Gameplay (Terminology)
2D Gameplay
3D Movement
Adventure Mode
Air Block
Air Dash
Air Recovery
Air Throw
Air Turn
Attribute Select
Backdash
Basic Moves
Battle Damage
Battle Royale
Bloodline Battle
Bonus Games
Boost Dash
Burst
Ceiling
Chained Normals
Charge Specials
Clash
Command Moves
Create A Character
Critical Hit
Custom Combos
Dash
Desperation Moves
Dismemberment
Dodge
Double Jump
Dress Up
Dynamic Music
Endless Arena
EX Moves
Expanding Stages
Fake Dizzy
Fatal Moves
Flight
Guard Cancel
Guard Crush
Hazards
Instant Kill
ISM Select
Item Moves
Items/Weapons
Juggling (heavy)
Juggling (light)
Level Up
Life Recovery
Lives
Manual Charging
Mash Event
Metered Specials
Move Charge
Multiple Planes
No Blocking
No Mirror Matches
Precision Defense
Projectile Deflection
Projectile Destruction
Pursuit Attack
Push Block
Rage Gauge
Ring Out
Ring Out Return
Roll
Roman Cancel
Run
Short Jump
Special Moves
Speed Select
Stage Fatalities
Stage Transitions
Stance Change
Steal a Move
Stress Scream
Strikers
String Move
Stun Gauge
Stun Targets
Style Select
Sudden Death
Super Arts Select
Super Cancel
Super Crouch
Super Defense
Super Desperation Moves
Super Jump
Super Meter
Super Mode
Super Moves
Tag Battle
Tag/Team Move
Taunt (benefit)
Taunt (detriment)
Taunt (no effect)
Team Battle
Tech Roll
Throw Escape
Throw Moves
Throw Reversals
Throw Soften
Ukemi
Unlockable Moves
Wake Up Options
Walls
A move that bears an additional cost or other requirements to execute.
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Astral Revision
Bigger Badder Better
British Bear Boy
Cyborg Fanatics
Double D
Dust Loops
Goenitz Megashock
Higher Voltage
K' Taisen
Like the old time...
Mudman's Cafe
Ora Ora Orange
Shoryuken Sunset
Take No Prisoners
Terminology
Site Info
Super Moves History
Ultimate Attack (Teenage Mutant Ninja Turtles: Tournament Fighters (SNES))
SP Moves (Darkstalkers)
Super moves only available when the Special meter is full.
Wrath Attack (Godzilla: Kaiju Daikessen)
Slam Dragon
Ninja Master's
Can be performed when Super Gauge is full or in Hyper Mode. In most (all?) cases this is a powered up version of a normal Special that consumes the meter, unlike EX moves.
EX Moves (Vampire Savior)
Unique moves which consume one or more levels of super meter (it is possible to stock up to 99 levels of meter).
Potential Moves (Advanced V.G. 2)
Super moves which consume 1 or 2 meters of stock (maximum 3 stock meters)
Eternity Specials (Eternal Fighter Zero: Memorial)
God Fist Blow / Kyukyoku Ougi (Hokuto no Ken)
Ultimates (Super DragonBall Z)
Ultimates is just another name used to denote Super Moves. They consume 1 or 3 bars of the Ultimate Gauge. When activated, the screen briefly turns dark, the camera zooms toward the user, before the c
...
Bleach: The Blade of Fate
Final Smash (Super Smash Bros. Brawl)
Super Combos (Street Fighter 4)
Distortion Drives (BlazBlue)
At the cost of 50% Heat Gauge (exception is Haku-men who uses magatama system) to use Distortion Drive, a move that surpasses the strength of normal and special moves.
Distortion Drive (BlazBlue: Continuum Shift)
At the cost of 50% Heat Gauge (exception is Haku-men who uses magatama system) to use Distortion Drive, a move that surpasses the strength of normal and special moves.
Elemental Super (Battle High: San Bruno)
X-Ray Moves (Mortal Kombat (2011))
Critical Edge (Soul Calibur 5)
A variation of Soul Calibur IV/Broken Destiny's "Critical Finish" moves, these instead function more like a Super Move than a Fatality.
SP Skill Attacks (Persona 4: Arena)
These are very powerful moves that require 50 SP to use.
Super Art (Street Fighter X Tekken)
Using the Cross Gauge you can immediately unleash a Super Art! Ryu's famed Shinku Hadoken! Kazuya's Devil Beam! The Tekken characters all have original Super Art techniques!
Blockbusters (Skullgirls)
Elemental Super (Battle High 2)
Injustice
Fight-A-Base List
Since 2006
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