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A list of terms used in Rising Thunder, tournaments, and the fighting game community.
Rising Thunder terms[]
This section is incomplete
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Term | Definition | More information |
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Fighting game terms[]
This section is incomplete
You can help Rising Thunder Wikia by completing or adding to it. |
Term | Definition | More information |
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Match | Contains a number of "games" (see Games). [1] E.g. "Frank won that match because he won 2 out of the 3 games, which means he won the tournament." | |
Game | Contains a number of "rounds" (see Rounds). [1]
E.g. "Frank won that game because he won 2 out of the 3 rounds." |
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Round | In Street Fighter (a fighting game), each "game" may have 3 rounds (e.g. "round 1; Fight!"), and the person who wins two of the rounds wins the game. [1] | |
Set | ||
Draw (game) | A tie. E.g. You are both at 5 health, and you hit each other with attacks of the same speed. That would result in a double KO, which would | |
KO | Short for knock out. Means you've reached zero (0) HP (see HP). | |
HP | Hit (or health) points.
Life, basically. In Rising Thunder, if your life is at zero it means you're knocked out and have lost (unless your opponent reached 0 HP at the same time as you). |
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Meter | A resource gained by character-specific means that can be spent on character-specific "super" techniques. Represented by a bar at the bottom of your side of the screen. | |
DLC | Downloadable content. Usually used for games to describe additional content that can be download for free or a fee. | |
Hitbox | Used generally to describe collision detection between game elements such as characters and objects. Multiple kinds of hitboxes exist with differing properties and functions in gameplay. "Hitbox" can also refer to the specific type of collision box attached to an attack which deals damage to enemy "hurtboxes" it manages to overlap with. | |
Frames | Refers to frames of on-screen animation, which are used to measure in-game time in fighting game communities. Most fighting games, including Rising Thunder, run at 60 frames per second, so an attack that takes 30 frames to start up takes exactly half a second after its input to become active. | |
Frame data | ||
Frame data bar | ||
Normal | A basic attack performed with a single button press. Each character has unique normals for each button and while standing, crouching, or jumping. | |
Special | An advanced or specialized attack performed using a specific joystick and button combination. In Rising Thunder, every character has four specials, and they are all input the same way: Simply hold one of the two downward diagonals on your joystick and one of the two attack buttons and the special will come out after a few frames. | |
Super | A character's powerful signature technique, which has its own special command and costs a certain amount of meter to perform. | |
Grab | An unblockable attack that captures the target in a lengthy animation and deals considerable damage, but can only be used on grounded opponents at very close range. In Rising Thunder, grabs are activated by simultaneously pressing the B button and tilting the joystick either forward or backward, in the desired direction of the following throw. | |
Meter | ||
Resets | ||
Okizeme | ||
Yomi | ||
Valuation | ||
Wakeup |
Tournament terms[]
This section is incomplete
You can help Rising Thunder Wikia by completing or adding to it. |
Term | Definition | More information |
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Bracket | ||
ELO | ||
Seeding |