CD Single 49K . Note: In the U. Visionary was only sold as the complete boxset. Individual DualDiscs were not able to be purchased. From Wikipedia, the free encyclopedia. For other uses, see In the closet. Michael Jackson Teddy Riley.
Retrieved October 19, The Atlanta Journal-Constitution. May 15, Retrieved June 14, The Vine. Archived from the original on October 22, Los Angeles Times. A tight, New Jack Swing track co-produced by Teddy Riley, the song expresses bald lust in the face of a lover's wish to retreat. Official Charts Company. The entire concept behind Rolling is to evade the attacker either by Rolling forward when the defender knows that the attacker's attack will have a slower recovery time than their roll so the defender can punish it through frame advantage players can also calculate the timing of the roll to reach the opponent's back before their attack finishes, even if it is an attack that is normally thought to be "safe" , anticipating their movements or by Rolling backwards to prevent any dangerous attacks from the attacker and neutralize any poking attempts.
The Rolling moves otherwise referred to as the "Emergency Evade" can be used by themselves, or while blocking an attack. The defender is immune to attack as the Roll begins, but can be attacked while recovering from the Roll before they have a chance to block.
In most cases, throws of any kind can grab characters out of a Roll at anytime. While the defending player spends one power gauge to perform this CD attack to knock the attacker out of any sequences or strings of attack they may be doing, the attacker themselves can spend one power gauge to evade the defender's Guard Cancel CD Attack by rolling forward, which leaves them open to the attacker's attacks.
It can be used even if the attack is not cancelable, or before the attack even hits. In Capcom vs. SNK 2 , roll cancelling is the ability to cancel a roll into a special attack. This changes the roll "animation" into that of a special attack, but the engine does not re-evaluate the invincibility frames from the roll. The concept refers to a game where CPU opponents will retaliate with more effective combos after they lose a round somewhat fast or with the human player not taking a certain amount of damage.
The CPU will almost appear to have increased difficulty. The complete opposite of turtling , a rushdown style is considered to be completely offensive, often using a huge variety of mix-up , pressure , and mind games to force an opponent into a suboptimal defensive situation, seeking to create openings and watch for sudden mistakes to capitalize with proper, devastating punishment.
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. Running, as it literally means, is the act of approaching the opponent through continuous movement much like Jumping, but unlike it, Running lets the 2 player's travel along the ground.
The game that most prominently established the maneuver of Running for the first time was in Samurai Shodown , back in Instead of only walking forward, when the player could just jump instead for added mobility in Street Fighter , the Run came into scene to complement Jumps , effectively giving a better notion of mobility that contradicts the often aerial advancement that characterized games of the past.
This differed from the approach of holding down the forward button after a dash such as was used by some of the aforementioned games. Fighting game slang for playing against the same person usually after a bad loss, asking for a "runback. A term first used in Virtua Fighter series, a Sabaki sometimes called a Sabaki Parry is a move that automatically parries an attack during its animation.
Sabakis are not invincible, but can absorb, counter, parry, or ignore other attacks. The attack auto-parries the opponent's move allowing the player's Sabaki to continue as though it was never interrupted.
These moves usually work against specific attacks or specific types of attacks only. If done and an attack is not parried, the Sabaki will usually run it's course as a normal move or attack.
Successfully parrying a low attack triggers its Krushing Blow. A move that cannot be punished if blocked. Usually these moves have a very short recovery time, or they block stun the defender for a long enough so that the attacker can block before the defender is capable of retaliating. A term first coined in the Street Fighter II series. The technique of timing an aerial attack against a fallen opponent in such a way that that if they try a reversal upon wakeup, one can recover and defend against it in time, and punish it.
If no such attack occurs, the attacker's jumping attack will hit the defender's block and allow them to continue pressure, often with a mixup or tick throw, followed by another safe jump to repeat.
Either way the defender is at a disadvantage. This works in games that have it because most reversals don't hit on their first frame. A derogatory term with a specific meaning, but nowadays synonymous with "loser. A scrub, therefore, does not play with winning as the end goal; rather, they play for honor, or any other arbitrary value. The word has since lost its CD-ROM original meaning, due to its spread to other genres in the guise of a generic insult.
A tense moment in a match where one or both 2 players attempt to gain the advantage over the other. Usually resulting in a win, combo, or elimination of the opponent's team character.
If the opponent trying to attack, it will come out a parry following the move that was used as kara. A devious trick or offensive option that is highly risky but hard to defend against, and thus can be very rewarding. Can refer to any number of situations where a player utilizes cheap actions to secure a close victory if they are correct about their read.
May also describe complicated scenarios where a player that is on the verge of winning suddenly loses due to a combination of comeback on the part of the opponent, bad reading , and bad luck due to factors outside of either players' control. See: Auto Shimmy. In the Street Fighter series and related Capcom six-button fighters , a light kick. A Short Jump, performed by tapping Up lightly and releasing the directional instantly, is obviously a shorter version of a normal Jump, with a lesser degree of elevation and a faster falldown.
It is, in every sense, a quicker jump that allows the following:. This term derives from the fighting style of Ryu and Ken from Street Fighter , incorrectly described as "Shotokan" in the English translation of the Street Fighter games.
The style used by these characters is a fictional one with no name, however it can be described as an "Ansatsuken" "assassinating fist" style, as it is designed to kill Gen, a character with an extremely different style, is referred to as using an "Ansatsuken" style in Japanese game literature -- Ansatsuken is a description , not the name of any particular style.
This term is also used in a broader sense to refer to characters that employ altered but recognizable "Shotokan" styles. Although used less commonly, an even broader definition of Shoto Shoto Style refers to any character or gameplay style that utilizes projectile moves similar to the Hadouken to keep opponents at a distance, and an anti-air attack similar to the Shoryuken to counter opponent jump-ins trying to get over the projectile.
In Street Fighter , Sagat falls in this definition, since he has a fireball inputted by the quarter-circle-forward motion, and his tiger uppercut employs an input identical to the Shoryuken's input and also functions similarly. Characters in other games, such as Morrigan in Marvel vs.
Capcom , can also fall within this definition. A type of fighting game controls that uses punch and kick attack buttons of three different strengths, much like that of Street Fighter. SNK Boss Syndrome is a term use to describe the abnormal level of difficulty of the bosses in certain fighting games, especially games made by SNK.
Spamming is, in short, repeatedly throwing out the same move over and over again, regardless of whether or not said move is necessarily a good one. Usually, though, highly 'spammable' moves are very safe and can be difficult to counter e. Derived from the term for junk e-mail. Spatial cognition is concerned with the acquisition, organization, utilization, and revision of knowledge about spatial environments.
These capabilities enable humans to manage basic and high-level cognitive tasks in everyday life. In the context of fighting games, this would define how one conducts combat due to the information provided by one's environment, relating to the opponent's position, the opponent's attack, and the environment itself. This would suggest that the player must have a full understanding of the different levels of focal adherence presented by the game, the limitations of one's character in relation to their position within a fighting stage, as well as in relation to the position of one's opponent.
A move is simply a fighting technique such as a kick or a throw. A special move is a unique, sometimes difficult-to-perform move that often has an exaggerated or supernatural effect. Physically, these special moves typically require multiple inputs to perform, and are, for the most part, unique to each character clones aside.
The majority of traditional fighting games also include super moves , which are more powerful but costly special moves. This is mainly used to describe moves with stick inputs that are short-ranged, high-damage grabs like the aforementioned move of Zangief's, but can also be applied to any move involving a full-circle input.
This can also be done simply to make a character safer than if they were to complete their full string.
This conditions your opponent to be afraid of your next move and allows you to follow up with more pressure. The time or frames it takes for a character to enter a state in which the attack actually hits after leaving its neutral state. Strike throw is very simply a form of a mixup where the player makes their opponent guess whether they're going for a throw or strike as the name implies.
This mixup will make the opponent guess between blocking a normal, or avoiding a throw. A sequence of attacks. Usually used to refer to strings that aren't combos. This term is used both in 3D fighting games to refer to sequences of attacks that execute much faster sequentially than if done out of sequence, and in 2D fighting games is mostly used to describe a sequence of pokes done to force someone to continue blocking to create safe distance this is better known as a block string.
Some 2D games or 2D game players misuse the term when naming chain combos as strings generally, precanned strings or canned strings. In Street Fighter and related Capcom six-button fighters , a medium punch. Stuffing an opponent's attack refers to the act of using a move to stop or beat an opponent's move, such as beating out an opponent's poke with a higher priority poke. This does not necessarily mean using a higher priority attack for example, in The King Of Fighters , the act of using a Weak Attack to trade hits with an anti air move, or in Street Fighter III Chun-Li 's Houyokusen Super can be stuffed in the beginning by throwing out a very quick, low poke, such as a crouching light kick.
A special command move that temporarily calls an object, character, or creature onscreen that performs a variety of actions - dealing damage to the opponent, absorbing damage for the player or restoring the health of the character. Character summons are sometimes referred to as assists , especially when used in games with team-based mechanics such as the Marvel vs Capcom series and some King of Fighters games.
By contrast, " summon " is often applied to characters in games with both team and solo character selection, where said characters have another summoned character perform an action as part of their standard moveset. Offensive creature and object summons are more properly thought of as projectile attacks instead of summons see Dizzy.
Examples of summons can be seen throughout the fighting game world, but are more common in the SNK world where inactive characters on the player's team can be called in to assist a limited number of times per match.
Super armor is a state during which a character may absorb a specific number of hits without entering a hit stun state i. Its protective effects may last for only a single hit, or several hits, and in most cases, will wear off after a fixed duration such as at the end of a move's animation, or the end of a powered-up state , regardless of whether or not it was depleted by being hit.
By definition, it does not provide invulnerability , nor any reduction in damage taken, although in some games a separate damage-reduction effect may coincide with super armor. In some cases, performing certain moves may grant super armor during the move's animation duration; in other cases, certain characters may have super armor in their default state typically large, imposing characters. Terminology for some games distinguishes hit stun protection that only lasts for a limited number of hits as "super armor", whereas in contrast, a similar state that will prevent hit stun for unlimited hits therefore limited only by duration is referred to as "hyper armor" instead.
In The King Of Fighters , the character will flash white as soon as the cancel occurs to provide confirmation of its success.
In order to perform a super cancel, a spare level of Power Gauge energy is needed to expend. This means that super canceling into a Desperation Move or Super Desperation Move actually costs two levels of power. Also, one can only super cancel into moves that hit or are blocked: a whiffed attack cannot be super canceled. This is not considered supercanceling, as the player only loses Power Gauge levels for the HS DM used, and not the act of canceling.
For example, one could cancel the 2nd hit of the Benitsuru no Mai which is uncancelable even if canceled into into the Kubi no Kitsune. The same would apply to Mary's far standing D canceled into the Dynamite Swing. See: Combo computer and video games.
Canceling the animation of a move with a Super Jump. This ability originates from Capcom's series of fighting games. Super Moves or simply Supers are a class of move that is utmost in the hierarchy of moves, being above special moves, command moves, and normal moves in terms of damage or potency and usually, also in complexity of input.
Because they are more powerful than special and normal moves, supers often require additional conditions to perform, such as filling a super gauge to a certain amount, or being low in health. In Street Fighter IV, there are two tiers of super moves, one called "super" and the other called "ultra," each requiring different conditions to execute, with the ultra being more damaging. A unit of measurement in a super gauge; one or more stocks are used when performing a super move. A stock gauge is a gauge where a sometimes visual, sometimes numerical indicator exists to indicate the number of stocks collected.
A leveled gauge is a gauge where a portion of the super moves gauge represents a super stock. Super stocks allow players to use super moves and other moves requiring super gauge power such as evasion, counterattacking, etc.
Holding multiple super stocks was first seen in the Darkstalkers series. A type of match where a player must defeat as many opponents as possible using the same life bar before being knocked out. In most instances, some life is recovered before the next opponent is fought. Refers to any normal move that knocks the opponent off their feet and knocks them onto the ground. Most commonly these moves are inputted with commands such cr. HK crouching heavy kick or B4 back Rear Kick , varying depending on the game.
Sweeping made its debut in the original Street Fighter. It is also heavily used in Mortal Kombat games. 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.
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. A taunt chouhatsu in its native Japanese is a move that generally has little to no offensive use, its entire purpose mainly to mock the opponent.
Different games, however, may have taunts that may be used in offensive situations or as tactics. Of note are many different SNK games such as the Art of Fighting series and some earlier versions of The King of Fighters , where taunting decreases your opponent's special gauge or super move gauge.
In other editions of The King Of Fighters , they can be canceled into anything from normal to super moves, and are used to bait your opponent.
The DBZ Budokai series uses taunts in a similar fashion, as a successful taunt deducts one Ki Gauge from the opponent. In the Strikers era, it is used to replenish one stock of one's Striker's bar. Other games, such as Street Fighter III: 3rd Strike , feature taunts that may give certain properties and enhancements to characters when utilized.
Of note in this game is Q , whose defense increases drastically every time he taunts, maxing out at 3 taunts, thus making taunting an integral part of his gameplan. In Tekken Tag Tournament , Bryan Fury possesses a combo in which he dealt a small amount of damage with his taunt, and most of his more devastating combos in Tekken 5 and on begin from a taunt. Recent entries in the Mortal Kombat series feature taunts for some fighters which serve to replenish some of their health.
Shao Kahn also has a Krushing Blow that triggers only if the string it corresponds with is done while the opponent is debuffed by one of these taunts.
Naruto: Ultimate Ninja gives some characters the ability to restore small amounts of health by completing a taunt as well. Dan from the Street Fighter Alpha series, is known for being both a low tier character in almost every game he is in, and for having a multitude of taunts to do in the air, ground, floor, rolling, and even as a super combo. On the other side, Ryuji Yamazaki from the Fatal Fury and King of Fighters series has a couple of moves, one in which he first taunts the opponent, offering a free hit.
When the opponent complies, they are counterattacked. The other one is a delayed attack that is simulates a taunt when the attack button is held. Luigi in Super Smash Bros.
Snake, introduced in Super Smash Bros. Brawl , has a usable taunt that can KO. In JoJo's Bizarre Adventure: All Star Battle , every character can taunt an opponent while they are down and cause them to lose some of their super meter in exchange for allowing them to wakeup instantly.
However, once per match, taunting can be used to force an opponent to wakeup into an active attack or projectile in an obscure-yet-advanced example of okizeme. Kliff Undersn, a character from the Guilty Gear series, has a taunt that works as a projectile attack.
Guilty Gear also has two different forms of taunt: a standard Taunt in which the character mocks their opponent, and a Respect, in which the character instead compliments the opponent.
The gameplay difference is that Respect can be cancelled at any time, into any move or jump allowing Mind Games to be played if the opponent doesn't recognize it , whereas Taunt stops the character from doing anything for a few seconds. The character Taokaka from the Blazblue series has a combo referred to by fans as the "tauntloop. Stan Marsh and Wendy Testaburger. Hankey's Christmas Classics album. Kenny McCormick and Mr. It's Me, Jesus ". The Musical ".
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