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The gameplay in Persona 4 Arena Ultimax is still that of a fighting game. However, substantial changes to characters and the system have been made from Persona 4 Arena. A 1.10 Patch was eventually released as well for both arcade and console versions. More custom announcers for both arcade and console versions have also been added.
Many specific terms that are being searched for may be grouped into broader/similar categories to allow for a more connected & universalized understanding of key mechanics and/or concepts across multiple fighting games. Certain keywords are highlighted near the top of their corresponding sections in bold or bold italics to help users distinguish between more important fundamental terminology.
A term originating from the Capcom vs. SNK 2 scene that refers to a phenomenon in 3v3 team fighters, when the opponent has 3 characters left while the player only has one, and the player still manages to comeback & defeat said opponent.
A built-in feature in various fighting game characters that originates from the older Street Fighter series. Moves with autoguard have a specific set of animation frames, during which any move that comes in contact with the defending character is automatically blocked; this is different from regular move invincibility in that autoguard usually nullifies any move that comes in contact with it during its duration by blocking it and thus rendering it harmless (unless the blocked move chips the opponent), while moves with invincibility might run out of invincibility while the attack is still able to connect with the defender, causing the character to get hit regardless.
A clone character is a character whose general moveset is extremely similar (if not identical) to that of another character, despite a potential difference in appearance. In the original Street Fighter, for example, Ken and Ryu were clones. It is not uncommon for clone characters to gain distinct difference with later versions of the game, as well as over the subsequent installments of a series (e.g. Ralf and Clark from KOF, Yun and Yang from Street Fighter III: New Generation, Fox and Falco or Marth and Roy from Super Smash Bros. Melee). A clone differs from a palette swap in that a different actual sprite or model is usually used, but the movelist is still the same; the most obvious difference is that the clone takes up an individual spot on the roster and has a different name. Palette swaps are simply differently-colored sprites (or alternate costumes in rarer cases) for 2D fighting game characters that may still have unique movesets which differ distinctively from each other (i.e. the various ninja & cyborg characters in the early Mortal Kombat era).
A type of match where two teams of characters are fighting each other, all of whom are fighting at the same time. The first instance of this was in the original Fatal Fury, however the term is derived from the Street Fighter Alpha series, where two characters fight a single (usually stronger) character at the same time.
Orientation is one of the laws of Focal Adherence that forces all attacks, defense, and movement to relate specifically to the location of the opponent while dictating the direction each character faces. This law prevents a character on the left side of the screen from turning and moving Forward in the direction of the screen when the player presses left. If characters switch sides, Orientation forces both characters to turn and face each other, be it automatically, or upon further action from the character(s). This law defines the difference between the game's acknowledgement of Left/Right and Back/Forward with respect to all character actions. While most fighting games are structured upon this law, some games such as Super Smash Bros. Melee are not.
The complete opposite of turtling, a rushdown style is considered to be completely offensive; characters of this archetype often use a huge variety of pressure tools, mix-ups, and mind games to force an opponent into a suboptimal defensive situation, seeking to create openings and watching for sudden mistakes to capitalize with proper, devastating punishment and full combos. Because of its overtly offensive, flashy nature, rushdown is generally considered to be a very entertaining -- if risky -- style of fighting. The King Of Fighters is a game acknowledged for having a universal system of movements that allow an evolved form of rushdowns.
In the Street Fighter games, a Shotokan Character (commonly called a Shoto for short) refers to a character/subset of characters that employ a fighting style introduced with Ryu in the original Street Fighter. Although the term has remained, Ryu and Ken's fighting style is canonically nameless and was initially described incorrectly as "Shotokan" in the English translation.
In games that allow the player to select multiple characters at a time, tagging refers to the act of switching between those characters mid-round. In The King Of Fighters XI, there are multiple tagging instances, such as tagging out to save a character's life (although none is recovered when said character is resting), to bring in the Leader partner, to save a character from a lentghy combo with an emergency maneuver, or to cancel an attack in the middle of the animation to bring in another character and create longer combos. Some games, such as Marvel vs Capcom 2, include some sort of attack from the tagged-in character to cover the tagged-out character's escape, while others such as Tekken Tag Tournament leave the entering and exiting characters vulnerable and require careful timing. In most games that include the tagging feature, inactive (offscreen) characters can slowly regenerate health, though this is usually limited to a section of the life bar colored red or some other color - i.e., most games will not allow an inactive character to completely regenerate all of their health. In the Dead Or Alive series, many of the throw attacks when used in Tag Mode will bring in the Tag Partner for a special, extra damaging attack involving both characters if the two have similar fighting styles. The partner who came in for the attack will then remain while the other leaves.
Wakeup- The frames during which a character is considered to be standing back up from a knockdown. In 2D games, the character waking up is generally invincible until fully recovered from the knockdown, and can often transition from the last frame of wakeup to a special, a super or a throw (as opposed to in 3D games, or some 2D fighters, that employ an OTG system where grounded or rising characters may still be vulnerable to certain attacks.
In 3D fighters, wavedashing is accomplished when a character successfully links one crouch dash into another, named so for the bobbing motion this produces in a player character. The primary notoriety of this technique originates from the Mishima family - Jin, Heihachi and Kazuya - in Tekken, where wavedashing by a skilled player using those characters is one of the more frustrating tactics to play against. Many players may consider the tactic almost unbeatable, as wavedashing allows for rapidly closing on the opponent, automatically parrying most low attacks & preparing the character to unleash a signature move called the Wind Godfist, a high-hitting launcher that deals honest damage on its own and can lead into several juggles. This move leaves the player vulnerable to quick attacks afterwards on-block, however there is a faster and much more effective variant that is in turn harder to perform: the Electric Wind Godfist, which pushes the opponent far away on-block and gives the executing player a frame advantage. The Electric Wind Godfist also has better recovery on-hit, so much more effective and devastating combos could be done. Both moves are high, so they can be ducked, but the player has a mix-up with mid pokes and sometimes launchers against those who try to do so. They can also use lows against those who simply try to block. The wavedash is interruptible, but mind-games and mix-ups can trick the opponent. All of this combined makes the wavedash a very rapid mindgame that is difficult to counter. Other characters in the Tekken series have proven to be capable of wavedashing, but their mix-ups are usually not as effective as the Mishimas.
A fighting game where most or all characters have weapons, wherein there may even gameplay rules that involve the function of these weapons (such as how to disarm and rearm weapons). The first high-profile example of this was the Samurai Shodown series; smaller games such as Weaponlord also paved the way for this subcategory of fighting games, being thought of as the inspiration for the SoulCalibur series, which stands as the most popular modern example of a weapons fighter as almost all of the fighters are armed with melee weapons (tonfa, longswords, katana, quarterstaff, katars, etc).
Street Fighter Alpha 3, known as Street Fighter Zero 3 (ストリートファイターZERO 3, Sutorīto Faitā Zero 3?) in Japan and Asia, is a 1998 2D fighting game by Capcom originally released for the CPS II arcade hardware. It is the third game in the Street Fighter Alpha series, following Street Fighter Alpha: Warriors' Dreams and Street Fighter Alpha 2. The gameplay system from the previous Alpha games was given a complete overhaul with the addition of three selectable fighting styles based on Street Fighter Alpha: Warriors' Dreams (A-ism), Street Fighter Alpha 2 (V-ism), and Super Street Fighter II Turbo (X-ism), new stages, over seven new and returning characters, and a new and exclusive soundtrack for the game. 2b1af7f3a8