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Sandbox / Fighting Game Jargon

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Fighting Games are loaded with layers of interweaving systems, mechanics, and character-to-character interactions, making them seem very daunting for newcomers to jump into as a result. Although, knowing fundamental principles and terminology can help ease the transition for new players to join, and veterans to go from playing game to game.

This is a but a small guide to help

For more information, the 'Fighting Game Glossary'' is a project that compiles several fighting terms and defines them.


Strategic Terms

Neutral

The state where neither player has an advantage over the other, and thus have to fight to gain control of the match. This is the moment where players have to look for ways to gain advantage over the other. This could be done in many ways from sending out attacks, moving around the opponent's space, or preparing yourself for the possibility of being hit at any point.

Advantage/Disadvantage

When a player gains or loses the opportunity to land hits in on their opponent. Advantage can be very different across different players and characters. i.e. Some might try to put their opponent in the corner of the screen, limiting their mobility and offensive capabilities. Some characters may function best at a certain range than others, like how zoners prefer to be far away, and rushdown character prefer to be up close.

Mechanical Terms

Archetypes

Shotoclone

Examples: Ryu (Street Fighter), Terry Bogard (Fatal Fury), Jago (Killer Instinct), Ky (Guilty Gear), Goku (Dragon Ball Fighter Z)


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