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
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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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
Together We Are
Terminology
Site Info
Super Meter History
Special Meter (Darkstalkers)
Filled by any type of attack, although specials add the most meter. Slowly drains after a few moments not attacking. When full the meter activates and starts draining; your normal attacks are slig
...
Hero Meter (World Heroes Perfect)
Slam Dragon
Meter is filled by taking damage and taunting. Retains charge between rounds.
Super Power Gauge (Ninja Master's)
Gain meter when hitting opponent (blocked or clean).
Chi Meter (Dynasty Warriors)
Filling this meter up is one way to grant the player access to Musou attacks. Positive actions (attacking, parry, redirect, or winning weapons clash, or dashing in) increase your meter. Negative actio
...
King of Fighters '97, The
Endorphin Meter (Fighting Fury)
Magic Meter (Barbarian)
The Magic meter is filled by attacking. Push attacks, ranged attacks, and runes all consume the magic meter.
Ultimate Gauge (Super DragonBall Z)
Ultimate Gauge determine the availability of super attacks. The bars are built by getting hit, landing an attack, and using special moves. The maximum number of super bars that can be filled is three.
...
Bleach: The Blade of Fate
Heat Meter (BlazBlue)
Naturally gained by landing and taking attacks, Heat begins to increase on its own once your life grows critical.
PP (Type: Wild)
PP or "Power Points" dictate the use of Super Moves. 100 PP is required to pull off a Super. PP functions like a typical Super Meter in Type: Wild, which is completely the opposite of how it works in
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Mortal Kombat (2011)
Mortal Kombat features a segmented Super Meter. Level 1 allows Enhanced Special (ES) Moves to be performed, Level 2 allows combo Breakers, and Level 3 provides access to X-Ray Moves, the game's Super
...
Skill Points (Persona 4: Arena)
In tradition with the Persona role-playing game series, Skill Points (abbreviated as SP) was a meter that was depleted whenever special skills are used. In P4:Arena, this gauge behaves similar to a su
...
Dramatic Tension (Skullgirls)
Basically Skullgirls' equivalent of a Super Meter. Meter is gained from attacking, blocking, and taking damage. This meter can be spent for using Stunt Doubles, Outtake, Co-Star Combos, and Blockbuste
...
Fight-A-Base List
Since 2006
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