A video game with a high production and marketing budget and a promise of commercial success.
A AAA game is a video game with a large production and marketing budget and a promise of commercial success. The equivalent of a blockbuster in the cinema.
Examples: The Last of Us, Halo Infinite, Call of Duty.
Comes from the Japanese verb abareru, meaning to be taken by madness. Generally said of a player who tries to poke between two opposing attacks, during his wake-up, in short, when he is under pressure. The player takes risks to throw a move that will allow him to place a complete combo, to the detriment of his guard and defence.
A type of blocking in some fighting games, where if a player blocks two moves that combine together, he can release his guard and still block the rest of the combo. He may be caught off guard as soon as the moves no longer combo together, or if he has an opening to counter his opponent. Vampire Savior is one of the games using absolute blocking.
The practice of abusing a move or technique that plays on a flaw in the game. Generally prohibited in competition.
Frames in which your shot is able to hit.
Advanced blocking is an improvement on normal blocking in certain situations. This type of blocking offers many advantages over the classic blocking, but is either more difficult to achieve or more resource intensive. The first game to use this type of block was SNK's World Heroes 2. The Thrust Block in Weapon Lord, the Parry in Street Fighter III, the Just Defend in Garou: Mark of the Wolves, the Guard Impact in Soul Calibur and the Faultless Defend & Instant Block in the Guilty Gear series are all Advanced Blocking. The latest Mortal Kombat game allows you to use the Breaker, which is a counter to the opponent's attack at the cost of 2 bars of super.
Marvel vs. Capcom terminology for a combo performed while the character is in the air, regardless of whether the basic attack was performed on the ground or during a jump. The main difference between an Aerial Rave and a Juggle is that in the former, both characters are in the air, while in the latter, the attacker is on the ground and the sufferer is in the air.
Aggression represents the forward movement of a given blow, as well as a measure of the new character range created by that attack.
Air control. Move while the character is thrown in the air. Can avoid being hit by certain combos, but is only possible after several hits have been delivered by the opponent.
An attack made in the air against an opponent also in the air.
A technique unique to the Street Fighter Alpha series, performed when blocking with a front quarter circle and a punch or kick. If done correctly, the character would not only block the blow, but counterattack and send his opponent to the ground. In the first versions of the game, a character could not do an Alpha Counter only by pressing punch or only by pressing kick (depending on the character), but in the following versions, all could do it with both buttons (the quarter circle remained mandatory in all cases).
In tag battle games like DBFZ, this is your third character, the one who is usually in charge of finishing the fight. Less dependent on the assists of the other characters, he usually needs a few bars of energy to reach his full potential, although exceptions do exist.
A way to finish off the opponent that appeared in Mortal Kombat 3, where the character transforms into his animal-totem to finish off his opponent. It can only be used after a Mercy.
A move designed to counter air attacks, which can also be used as a launcher for a Juggle.
Single player mode with gameplay similar to arcade games, hence the name.
Normally, when a player making an attack takes a hit, the movement is interrupted, and the player is Hit Stun. An attack with armour will not be interrupted if the player is hit by an attack. Generally, armour only works on one hit, if the player takes a second hit before launching the attack, it is interrupted as normal. Depending on the game, the armour can either take damage even if the hit is not interrupted, or cancel it, or reduce it, or take it but in recoverable life.
An attack in Street Fighter IV that can counter Armor moves. Reversals in SF4 break armor, and each character has at least one special move with a higher priority than Focus Attacks.
This mode is a special feature of the King of Fighters series, costing 3 stocks and triggered by pressing BCD. The player character will assume a specific pose and be surrounded by a yellow aura, for a brief period of time indicated at the top of the screen. During this time, the player's Power Gauge disappears, and he cannot accumulate any more. Despite this disappearance, he can use Guard Cancel Attacks and Guard Cancel Slides in any direction, and as many times as he wishes. During Armor Mode, attacks deal more damage (although less than in Counter Mode). The character also takes less damage, and in addition, his Dodge Attack will knock the opponent down, as will the Body Blow Attack (Guard Cancel CD Attack). Another advantage is that the player will not take damage by blocking special moves, DMs or SDMs. Even though DMs and SDMs cannot be used during Armor Mode, the player cannot be hit out of an attack. An opposing attack can still repel him, but he will continue his assault instead of going into Hit Stun. This does not apply to certain hits that knock the player down or send them flying. At the end of this mode, the player's power gauge does not reappear for a few seconds, preventing the player from collecting energy/stocks until the gauge reappears.
The act of calling another character in the middle of a fight to come and perform an attack on the opponent. Does not lead to a change of character, unlike tag.
A move specific to the BlazBlue series that can only be applied under certain conditions: your Heat Gauge must be full, the opponent's HP is a certain threshold (between 35 and 20% depending on the game) and it is a decisive round for one of the players. If the Astral Heat passes, the opponent is automatically killed.
Projected attack. A type of attack that ends in a throw if it is passed on the counter.
It is a feature that when a player enters a command (usually a special move) with his back to his opponent, the game automatically flips it and sends the attack to the opponent.
A feature appearing on many characters, originating from the Street Fighter saga, is that auto guard moves have a specific set of frame animations during which all moves coming at the player are automatically blocked. This feature is a bit different from the invincibility of some attacks, as it nullifies any attack coming at the player, whereas in the case of an invincible move, the player can come out of invisibility frames while the opposing attack can still hit them, thus getting countered. To compensate, Auto Guard moves are often slowed down when hit by an attack, allowing the attacker to protect themselves if their move was fast enough. Auto Guard attacks are very effective against projectiles, as these usually only hit once, so it is quite simple to cast Auto Guard at the right time. Some Supers can also have Auto Guard, sometimes making them last for a few seconds during the Super's launch animations.
Also known as the Easy Beat, the Auto-Combo is a combo performed by pressing the same button several times. It is found in many series, both to help beginners play and to allow a more experienced player to throw a combo with confidence. However, as Auto-Combos are generally limited to one start move and one execution, they are easy to anticipate and counter, so experienced players rarely use them. The other reason for their rarity at high levels is their damage, which is often lower than that of a manual combo.
Automatic offensive guard or Automatic Guard Impact. Any action that allows an offensive guard without the sequence of an offensive impact being performed. The character's weapon then turns purple for a few frames, but not always. An Auto Gi only impacts certain moves, and within a limited number of frames.