Action & Fighting Games · 11
Telegraphing is the art of making a dangerous attack readable before it happens; the larger the punishment, the more important that warning usually becomes. The player-facing version of the idea is simple: Super meters reward momentum while also creating bluffing. A full meter changes what both players are willing to risk even before anyone spends it. Every dramatic finishing move begins with somebody being confident enough to press the risky button.
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Worth knowing
Invincibility frames are tiny periods during an animation when a character cannot be hit. They make dodges feel crisp even when the graphics show danger passing extremely close. The category has another odd corner too: Hit stop is a brief pause added when an attack lands. The game literally freezes for a few frames so the impact feels heavier—a tiny illusion that players mostly feel rather than consciously see.
