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A list of terms used in Rising Thunder, tournaments, and the fighting game community.

Rising Thunder terms[]

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Term Definition More information

Fighting game terms[]

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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."

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).

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[]

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Term Definition More information
Bracket
ELO
Seeding

References[]

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