
Gameplay
Characters are universally capable of free movement in the air.
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Guard Cancel
Gameplay
Ability to cancel your block with a special attack.
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Guard Crush
Gameplay
Blocking too many attacks in succession will result in your guard breaking momentarily (and probably leave you unable to guard at all for a few moments). Typically, but not always, visible in meter form.
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Hazards
Gameplay
Dangerous obstacles or effects not caused by players pose danger to everyone's life meters.
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Instant Kill
Gameplay
A technique to end the match instantly regardless of your opponent's remaining life. May require opponent to be dizzy, or at least extremely foolish.
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ISM Select
Gameplay
Players have access to different modes which substantially alter their gameplay options, and may in some cases alter movelists slightly.
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Item Moves
Gameplay
Elements of characters customization can supplement character movelists.
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Items/Weapons
Gameplay
Various items exist for the players to use, either littering the arena at the start of the match or appearing periodically throughout. These items can range from bonus points to food (life restoration) to actual weapons that can be thrown or used.
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Juggling (heavy)
Gameplay
Fighters can score extra blows pretty much any time their opponents are airborne.
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Juggling (light)
Gameplay
Fighters can score extra blows on each other while falling through the air, but usually only after specific moves or in certain situations.
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Level Up
Gameplay
Characters gain strength in different attributes or moves during single play. Saved characters can be used in versus mode.
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Life Recovery
Gameplay
Players can recover some life meter either through regeneration or a universal command.
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Lives
Gameplay
Rather than a traditional round-based system, winning a match is done by depleting the opponents stock of "lives."
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Manual Charging
Gameplay
The super meter can be charged manually by the player, although this action typically leaves your character open to attack.
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Mash Event
Gameplay
A mid-battle situation where both players are forced to rapidly mash button(s) against each other.
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Metered Specials
Gameplay
The effectiveness of special moves is tied to a meter--moves become less powerful as the meter is drained.
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Move Charge
Gameplay
Charge up special moves for a more dramatic effect.
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Multiple Planes
Gameplay
A mechanism for artificial Z-movement in 2D games, the action takes place on multiple "planes" which players can travel between at will.
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No Blocking
Gameplay
This most basic staple of fighting game defense is not available.
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No Mirror Matches
Gameplay
Multiple players cannot select the same character during a given match.
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Precision Defense
Gameplay
Involving precise timing and risk, defense becomes more effective.
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Projectile Deflection
Gameplay
With skillful timing, projectile attacks can be deflected back to their senders by blocking.
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Projectile Destruction
Gameplay
Attacks or other methods to nullify projectiles.
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Pursuit Attack
Gameplay
A special command to attack a downed opponent when they would be otherwise untouchable.
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Push Block
Gameplay
While actively blocking attacks, the player may enter a command to cause the opponent to be pushed back some distance.
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Rage Gauge
Gameplay
A meter that fills when characters take damage. Attacks will receive bonus damage proportional to the amount of "rage" built up. At full strength, super moves may be available. A full bar will return to empty after a short time or after the player...
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Ring Out
Gameplay
Possible to win by knocking your opponent out of the ring, as an alternative to depleting their health bar.
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Ring Out Return
Gameplay
Characters are able to grasp a ring edge and pull themselves back in from certain doom.
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Roll
Gameplay
An ability which typically consists of rolling forward or back a short distance while avoiding any attacks. Vulnerable to throws.
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Roman Cancel
Gameplay
By expending a resource, players can cancel the recovery of a move.
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Run
Gameplay
A fast form of forward movement where the player has full control over distance travelled. More often than not, games with Run use backdash as the backwards form of fast movement.
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Short Jump
Gameplay
Characters are able to execute a shorter than usual jump, usually by quickly tapping an upwards direction.
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Special Moves
Gameplay
A more effective type of move that requires a special combination of button and/or directional inputs to execute.
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Speed Select
Gameplay
Players can drastically speed up or slowdown the pace of battle.
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Stage Fatalities
Gameplay
The ability to send your foe to a gruesome fate at (or as) the conclusion to a battle.
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Stage Transitions
Gameplay
Players can travel (often forcibly) from one region of the arena to another with different dimensions or conditions.
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Stance Change
Gameplay
All characters are able to shift stances, allowing for altered normals.
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Steal a Move
Gameplay
After defeating an opponent, you can learn one of their special moves, Megaman style.
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Stress Scream
Gameplay
Player is invulnerable but immobile for a moment while 'rage' is vented upon filling a super meter.
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Strikers
Gameplay
Possible to call in other characters as support attackers.
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String Move
Gameplay
A series of basic moves initiated by sequential button presses.
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Stun Gauge
Gameplay
A character's progression towards a "dizzy" state is visible on-screen.
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Stun Targets
Gameplay
Characters have unique locations (commonly indicated by a signature clothing item or accessory) that must be struck to cause stun. A weakened target will begin to flash when it's about to break.
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Style Select
Gameplay
Characters have two or more "modes" which consist of substantially different movelists.
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Sudden Death
Gameplay
A match is not instantly decided when time is up; rather some other variable occurs to hurry the players up.
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Super Arts Select
Gameplay
Before the match, players select an "active" super from a list of several.
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Super Cancel
Gameplay
Ability to cancel super attacks into other super attacks without the use of a "custom combo" type mode.
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Super Crouch
Gameplay
Characters can crouch extremely low to the ground to avoid fireballs.
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Super Defense
Gameplay
A form of defense that nullifies all tick damage at the cost of super meter.
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Super Desperation Moves
Gameplay
A technique involving both super meter and life meter requirements.
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Super Jump
Gameplay
Characters can make a more dramatic leap than normal, commonly by pressing the joystick in a downwards direction just before executing the jump.
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Super Meter
Gameplay
Details vary widely from game to game, but in general a meter filled by various actions that can be expended for enhanced special moves.
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Super Mode
Gameplay
Instead of super "move", players can use their meter to activate a super "mode" of play that alters character moves, parameters, or other conditions.
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Super Moves
Gameplay
A move that bears an additional cost or other requirements to execute.
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Tag Battle
Gameplay
Battles take place between teams of two or more characters, players may "tag out" and change the active character.
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Tag/Team Move
Gameplay
Moves only applicable in certain tag or other team based situations.
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Taunt (benefit)
Gameplay
Taunting is beneficial to you in some way, either by causing an increase in your own ability (attack parameters/power meter, etc) or reducing your opponent's.
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Taunt (detriment)
Gameplay
Taunting results in a handicap to yourself, either a reduction of your own ability (reduced parameters/meter, discarded weapon, etc) or an increase in the opponents' ability. Lower yourself to their level!
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Taunt (no effect)
Gameplay
Tease or entice your opponent (no real effect on gameplay).
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Team Battle
Gameplay
Battles take place in elimination format between teams of two or more characters. Between rounds, some or all of the winner's life may be refilled.
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Tech Roll
Gameplay
An escape roll that can be performed by a knocked-down character as soon as he hits the ground.
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Throw Escape
Gameplay
Characters posess the ability to escape from a throw, taking no damage.
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Throw Moves
Gameplay
Throwing, slamming, and other grapple type moves used at close range. Can often be escaped or outright reversed.
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