kakutou (格闘) = to fight
ge-mu (ゲーム) = Japanese pronunciation of English word "game."
#JapaneseFGCTerm #JPFGCTerm #48
However, some separate it by calling it:
taisengata akushon ge-mu
対戦型アクションゲーム
PvP action game.
taisen (対戦) = fight/match
ga(ka)ta (型) = type
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#JapaneseFGCTerm #JPFGCTerm #47
kakutou ge-mu (kakuge-) [noun]
格闘ゲーム (格ゲー)
fighting game(s)
Genre name. Shortened to “kakuge-” most of the time. Regarding platform fighters, there are debates but a portion of people put it in the same genre.
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#JapaneseFGCTerm #JPFGCTerm #46
daipan [noun]
台パン
(arcade/controller) punch
The act of hitting a controller out of frustration. Originally pointing towards arcade machines.
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#JapaneseFGCTerm #JPFGCTerm #45
konjouchi [noun]
根性値
Guts rating. Game system where damage scales as remaining health gets lower. Present in games such as Guilty Gear Xrd and SFV.
konjou = guts
Chi = value
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#JapaneseFGCTerm #JPFGCTerm #44
kamae [noun]
構え
Stance. In fighting games, this refers to commands that go into a specific position that leads to different set of moves. For example, Alex in SF6 has a “kamae” called Prowler Stance.
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#JapaneseFGCTerm #JPFGCTerm #43
taku [noun]
択
Options/choices. This word is used to describe mix-ups. For example, a two-way mix-up would be defined by adding the number two (ni) before the word. So “nitaku.”
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#JapaneseFGCTerm #JPFGCTerm #42
nagenuke [noun]
投げ抜け
Throw tech/break.
nage = throw
nuke = the act of coming out, breaking/pushing through
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#JapaneseFGCTerm #JPFGCTerm #41
chokuga (full: chokuzenga-do) [noun]
直ガ(直前ガード)
Instant block. A block that is timed instead of being held. Certain game systems reward this with benefits such as less block stun or health gain.
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#JapaneseFGCTerm #JPFGCTerm #40
senkounyuuryoku [noun]
先行入力(せんこうにゅうりょく)
Buffering/timing inputs ahead of time so moves come out faster. Often done when characters are doing other actions.
senkou = go ahead/precede
nyuuryoku = input
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#JapaneseFGCTerm #JPFGCTerm #39
ganga-do [noun]
ガンガード
The act of blocking everything instead of trying to interrupt or do evasive maneuvers.
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#JapaneseFGCTerm #JPFGCTerm #38
konbohosei [noun]
コンボ補正
Damage scaling. System where combo damage lessens the longer the combo goes.
konbo = Japanese pronunciation of combo
hosei = correction/revision
Many people will shorten this to “hosei.”
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#JapaneseFGCTerm #JPFGCTerm #37
sagitobi/anzentobi [noun]
詐欺飛び・安全飛び(さぎとび・あんぜんとび)
Safe jump. Aerial attacks that recover in time to block reversals.
sagi = con
anzen = safe
tobi = jump
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#JapaneseFGCTerm #JPFGCTerm #36
haseiwaza [noun]
派生技(はせいわざ)
Follow up moves. Some moves can have additional inputs to add attacks/movement options as a follow up.
hasei = derivation/follow up
waza = technique
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#JapaneseFGCTerm #JPFGCTerm #35
takai [adj]
高い
High/expensive.
yasui [adj]
安い
Cheap/inexpensive.
In FG terms, this is often used to describe combo or punish damage.
Ex: That reversal punish was "takai/yasui."
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#JapaneseFGCTerm #JPFGCTerm #34
sukashi gedan [noun]
スカシ下段
Empty jump low. Player jumps to threat an overhead but instead, lands without attacking to do a low.
sukashi (スカシ) = whiff/empty
gedan (下段) = low attack
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#JapaneseFGCTerm #JPFGCTerm #33
tame [noun]
タメ(溜め)
charge
People generally spell it two ways. Katakana version is more common in what I’ve seen.
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#JapaneseFGCTerm #JPFGCTerm #32
taikuu [noun]
対空
Anti-air
kuutaikuu [noun]
空対空
Air-to-air
“tai” has a general meaning of “against” and “kuu” in this case points to “airborne.”
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#JapaneseFGCTerm #JPFGCTerm #31
gudaguda [noun]
ぐだぐだ
This an onomatopoeia that’s not specific to fighting game terms. In normal conversation, it is used to describe a person continuously repeating the same thing or talking in length of a lame subject.
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#JapaneseFGCTerm #JPFGCTerm #30
tsuujyouwaza [noun]
通常技
normal(s)
hi・satsuwaza [noun]
必殺技
special(s)
chouhi・satsuwaza [noun]
超必殺技
super(s)
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#JapaneseFGCTerm #JPFGCTerm #29
ji・kyou [noun]
実況
commentary
kaisetsu [noun]
解説
analysis/explanation
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#JapaneseFGCTerm #JPFGCTerm #28
tobidougu [noun]
飛び道具
Projectile
tobi = fly
dougu = tool
Example: That Dizzy’s "tobidougu" has some interesting properties.
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#JapaneseFGCTerm #JPFGCTerm #27
oshare konbo [noun]
おしゃれコンボ
Fancy combo that looks cool. Often not standard and/or practical.
oshare (おしゃれ) = fashionable/fancy (often used for fashion)
konbo (コンボ) = Japanese pronunciation of combo
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#JapaneseFGCTerm #JPFGCTerm #26
mi・chaku [noun]
密着
Point blank. State when two characters are so close that they are touching. Often describes minimum range between characters.
Literal translation: adhere/contact.
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#JapaneseFGCTerm #JPFGCTerm #25
chouhatsu [noun]
挑発
Taunt
keii [noun]
敬意
Respect
Most games have some sort of taunt but games like Guilty Gear Xrd has respect, where you can acknowledge your opponent’s skill.
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#JapaneseFGCTerm #JPFGCTerm #24
i・tenyomi [noun]
一点読み
Doing a counter specific to one action.
itten = one point
yomi = read
(cont...)
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#JapaneseFGCTerm #JPFGCTerm #23
karu [verb]
狩る
To bait specific moves and counter. To fish.
Literal translation: to hunt
Example: Ken player's game plan was to consistently whiff punish (karu - to hunt) Chun's s. HP.
New episode of Learn Japanese Fighting Game Terms like a Cultured Gaijin!
I am covering various movement options! Learn how to say things like walk, dash, air dashes and roll in Japanese.
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youtu.be/q8raEbqx7JQ
Let’s learn Japanese Fighting Game Terms!
#JapaneseFGCTerm #JPFGCTerm #22
bouhatsu [noun]
暴発
When a controlled char does things unintended by the player.
Literal translation: misfire.
Example: Walk up Hadouken often results in an unintended DP. The DP came out as a "bouhatsu".
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#JapaneseFGCTerm #JPFGCTerm #21
yarikomi [noun] / yarikomu [verb]
やり込み / やり込む
To practice and research in order master a game.
Example:
キンバリー戦をやり込む。
Kinbari-seno yarikomu
I did some "yarikomi" for the Kimberly match up.