The fighting game
genre
Genre () is any style or form of communication in any mode (written, spoken, digital, artistic, etc.) with socially agreed-upon conventions developed over time. In popular usage, it normally describes a category of literature, music, or other fo ...
involves combat between multiple characters, often (but not limited to) one-on-one battles. Fighting game combat often features mechanics such as
blocking,
grappling
Grappling is a fighting technique based on throws, trips, sweeps, clinch fighting, ground fighting and submission holds.
Grappling contests often involve takedowns and ground control, and may end when a contestant concedes defeat. Shou ...
, counter-attacking, and chaining attacks together into "
combos". Characters generally engage
hand-to-hand combat
Hand-to-hand combat is a physical confrontation between two or more persons at short range (grappling distance or within the physical reach of a handheld weapon) that does not involve the use of ranged weapons.Hunsicker, A., ''Advanced Skills in ...
, often with
martial arts
Martial arts are codified systems and traditions of combat practiced for a number of reasons such as self-defence; military and law enforcement applications; combat sport, competition; physical, mental, and spiritual development; entertainment; ...
, but some may include weaponry. Battles are usually set in a fixed-size arena along a
two-dimensional
A two-dimensional space is a mathematical space with two dimensions, meaning points have two degrees of freedom: their locations can be locally described with two coordinates or they can move in two independent directions. Common two-dimension ...
plane, where characters navigate the plane horizontally by walking or dashing, and vertically by jumping. Some games allow limited movement in 3D space, such as ''
Tekken
is a Japanese media franchise centered on a series of fighting games developed and published by Bandai Namco Entertainment (formerly Namco). The franchise also includes film and print adaptations.
The main games in the series follow the events ...
'' and Soulblade while some are set in fully three-dimensional environments without restricting characters' movement, such as
''Power Stone'' and ''
Naruto: Ultimate Ninja Storm''; these are sometimes referred to as "3D arena" fighting games.
The fighting game genre is distinctly related to the
beat 'em up
A beat 'em up (also known as brawler and, in some markets, beat 'em all) is a video game genre featuring hand-to-hand combat against a large number of opponents. Traditional beat 'em ups take place in Side-scrolling video game, scrolling, 2D c ...
genre, which pits many computer-controlled enemies against one or more player characters. The first video game to feature fist fighting is ''
Heavyweight Champ'' (1976), but ''
Karate Champ'' (1984) actually features the one-on-one fighting game genre instead of a sports game in
arcades. ''
Yie Ar Kung-Fu'' was released later that year with various fighting styles and introduced
health meters, and ''
The Way of the Exploding Fist'' (1985) further popularized the genre on home systems. In 1987,
Capcom
is a Japanese video game company. It has created a number of critically acclaimed and List of best-selling video game franchises, multi-million-selling game franchises, with its most commercially successful being ''Resident Evil'', ''Monster ...
's ''
Street Fighter
is a Media mix, Japanese media franchise centered on a series of fighting games developed and published by Capcom. Street Fighter 1, The first game in the series was released in 1987, followed by List of Street Fighter video games, six other ma ...
'' introduced
special attacks, and in 1991, its highly successful sequel ''
Street Fighter II
is a 1991 fighting game developed and published by Capcom for arcade game, arcades. It is the second installment in the ''Street Fighter'' series and the sequel to 1987's ''Street Fighter (video game), Street Fighter''. Designed by Yoshiki O ...
'' refined and popularized many genre conventions, including combos. Fighting games subsequently became the preeminent genre for video gaming in the early to mid-1990s, particularly in arcades. This period spawned dozens of other popular fighting games, including
franchises
Franchise may refer to:
Arts, entertainment, and media
* Media franchise, a collection of related creative works, such as films, video games, books, etc., particularly in North American usage
* "Franchise" (short story), a 1955 short story ...
like ''
Street Fighter
is a Media mix, Japanese media franchise centered on a series of fighting games developed and published by Capcom. Street Fighter 1, The first game in the series was released in 1987, followed by List of Street Fighter video games, six other ma ...
'', ''
Mortal Kombat
''Mortal Kombat'' is an American media franchise centered on a series of fighting game, fighting video games originally developed by Midway Games in 1992.
The original ''Mortal Kombat (1992 video game), Mortal Kombat'' arcade game spawned Lis ...
'', ''
Super Smash Bros.'', and ''
Tekken
is a Japanese media franchise centered on a series of fighting games developed and published by Bandai Namco Entertainment (formerly Namco). The franchise also includes film and print adaptations.
The main games in the series follow the events ...
''.
Definition
Fighting games are a type of
action game
An action game is a video game genre that emphasizes physical challenges, including hand–eye coordination and reaction time. The genre includes a large variety of sub-genres, such as fighting games, beat 'em ups, shooter games, rhythm games and ...
where two (in one-on-one fighting games) or more (in
platform fighter
A platform fighter is a video game genre, sub-genre of fighting games that emphasizes free 2D movement, often with floating platforms that can be traversed on, similar to a platform game, platformer game. The central gameplay involves combat bet ...
s) on-screen characters fight each other.
These games typically feature special moves that are triggered using rapid sequences of carefully timed button presses and joystick movements. Games traditionally show fighters from a side view, even as the genre has progressed from two-dimensional (2D) to three-dimensional (3D) graphics.
''
Street Fighter II
is a 1991 fighting game developed and published by Capcom for arcade game, arcades. It is the second installment in the ''Street Fighter'' series and the sequel to 1987's ''Street Fighter (video game), Street Fighter''. Designed by Yoshiki O ...
'', though not the first fighting game, is considered to have standardized the genre,
and similar games released prior to ''Street Fighter II'' have since been more explicitly classified as fighting games.
Fighting games typically involve hand-to-hand combat, though many games also feature characters with melee weapons.
Fighting characters are usually based on humans, but there are also games that are entirely based around
mecha
In science fiction, or mechs are giant robots or machines, typically depicted as piloted, humanoid walking vehicles. The term was first used in Japanese (language), Japanese after shortening the English loanword or , but the meaning in Japan ...
robot characters, for example the ''
Gundam: Battle Assault'' series.
This genre is distinctly related to beat 'em ups, another action genre involving combat, where the player character must fight many enemies at the same time. Beat 'em ups, like traditional fighting games, display player and enemy health in a bar, generally located at the top of the screen. However, beat 'em ups generally do not feature combat divided into separate "rounds".
During the 1980s to 1990s, publications used the terms "fighting game" and "beat 'em up" interchangeably, along with other terms such as "
martial arts
Martial arts are codified systems and traditions of combat practiced for a number of reasons such as self-defence; military and law enforcement applications; combat sport, competition; physical, mental, and spiritual development; entertainment; ...
simulation" (or more specific terms such as "
judo
is an unarmed gendai budō, modern Japanese martial art, combat sport, Olympic sport (since 1964), and the most prominent form of jacket wrestling competed internationally.『日本大百科全書』電子版【柔道】(CD-ROM version of Encyc ...
simulator")
and "punch-kick" games. Fighting games were still being called "beat 'em up" games in
video game magazines
Video game journalism (also called games journalism or video game criticism) is a specialized branch of journalism that covers various aspects of video games, including game reviews, industry news, and player culture, typically following a core ...
up until the end of the 1990s. With hindsight, critics have argued that the two types of game gradually became dichotomous as they evolved, though the two terms may still be conflated.
Sports-based combat games are games that feature
boxing
Boxing is a combat sport and martial art. Taking place in a boxing ring, it involves two people – usually wearing protective equipment, such as boxing glove, protective gloves, hand wraps, and mouthguards – throwing Punch (combat), punch ...
,
mixed martial arts
Mixed martial arts (MMA) is a full-contact fighting combat sport, sport based on strike (attack), striking and grappling; incorporating techniques from various combat sports from around the world.
In the early 20th century, various inter-s ...
(MMA), or
wrestling
Wrestling is a martial art, combat sport, and form of entertainment that involves grappling with an opponent and striving to obtain a position of advantage through different throws or techniques, within a given ruleset. Wrestling involves di ...
.
Serious
boxing games belong more to the
sports game
A sports video game is a video game that simulates the practice of sports. Most sports have been recreated with video games, including team sports, track and field, extreme sports, and combat sports. Some games emphasize playing the sport (such ...
genre than the
action game
An action game is a video game genre that emphasizes physical challenges, including hand–eye coordination and reaction time. The genre includes a large variety of sub-genres, such as fighting games, beat 'em ups, shooter games, rhythm games and ...
genre, as they aim for a more realistic model of boxing techniques, whereas moves in fighting games tend to be either highly exaggerated or outright fantastical models of
Asian martial arts techniques.
As such, boxing games, mixed martial arts games, and
wrestling games are often described as distinct genres, without comparison to fighting games, and belong more in the sports game genre.
Game design
Fighting games involve combat between pairs of fighters using highly exaggerated martial arts moves.
They typically revolve primarily around brawling or
combat sport
A combat sport, or fighting sport, is a contact sport that usually involves one-on-one combat. In many combat sports, a contestant wins by scoring more points than the opponent, submitting the opponent with a hold, disabling the opponent (''knock ...
,
though some variations feature weaponry.
Games usually display on-screen fighters from a side view, and even 3D fighting games play largely within a 2D plane of motion.
Games usually confine characters to moving left and right and jumping, although some games such as ''
Fatal Fury: King of Fighters'' allow players to move between parallel planes of movement.
Recent games tend to be rendered in three dimensions, making it easier for developers to add a greater number of animations, but otherwise play like those rendered in two dimensions.
Games that are fully three-dimensional without a 2D plane are sometimes referred to as "3D arena" fighting games.
Features
Aside from restricting movement space, fighting games confine the player's actions to offensive and defensive maneuvers. Players must learn each game's effective combinations of attacks and defenses.
Blocking is a basic defense against basic attacks.
Some games feature more advanced blocking techniques; for example, Capcom's ''
Street Fighter III'' features a move termed "
parrying", which can be immediately followed by counter-attack, skipping the temporary stun a block would have put them in. A similar stun state is termed "just defended" in
SNK's ''
Garou: Mark of the Wolves''.
Special attacks and combos
An integral feature of fighting games is the use of "special attacks", also called "secret moves",
that employ combinations of directional inputs and button presses to perform a particular move beyond basic punching and kicking. Some special moves, which play an animation portraying an aspect of the character's personality, are referred to as
taunts. Originated by Japanese company SNK in ''
Art of Fighting'' (1992), these add humor, and they affect gameplay in certain games, such as improving the strength of other attacks. Some characters have unusual taunts, like
Dan Hibiki from ''
Street Fighter Alpha
''Street Fighter Alpha: Warriors' Dreams'', known as in Japan, Asia, South America, and Oceania, is a 1995 fighting game developed and published by Capcom for Arcade video game, arcades. It was the first all new ''Street Fighter'' game produced ...
''.
Combos that chain several attacks are fundamental to the genre since ''Street Fighter II'' (1991).
Most fighting games display a "combo meter" of progress through a combo. The effectiveness of such moves often relates to the difficulty of execution and the degree of risk. These moves are often challenging, requiring excellent memory and timing.
Counterplay
Predicting opponents' moves and counter-attacking, known as "countering", is a common element of
gameplay
Gameplay is the specific way in which players interact with a game. The term applies to both video games and Tabletop game, tabletop games. Gameplay is the connection between the player and the game, the player's overcoming of challenges, and t ...
.
Fighting games emphasize the height of blows, ranging from low to jumping attacks.
Thus, strategy requires predicting adversarial moves, similar to
rock–paper–scissors.
In addition to blows, players can utilize
throwing or grappling to circumvent blocks. Most fighting games allow a grapple move by pressing two or more buttons together, or simply by pressing punch or kick while being directly adjacent to the opponent. Other fighting games, like ''
Dead or Alive
A wanted poster (or wanted sign) is a poster distributed to let the public know of a person whom authorities wish to apprehend. They generally include a picture of the person, either a photograph when one is available or of a facial composite ...
'', have a unique button for throws and takedowns.
Projectiles are primarily in 2D fighting games, like the
Hadouken in ''Street Fighter''. Projectiles can simply inflict damage, or can maneuver opponents into disadvantageous positions.
Emergent gameplay elements
Turtling and zoning
Especially in 2D, zoning is defensive play that focuses on using relatively risk-free attacks to keep the opposing player away. The object is to force an opponent to take significant risks to approach the zoning player's character, or to stall out the in-game timer, which causes the player with more health (typically the one doing the zoning) to win. The effectiveness of the latter strategy varies from game to game, based on the effectiveness of zoning tools as well as the length of the in-game timer and the rewards characters can receive for successfully landing a hit when countering zoning.
Rushdown
The opposite of
turtling, rushdown refers to a number of specific aggressive strategies, philosophies, and play styles across all fighting games. The general goal of a rushdown play style is to overwhelm the opponent and force costly mistakes, either by using fast, confusing setups or by taking advantage of an impatient opponent as they are forced to play defense for prolonged periods of time. Rushdown players often favor attacking opponents in the corner of a stage or as they get up from a knockdown; both situations severely limit the options of the opponent and often allow the attacking player to force high-risk guessing scenarios.
Spacing and footsies
Spacing is the act of positioning a character at a range where their attacks and movement tools carry the lowest risk and the highest reward. The concept is somewhat akin to that of
footwork in martial arts. The desired position for play varies based on what tools are available to the character each player is currently using. As a result of this, a concept called "footsies" has emerged, frequently defined as players jockeying for position and using low-commitment moves at distances where neither character has a particular advantage.
Pressure
Depending on the game, character, and move used, a player may be rewarded for a decisive blow with a strong positional advantage, strong enough that the rewarded player can minimize the number of viable moves available to the other player. Doing so, and then taking advantage of the opponent's limited options, is called pressure. Common forms of pressure include making a player guess whether they should block high or low, or keeping the opposing player trapped in the corner and punishing any attempts to escape.
Matches and rounds
Fighting game matches generally consist of a set number of rounds (typically
three), beginning with the announcer's signal. If the score is tied after an even number of rounds (such as 1-1), then the winner is decided in the final round. Round decisions can also be determined by time over, which judge players based on remaining health to declare a winner. In the ''Super Smash Bros.'' series, the rules are different. Instead of rounds, the games usually give players a set number of lives (called stocks) for each player (usually three), and if the score is tied between two or more fighters when time runs out, then a "
sudden death" match will take place by delivering a single hit to an opponent with 300% damage.
Fighting games widely feature
health bars, introduced in ''
Yie Ar Kung-Fu'' in 1984, which are depleted as characters sustain blows.
Each successful attack will deplete a character's health, and the round continues until a fighter's health reaches zero.
Hence, the main goal is to completely deplete the health bar of one's opponent, thus achieving a "
knockout
A knockout (abbreviated to KO or K.O.) is a fight-ending, winning criterion in several full-contact combat sports, such as boxing, kickboxing, Muay Thai, mixed martial arts, karate, some forms of taekwondo and other sports involving striking, ...
".
Games such as ''
Virtua Fighter
is a series of fighting games created by Sega AM2 and designer Yu Suzuki. The original ''Virtua Fighter (video game), Virtua Fighter'' was released in December 1993 and has received four main sequels and several spin-offs. The highly influential ...
'' also allow a character to be defeated by forcing them outside of the arena, awarding a "ring-out" to the victor.
The ''Super Smash Bros.'' series allows players to send fighters off the stage when a character reaches a high percentage of damage; however, the gameplay objective differs from that of traditional fighting games in that the aim is to increase damage counters and knock opponents off the stage instead of depleting life bars.
Beginning with
Midway's ''
Mortal Kombat
''Mortal Kombat'' is an American media franchise centered on a series of fighting game, fighting video games originally developed by Midway Games in 1992.
The original ''Mortal Kombat (1992 video game), Mortal Kombat'' arcade game spawned Lis ...
'' released in 1992, the ''
Mortal Kombat
''Mortal Kombat'' is an American media franchise centered on a series of fighting game, fighting video games originally developed by Midway Games in 1992.
The original ''Mortal Kombat (1992 video game), Mortal Kombat'' arcade game spawned Lis ...
'' series introduced "Fatalities", where the match victor inflicts a brutal and gruesome finishing move onto the defeated opponent. Prompted by the announcer saying "Finish Him!", players have a short time window to execute a Fatality by entering a specific button and joystick combination while positioned at a specific distance from the opponent. The Fatality and its derivations are arguably the most notable features of the ''Mortal Kombat'' series with cultural impact and
controversies
Controversy (, ) is a state of prolonged public dispute or debate, usually concerning a matter of conflicting opinion or point of view. The word was coined from the Latin '' controversia'', as a composite of ''controversus'' – "turned in an opp ...
.
Fighting games often include a single-player campaign or tournament, where the player must defeat a sequence of several computer-controlled opponents. Winning the tournament often reveals a special story-ending
cutscene
A cutscene or event scene (sometimes in-game cinematic or in-game movie) is a sequence in a video game that is not interactive, interrupting the gameplay. Such scenes are used to show conversations between characters, set the mood, reward the ...
, and some games also grant access to hidden characters or special features upon victory. ''
Tekken
is a Japanese media franchise centered on a series of fighting games developed and published by Bandai Namco Entertainment (formerly Namco). The franchise also includes film and print adaptations.
The main games in the series follow the events ...
'' introduced the concept of story modes in 1994 with the first arcade
full motion video
Full-motion video (FMV) is a video game narration technique that relies upon pre-recorded video files (rather than Sprite (computer graphics), sprites, vector graphics, vectors, or 3D models) to display action in the game. While many games featur ...
cutscenes for each character's victory.
Character selection
In most fighting games, players may select from a variety of
playable characters with unique fighting styles, special moves, and personalities. This became a strong convention for the genre with the release of ''Street Fighter II'' (1991), and these character choices have led to deeper game strategy and replay value.
Custom character creation, or "create–a–fighter", is a feature of some fighting games that allows a player to customize the appearance and move set of their own character. ''
Super Fire Pro Wrestling X Premium'' was the first game to include such a feature.
Multiplayer modes
Fighting games can support a two-player duel, sometimes by letting a second player challenge the first at any moment during a single-player match.
Some games allow four-player simultaneous competition.
Uniquely, the ''Super Smash Bros.'' series has allowed eight-player local and online multiplayer matches, beginning with ''
Super Smash Bros. for Wii U'', though many classify the series as the
platform fighter
A platform fighter is a video game genre, sub-genre of fighting games that emphasizes free 2D movement, often with floating platforms that can be traversed on, similar to a platform game, platformer game. The central gameplay involves combat bet ...
subgenre due to its deviation from traditional fighting game rules and design. Several games such as ''
Marvel vs. Capcom
is a series of Crossover (fiction), crossover fighting games developed and published by Capcom, featuring characters from their video game franchises and comic book series published by Marvel Comics. The series originated as coin-operated arca ...
'' and ''
Dead or Alive
A wanted poster (or wanted sign) is a poster distributed to let the public know of a person whom authorities wish to apprehend. They generally include a picture of the person, either a photograph when one is available or of a facial composite ...
'' have featured teams where players form "tag teams" to fight duels, but a character may be swapped by a teammate. Some fighting games offer the endurance challenge of a series of opponents.
Online games can suffer
lag from slow
data transmission
Data communication, including data transmission and data reception, is the transfer of data, signal transmission, transmitted and received over a Point-to-point (telecommunications), point-to-point or point-to-multipoint communication chann ...
, which can disrupt split-second timing.
This is mitigated by technology such as
rollback netcode, often implemented using the open-source library
GGPO, which synchronizes players by quickly rolling back to the most recent accurate game state, correcting errors, and then jumping back to the current frame. Such games include ''
Skullgirls'' and ''
Street Fighter III: 3rd Strike Online Edition''.
History
Origins (1970s to early 1980s)
The first fighting games were fundamentally inspired by
martial arts film
Martial arts films are a subgenre of action films that feature martial arts combat between characters. These combats are usually the films' primary appeal and entertainment value, and often are a method of storytelling and character expression a ...
s, especially
Bruce Lee
Bruce Lee (born Lee Jun-fan; November 27, 1940 – July 20, 1973) was an American-born Hong Kong martial artist, actor, filmmaker, and philosopher. He was the founder of Jeet Kune Do, a hybrid martial arts philosophy which was formed from ...
's
Hong Kong action cinema
Hong Kong action cinema is the principal source of the Hong Kong film industry's global fame. Action films from Hong Kong have roots in Chinese culture, Chinese and Culture of Hong Kong, Hong Kong cultures, including Chinese opera, storytelling a ...
. Films include ''
Game of Death
''Game of Death'' () is an incomplete Hong Kong martial arts film, of which portions were filmed between September and October 1972, and was planned and scheduled to be released by 1973, directed, written, produced by and starring Bruce Lee. Th ...
'' (1972), where Lee fights a series of
bosses, and ''
Enter the Dragon
''Enter the Dragon'' ( zh, t=龍爭虎鬥) is a 1973 martial arts film directed by Robert Clouse and written by Michael Allin. The film stars Bruce Lee, John Saxon, Ahna Capri, Bob Wall, Shih Kien and Jim Kelly. ''Enter the Dragon'' was ...
'' (1973), about an international
martial arts
Martial arts are codified systems and traditions of combat practiced for a number of reasons such as self-defence; military and law enforcement applications; combat sport, competition; physical, mental, and spiritual development; entertainment; ...
tournament. Other inspiration is
Japanese martial arts
Japanese martial arts refers to the variety of martial arts native to the country of Japan. At least three Japanese terms (''budō'', ''bujutsu'', and ''bugei'') are used interchangeably with the English phrase Japanese martial arts.
The usage ...
works, including the
manga
are comics or graphic novels originating from Japan. Most manga conform to a style developed in Japan in the late 19th century, and the form has a long history in earlier Japanese art. The term is used in Japan to refer to both comics ...
and
anime
is a Traditional animation, hand-drawn and computer animation, computer-generated animation originating from Japan. Outside Japan and in English, ''anime'' refers specifically to animation produced in Japan. However, , in Japan and in Ja ...
series ''
Karate Master'' (1971–1977), and
Sonny Chiba
, known internationally as Sonny Chiba, was a Japanese actor and martial artist. Chiba was one of the first actors to achieve stardom through his skills in martial arts, initially in Japan and later to an international audience.
Born in Fukuo ...
's ''
The Street Fighter'' (1974).
Before martial arts games, the earliest video games with fist-fighting are
boxing games, featuring battles between characters with fantastic abilities and complex special maneuvers.
Sega
is a Japanese video game company and subsidiary of Sega Sammy Holdings headquartered in Tokyo. It produces several List of best-selling video game franchises, multi-million-selling game franchises for arcade game, arcades and video game cons ...
's black-and-white boxing game ''
Heavyweight Champ'', released for
arcades in 1976, is considered the first video game with fist fighting, but it was still considered a sports game.
Vectorbeam's
arcade video game
An arcade video game is an arcade game that takes player input from its controls, processes it through electrical or computerized components, and displays output to an electronic monitor or similar display. All arcade video games are coin-oper ...
''
Warrior
A warrior is a guardian specializing in combat or warfare, especially within the context of a tribal society, tribal or clan-based warrior culture society that recognizes a separate warrior aristocracy, social class, class, or caste.
History
...
'' (1979) is sometimes credited as one of the first fighting games;
in contrast to ''Heavyweight Champ'' and most later games, ''Warrior'' is based on sword fighting
duels and uses a
bird's-eye view
A bird's-eye view is an elevated view of an object or location from a very steep viewing angle, creating a perspective (graphical), perspective as if the observer were a bird in flight looking downward. Bird's-eye views can be an aerial photog ...
.
Sega
is a Japanese video game company and subsidiary of Sega Sammy Holdings headquartered in Tokyo. It produces several List of best-selling video game franchises, multi-million-selling game franchises for arcade game, arcades and video game cons ...
's
jidaigeki
is a genre of film, television, and theatre in Japan. Literally meaning "historical drama, period dramas", it refers to stories that take place before the Meiji Restoration of 1868.
''Jidaigeki'' show the lives of the samurai, farmers, crafts ...
-themed arcade
action game
An action game is a video game genre that emphasizes physical challenges, including hand–eye coordination and reaction time. The genre includes a large variety of sub-genres, such as fighting games, beat 'em ups, shooter games, rhythm games and ...
''Samurai'', released in March 1980, features a boss battle where the
samurai
The samurai () were members of the warrior class in Japan. They were originally provincial warriors who came from wealthy landowning families who could afford to train their men to be mounted archers. In the 8th century AD, the imperial court d ...
player character confronts a boss samurai in one-on-one sword-fighting combat.
One-on-one boxing games appeared on consoles with
Activision
Activision Publishing, Inc. is an American video game publisher based in Santa Monica, California. It serves as the publishing business for its parent company, Activision Blizzard, and consists of several subsidiary studios. Activision is one o ...
's
Atari VCS
The Atari 2600 is a home video game console developed and produced by Atari, Inc. Released in September 1977 as the Atari Video Computer System (Atari VCS), it popularized microprocessor-based hardware and games stored on swappable ROM cartridg ...
game ''
Boxing
Boxing is a combat sport and martial art. Taking place in a boxing ring, it involves two people – usually wearing protective equipment, such as boxing glove, protective gloves, hand wraps, and mouthguards – throwing Punch (combat), punch ...
'', released in July 1980, and Sega's
SG-1000
The is a home video game console manufactured by Sega. It was Sega's first entry into the home video game hardware business. Developed in response to a downturn in arcades starting in 1982, the SG-1000 was created on the advice of Hayao Nak ...
game ''
Champion Boxing'' (1983), which is
Yu Suzuki
is a Japanese game designer, producer, programmer, and engineer, who headed Sega's AM2 team for 18 years. Considered one of the first auteurs of video games, he has been responsible for a number of Sega's arcade hits, including three-dimensi ...
's debut at Sega.
[ GameCenter CX – 2nd Season, Episode 13. Retrieved on April 4, 2009] Nintendo
is a Japanese Multinational corporation, multinational video game company headquartered in Kyoto. It develops, publishes, and releases both video games and video game consoles.
The history of Nintendo began when craftsman Fusajiro Yamauchi ...
's arcade game ''
Punch-Out'' was developed in 1983 and released in February 1984, as a boxing game featuring a behind-the-character perspective, maneuvers such as blocking and dodging, and
stamina meters that are depleted or replenished by blows.
Emergence of fighting game genre (mid-to-late 1980s)
''
Karate Champ'' was developed by
Technōs Japan
was a Japanese video game Video game developer, developer, best known for the ''Double Dragon'' and ''Kunio-kun (series), Kunio-kun'' Media franchise, franchises (the latter including ''Renegade (video game), Renegade'', ''Super Dodge Ball'' and ...
and released by
Data East
, also abbreviated as DECO, was a Japanese video game, pinball and electronic engineering company. The company was in operation from 1976 to 2003, and released 150 video game titles. At one time, the company had annual sales of 20 billion yen in ...
in May 1984, and is credited with establishing and popularizing the one-on-one fighting game genre.
A variety of moves can be performed using the
dual-joystick controls. It uses a best-of-three matches format like later fighting games, and has training
bonus stages.
The ''Player vs Player'' edition of ''Karate Champ'', released later that year, is also the first fighting game to allow two-player duel. It influenced
Konami
, commonly known as Konami, , is a Japanese multinational entertainment company and video game developer and video game publisher, publisher headquartered in Chūō, Tokyo, Chūō, Tokyo. The company also produces and distributes trading card ...
's ''
Yie Ar Kung Fu'',
released in October 1984. The game drew heavily from Bruce Lee films, with the main
player character
A player character (also known as a playable character or PC) is a fictional Character (arts), character in a video game or tabletop role-playing game whose actions are controlled by a player rather than the rules of the game. The characters tha ...
Oolong modelled after Lee (like in
Bruceploitation
Bruceploitation (a portmanteau of "Bruce Lee" and "exploitation") is an exploitation film subgenre that emerged after the death of martial arts film star Bruce Lee in 1973, during which time filmmakers from Hong Kong, Taiwan and South Korea cast ...
films). In contrast to the grounded realism of ''Karate Champ'', ''Yie Ar Kung-Fu'' moved the genre towards more fantastical, fast-paced action with a variety of special moves and high jumps, establishing the template for subsequent fighting games. It expanded on ''Karate Champ'' by pitting the player against a variety of opponents, each with a unique appearance and fighting style.
The player could also perform up to sixteen different moves, including projectile attacks, and it replaced the point-scoring system of ''Karate Champ'' with a
health meter system, becoming the standard for the genre.
Irem
is a Japanese video game developer and Video game publisher, publisher and manufacturer of pachinkos. The company has its headquarters in Chiyoda, Tokyo, Chiyoda, Tokyo.
The full name of the company that uses the brand is Irem Software Enginee ...
's ''
Kung-Fu Master'', designed by
Takashi Nishiyama and released in November 1984, is a
side-scrolling beat 'em up
A beat 'em up (also known as brawler and, in some markets, beat 'em all) is a video game genre featuring hand-to-hand combat against a large number of opponents. Traditional beat 'em ups take place in Side-scrolling video game, scrolling, 2D c ...
that, at the end of each
level
Level or levels may refer to:
Engineering
*Level (optical instrument), a device used to measure true horizontal or relative heights
* Spirit level or bubble level, an instrument designed to indicate whether a surface is horizontal or vertical
*C ...
, featured one-on-one boss battles that resemble fighting games.
It is based on Hong Kong martial arts films, specifically
Jackie Chan
Fang Shilong (born Chan Kong-sang; 7 April 1954), known professionally as Jackie Chan,; is a Hong Kong actor and filmmaker, known for his slapstick, acrobatic fighting style, comic timing, and innovative stunts, which he typically perf ...
's ''
Wheels on Meals'' (1984) and Bruce Lee's ''Game of Death''.
Nishiyama later used its one-on-one boss battles as the basis for his fighting game ''Street Fighter''.
Nintendo's boxing sequel ''
Super Punch-Out'' was released for arcades in late 1984 and ported by
Elite
In political and sociological theory, the elite (, from , to select or to sort out) are a small group of powerful or wealthy people who hold a disproportionate amount of wealth, privilege, political power, or skill in a group. Defined by the ...
to home computers as ''Frank Bruno's Boxing'' in 1985, features martial arts elements,
high and low guarding, ducking, lateral dodging, and a KO meter. This meter is built up with successful attacks and, when full, enables a special, more powerful punch to be thrown.
Broderbund
Broderbund Software, Inc. (stylized as Brøderbund) was an American maker of video games, educational software, and productivity tools. Broderbund is best known for the 8-bit video game hits '' Choplifter'', '' Lode Runner'', '' Karateka'', and ...
's ''
Karateka'', designed by
Jordan Mechner
Jordan Mechner (born June 4, 1964) is an American video game designer, author, screenwriter, filmmaker, and former video game programmer. A major figure in the development of cinematic video games and a pioneer in video game animation, he began ...
and released at the end of 1984,
is a one-on-one fighting game for
home computers that successfully added plot to its fighting action,
like the beat 'em up ''Kung-Fu Master''.
By early 1985, martial arts games had become popular in arcades.
On home computers, the Japanese
MSX
MSX is a standardized home computer architecture, announced by ASCII Corporation on June 16, 1983. It was initially conceived by Microsoft as a product for the Eastern sector, and jointly marketed by Kazuhiko Nishi, the director at ASCII Corpo ...
version of ''Yie Ar Kung-Fu'' was released in January 1985, and
Beam Software's ''
The Way of the Exploding Fist'' was released for
PAL regions
Phase Alternating Line (PAL) is a color encoding system for analog television. It was one of three major analogue colour television standards, the others being NTSC and SECAM. In most countries it was broadcast at 625 lines, 50 fields (25& ...
in May 1985; ''The Way of the Exploding Fist'' borrowed heavily from ''Karate Champ'',
but nevertheless achieved critical success and afforded the burgeoning genre further popularity on home computers in PAL regions,
becoming the UK's best-selling
computer game of 1985. In North America, Data East ported ''Karate Champ'' to home computers in October 1985,
[''Data East USA, Inc. v. Epyx, Inc.'']
862 F. 2d 204, 9 U.S.P.Q.2d (BNA) 1322
(9th Cir. 1988). becoming one of the best-selling computer games of the late 1980s.
Other game developers also imitated ''Karate Champ'', notably
System 3 System 3, System/3 or System III may refer to:
Computing and electronics
*Acorn System 3, a home computer produced by Acorn Computers from 1980
*Cromemco System Three, a home computer produced by Cromemco from 1978
*IBM System/3, a low-end business ...
's computer game ''
International Karate'', released in Europe in November 1985; after
Epyx
Epyx, Inc. was a video game developer and video game publisher active in the late 1970s and 1980s. The company was founded in 1978 as Automated Simulations by Jim Connelley and Jon Freeman, publishing a series of tactical combat games. The Epyx ...
released it in North America in April 1986, Data East took
unsuccessful legal action against Epyx over the game.
''Yie Ar Kung-Fu'' went on to become the UK's best-selling
computer game of 1986, the second year in a row for fighting games. The same year,
Martech
Martech was a video game publisher which operated in Pevensey Bay between 1982 and 1989. It was founded as Martech Games. The company published a number of successful video games for the BBC Micro, BBC Model B, ZX Spectrum, ZX81, MSX, Amstrad CPC, ...
's ''
Uchi Mata'' for home computers featured novel controller motions for
grappling
Grappling is a fighting technique based on throws, trips, sweeps, clinch fighting, ground fighting and submission holds.
Grappling contests often involve takedowns and ground control, and may end when a contestant concedes defeat. Shou ...
maneuvers, but they were deemed too difficult.
In the late 1980s, side-scrolling beat 'em ups became considerably more popular than one-on-one fighting games,
with many arcade
game developers focused more on producing beat 'em ups and shoot 'em ups.
Takashi Nishiyama used the one-on-one boss battles of his earlier beat 'em up ''Kung-Fu Master'' as the template for
Capcom
is a Japanese video game company. It has created a number of critically acclaimed and List of best-selling video game franchises, multi-million-selling game franchises, with its most commercially successful being ''Resident Evil'', ''Monster ...
's fighting game ''
Street Fighter
is a Media mix, Japanese media franchise centered on a series of fighting games developed and published by Capcom. Street Fighter 1, The first game in the series was released in 1987, followed by List of Street Fighter video games, six other ma ...
'',
combined with elements of ''Karate Champ'' and ''Yie Ar Kung Fu''.
''Street Fighter'' found its own niche in the gaming world, which was dominated by beat 'em ups and shoot 'em ups at the time.
Part of the game's appeal was the use of special moves that could only be discovered by experimenting with the game controls, which created a sense of mystique and invited players to practice the game.
Following ''Street Fighter's'' lead, the use of command-based hidden moves began to pervade other games in the rising fighting game genre.
''Street Fighter'' also introduced other staples of the genre, including the
blocking technique, as well as the ability for a challenger to jump in and initiate a match against a player at any time. The game also introduced
pressure-sensitive controls that determine the strength of an attack, though due to causing damaged arcade cabinets, Capcom replaced it soon after with a six-button control scheme offering light, medium, and hard punches and kicks, which became another staple of the genre.
[Nadia Oxford]
20 Years of Street Fighter
, 1UP.com, November 12, 2007
In 1988,
Home Data released ''Reikai Dōshi: Chinese Exorcist'', also known as ''Last Apostle Puppet Show'', the first fighting game to use
digitized
Digitization is the process of converting information into a digital (i.e. computer-readable) format.Collins Dictionary. (n.d.). Definition of 'digitize'. Retrieved December 15, 2021, from https://www.collinsdictionary.com/dictionary/english ...
sprites and
motion capture
Motion capture (sometimes referred as mocap or mo-cap, for short) is the process of recording high-resolution motion (physics), movement of objects or people into a computer system. It is used in Military science, military, entertainment, sports ...
animation. Meanwhile, home
game console
A video game console is an electronic device that outputs a video signal or image to display a video game that can typically be played with a game controller. These may be home consoles, which are generally placed in a permanent location conne ...
s largely ignored the genre. ''
Budokan: The Martial Spirit'' was one of the few releases for the
Sega Genesis
The Sega Genesis, known as the outside North America, is a 16-bit Fourth generation of video game consoles, fourth generation home video game console developed and sold by Sega. It was Sega's third console and the successor to the Master Sys ...
, but was not as popular as games in other genres.
Technical challenges limited the popularity of early fighting games. Programmers had difficulty producing a game that could recognize the fast motions of a joystick, and so players had difficulty executing special moves with any accuracy.
Mainstream success (early 1990s)
The release of ''
Street Fighter II
is a 1991 fighting game developed and published by Capcom for arcade game, arcades. It is the second installment in the ''Street Fighter'' series and the sequel to 1987's ''Street Fighter (video game), Street Fighter''. Designed by Yoshiki O ...
'' in 1991 is considered a revolutionary moment in the fighting game genre. Yoshiki Okamoto's team developed the most accurate joystick and button scanning Subroutine, routine in the genre thus far. This allowed players to reliably execute multi-button special moves, which had previously required an element of luck. The graphics took advantage of Capcom's CP System, CPS arcade chipset, with highly detailed characters and level (video games), stages. Whereas previous games allowed players to combat a variety of computer-controlled fighters, ''Street Fighter II'' allowed players to play against each other. The popularity of ''Street Fighter II'' surprised the gaming industry, as arcade owners bought more machines to keep up with demand.
''Street Fighter II'' was also responsible for popularizing the combo (video gaming), combo mechanic, which came about when skilled players learned that they could combine several attacks that left no time for the opponent to recover if they timed them correctly.
Its success led to fighting games becoming the dominant genre in the arcade game industry of the early 1990s, which led to a resurgence of the arcade game industry.
The popularity of ''Street Fighter II'' led it to be released for home game consoles and becoming the defining template for fighting games.
SNK released ''Fatal Fury: King of Fighters, Fatal Fury'' shortly after ''Street Fighter II'' in 1991. It was designed by Takashi Nishiyama, the creator of the original ''Street Fighter'', which it was envisioned as a spiritual successor to.
''Fatal Fury'' placed more emphasis on storytelling and the timing of special moves,
and added a two-plane system where characters could step into the foreground or background. Meanwhile, Sega experimented with ''Dark Edge (arcade game), Dark Edge'', an early attempt at a 3D fighting game where characters could move in all directions. However, Sega never released the game outside Japan because it felt that "unrestrained" 3D fighting games were unenjoyable.
Sega also attempted to introduce Holography, holographic Stereoscopy, 3D technology to the genre with ''Holosseum'' in 1992, though it was unsuccessful. Several fighting games achieved commercial success, including SNK's ''
Art of Fighting'' and ''Samurai Shodown'' as well as Sega's ''Eternal Champions''. Nevertheless, ''Street Fighter II'' remained the most popular,
spawning a ''Champion Edition'' that improved game balance and allowed players to use boss characters that were unselectable in the previous version.
Chicago's Midway Games achieved unprecedented notoriety when they released ''
Mortal Kombat
''Mortal Kombat'' is an American media franchise centered on a series of fighting game, fighting video games originally developed by Midway Games in 1992.
The original ''Mortal Kombat (1992 video game), Mortal Kombat'' arcade game spawned Lis ...
'' in 1992. The game featured digital characters drawn from real actors, numerous secrets,
and "Fatality (Mortal Kombat), Fatality" finishing maneuvers in which the player's character kills their opponent. The game earned a reputation for its gratuitous violence,
and was adapted for home game consoles.
The home version of ''Mortal Kombat'' was released on September 13, 1993, a day promoted as "Mortal Monday". The advertising resulted in line-ups to purchase the game and a subsequent backlash from politicians concerned about the game's violence.
The ''Mortal Kombat'' franchise would achieve iconic status similar to that of ''Street Fighter'' with several sequels as well as movies, television series, and extensive merchandising.
Numerous other game developers tried to imitate ''Street Fighter II'' and ''Mortal Kombat'' financial success with similar games, including Rare (company), Rare Software with ''Killer Instinct (1994 video game), Killer Instinct'', a game that featured unprecedentedly detailed pre-rendered 3D graphics and vastly improved on the core concept of combos, presenting a way faster gameplay than most other games of that era, specific combo-breaker maneuvers, and the "Ultra", a series of combined finishing moves surpassing the number of 20 hits. Many of the games of that period were low budget clones of the more popular games, and in some cases this led to controversy; in 1994, Capcom USA took unsuccessful legal action against Data East over the 1993 arcade game ''Fighter's History'', which supposedly plagiarized ''Street Fighter 2''.
Data East's largest objection in court was that their 1984 arcade game ''Karate Champ'' was the true originator of the competitive fighting game genre, which predated the original ''Street Fighter'' by three years, but the reason the case was decided against Capcom was that the copied elements were scènes à faire and thus excluded from copyright.
Emergence of 3D fighting games (mid-to-late 1990s)
Sega AM2 debuted in the genre with the 1993 arcade game ''Burning Rival'',
but they gained renown with the release of ''Virtua Fighter (video game), Virtua Fighter'' for the same platform the same year. It is the first fighting game with 3D computer graphics, 3D Polygonal modeling, polygon graphics and a viewpoint that zoomed and rotated with the action. Despite the graphics, players were confined to back and forth motion as seen in other fighting games. With only three buttons, it was easier to learn than ''Street Fighter'' and ''Mortal Kombat'', which has six and five buttons respectively. By the time the game was released for the Sega Saturn in Japan, the game and system were selling at almost a one-to-one ratio.
In 1994, Namco released Tekken (video game), ''Tekken'', the rival arcade game introducing cutting-edge 3D polygon technology at a revolutionary 60 frames per second.
The 1995 PlayStation (console), PlayStation game ''Battle Arena Toshinden'' is credited for taking the genre into "true 3D" due to its introduction of the sidestep maneuver, which IGN described as "one little move" that "changed the fighter forever". The "sidestep" in the game, however, consisted of shoulder rolls instead of actual sidesteps.
That year, Namco released ''Tekken 2'', which introduced actual sidestepping or "mist steps" as first released in arcade games and in the international fighting game community. These moves are only exclusive to its protagonist, the penultimate boss of the arcade mode, Kazuya Mishima in his regular human state. The mist steps also allow combos to be performed as a manner of ''"crouch dashing,"'' or when the Mishima player could run to the opponent while crouching since regular running prevented executing easy combos. Polygonal fighters became trendy and many developers started to make them. Further all-new titles were released in 1995: ''Zero Divide'' on the PlayStation, the Western-developed ''FX Fighter'' on PC and ''Criticom'' on console,
and Sega's arcade ''Fighting Vipers'' - on top of ''Tekken 2'', an updated ''Battle Arena Toshinden 2'', and console ports of ''Tekken'' and ''Virtua Fighter 2''. A multitude of new major polygonal releases arrived in 1996 from both prime and smaller developers. The 1996 arcade game ''Dead or Alive (video game), Dead or Alive'' offered an interactive feature within its stages called the "danger zone", an environmental hazard outside the center of stages where if an opponent is knocked into it, they will take extra damage, jeopardizing their position and giving their attacker an advantage. If an opponent is knocked into the danger zone with very low health, the danger zone is more likely to knock them out than a regular attack.
Other major 1996 releases include ''Virtua Fighter 3'', ''Soul Edge'', ''Last Bronx'' (in Japan), and the home port of ''Tekken 2'',
cementing 3D as the future of the genre.
In 1994, SNK released ''The King of Fighters '94'' in arcades, where players choose from teams of three characters to eliminate each other one by one. Eventually, Capcom released further updates to ''Street Fighter II'', including ''Super Street Fighter II'' and ''Super Street Fighter II Turbo''. These games feature more characters and new moves, some of which are a response to hackers of the original ''Street Fighter II'' game to add new features. However, criticism of these updates grew as players demanded a true sequel. By 1995, the dominant franchises were the ''Mortal Kombat'' series in America and the ''Virtua Fighter'' series in Japan, with ''
Street Fighter Alpha
''Street Fighter Alpha: Warriors' Dreams'', known as in Japan, Asia, South America, and Oceania, is a 1995 fighting game developed and published by Capcom for Arcade video game, arcades. It was the first all new ''Street Fighter'' game produced ...
'' unable to match the popularity of ''Street Fighter II''.
Throughout this period, the fighting game was the dominant genre in competitive video gaming, with enthusiasts popularly attending arcades in order to find human opponents.
The genre was also very popular on home consoles. At the beginning of 1996, ''GamePro'' (a magazine devoted chiefly to home console and handheld gaming) reported that for the last several years, their reader surveys had consistently yielded 4 out of 5 respondents name fighting games as their favorite genre.
In the late 1990s, traditional 2D fighting games began to decline in popularity, with specific franchises falling into difficulty due to 3D fighters. Although the release of ''Street Fighter EX'' introduced 3D graphics to the series, both it and ''Street Fighter: The Movie (arcade game), Street Fighter: The Movie'' flopped in arcades.
A home video game also titled ''Street Fighter: The Movie (home video game), Street Fighter: The Movie'' was released for the PlayStation (console), PlayStation and Sega Saturn, but it is not a Porting, port, but a separately produced game based on the same premise. Capcom released ''Street Fighter III'' in 1997 which features improved 2D visuals, but is also unable to match the impact of earlier games.
Excitement stirred in Japan over ''Virtua Fighter 3'' in arcades,
and Sega eventually ported the game to its Dreamcast console. Meanwhile, SNK released several fighting games on its Neo Geo (system), Neo Geo platform, including ''Samurai Shodown II'' in 1994, ''Real Bout Fatal Fury'' in 1995, ''The Last Blade'' in 1997, and annual updates to its ''The King of Fighters'' franchise.
''
Garou: Mark of the Wolves'' from 1999 (part of the ''Fatal Fury'' series) was considered one of SNK's last great games; the company announced that it would close its doors in late 2001. ''Electronic Gaming Monthly'' reported that in 1996, U.S. gamers spent nearly $150 million on current generation fighting games, and in Japan, fighting games accounted for over 80% of video game sales.
The fighting game genre continued to evolve, with several strong 3D fighting games emerging in the late 1990s. Namco's ''
Tekken
is a Japanese media franchise centered on a series of fighting games developed and published by Bandai Namco Entertainment (formerly Namco). The franchise also includes film and print adaptations.
The main games in the series follow the events ...
'' (released in arcades in 1994 and on the PlayStation in 1995) proved critical to the PlayStation's early success, with its Tekken, sequels also becoming some of the console's most important games. The Soul (series), ''Soul'' series of weapon-based fighting games also achieved considerable critical success, beginning with 1995's ''Soul Edge'' (known as ''Soul Blade'' outside Japan) to ''Soulcalibur VI'' in 2018.
Tecmo released ''Dead or Alive (video game), Dead or Alive'' in the arcades in 1996, porting it for the Sega Saturn in 1997 and PlayStation in 1998. It spawned a Dead or Alive (franchise), long-running franchise, known for its fast-paced control system, innovative counterattacks, and environmental hazard, interactive environments. The series again included games important to the success of their respective consoles, such as ''Dead or Alive 3'' for the Xbox (console), Xbox and ''Dead or Alive 4'' for the Xbox 360.
In 1998, ''Bushido Blade (video game), Bushido Blade'', published by Square (video game company), Square, introduced a realistic fighting engine that features three-dimensional environments while abandoning time limits and health bars in favor of an innovative Body Damage System, where a sword strike to a certain body part can amputate a limb or decapitate the head.
Video game enthusiasts took an interest in fictional crossovers, which feature characters from multiple franchises in a particular game.
An early example of this type of fighting game is the 1996 arcade release ''X-Men vs. Street Fighter'' (which later became the ''
Marvel vs. Capcom
is a series of Crossover (fiction), crossover fighting games developed and published by Capcom, featuring characters from their video game franchises and comic book series published by Marvel Comics. The series originated as coin-operated arca ...
'' series), featuring comic book superheroes and characters from other Capcom games. In 1999,
Nintendo
is a Japanese Multinational corporation, multinational video game company headquartered in Kyoto. It develops, publishes, and releases both video games and video game consoles.
The history of Nintendo began when craftsman Fusajiro Yamauchi ...
released the Super Smash Bros. (video game), first game in the ''
Super Smash Bros.'' series, which allowed match-ups from various franchises, such as Pikachu vs. Mario.
Decline (early 2000s)
In the early 2000s, the fighting genre boom turned to bust. In retrospect, multiple developers attribute its decline to its increasing complexity and specialization, and to other factors such as market saturation, over-saturation. This complexity shut out casual players, and the market for fighting games became smaller and more specialized.
Even as far back as 1997, many in the industry said that the fighting game market's growing inaccessibility to newcomers was bringing an end to the genre's dominance. Furthermore, arcades gradually became less profitable throughout the late 1990s to early 2000s due to the increased technical power and popularity of home consoles.
The early 2000s is considered to be the "Dark Age" of fighting games.
The two most prolific developers of 2D fighting games, Capcom and SNK, combined intellectual property to produce ''SNK vs. Capcom'' games. SNK released the first game of this type, ''SNK vs. Capcom: The Match of the Millennium'', for its Neo Geo Pocket Color handheld at the end of 1999. GameSpot regarded the game as "perhaps the most highly anticipated fighter ever" and called it the best fighting game ever to be released for a handheld console.
[ ] Capcom released ''Capcom vs. SNK: Millennium Fight 2000'' for arcades and the Dreamcast in 2000, followed by sequels in subsequent years. Though none matched the critical success of the handheld version, ''Capcom vs. SNK 2 EO'' was noted as the first game of the genre to successfully utilize internet competition.
Other crossovers from 2008 included ''Tatsunoko vs. Capcom: Ultimate All-Stars, Tatsunoko vs. Capcom'' and ''Mortal Kombat vs. DC Universe''. The most successful crossover, however, was ''Super Smash Bros. Brawl'' for the Wii. Featuring 40 characters from Nintendo and third-party franchises, the game was a runaway commercial success in addition to being lavished with critical praise.
In the new millennium, fighting games became less popular and plentiful than in the mid-1990s, with multiplayer competition shifting towards other genres.
However, SNK reappeared in 2003 as SNK Playmore and continued to release games.
Arc System Works received critical acclaim for releasing ''Guilty Gear X'' in 2001, as well as its sequel ''Guilty Gear XX'', as both were 2D fighting games featuring striking
anime
is a Traditional animation, hand-drawn and computer animation, computer-generated animation originating from Japan. Outside Japan and in English, ''anime'' refers specifically to animation produced in Japan. However, , in Japan and in Ja ...
-inspired graphics. Fighting games became a popular genre for amateur and doujin developers in Japan. The 2002 title ''Melty Blood'' was developed by then-amateur developer French Bread (game developer), French Bread and achieved cult success on the Personal computer, PC. It became highly popular in arcades following its 2005 release, and a version was released for the PlayStation 2 the following year. The late 1990s and early 2000s saw the rise in online game, online gaming. In 2004, ''Mortal Kombat: Deception'', ''Dead or Alive Ultimate'', and the Xbox (console), Xbox version of ''Street Fighter Anniversary Collection'' became the first fighting games to offer Multiplayer video game#Online multiplayer, online multiplayer and have received positive reception from critics. While the genre became generally far less popular than it once was,
arcades and their attendant fighting games remained reasonably popular in Japan during this time period, and remain so even today. ''Virtua Fighter 5'' lacked an online mode, but still achieved success both on home consoles and in arcades; players practiced at home and went to arcades to compete face-to-face with opponents. In addition to ''Virtua Fighter'', the ''Tekken'', ''Soul'' and ''Dead or Alive'' franchises continued to release installments.
Classic ''Street Fighter'' and ''Mortal Kombat'' games were re-released on PlayStation Network and Xbox Live Arcade, allowing internet play, and in some cases, High-definition video, HD graphics.
The early part of the decade had seen the rise of competitive video gaming, referred to by the term Esports. The rise in esports saw the rise of major international fighting game tournaments such as Tougeki – Super Battle Opera and Evolution Championship Series, and famous players such as Daigo Umehara.
An important fighting game at the time was ''Street Fighter III: 3rd Strike'', originally released in 1999. The game gained significant attention with "Evo Moment 37", also known as the "Daigo Parry", which refers to a portion of a ''3rd Strike'' semi-final match held at Evolution Championship Series 2004 (Evo 2004) between Daigo Umehara and Justin Wong. During this match, Umehara made an unexpected Comeback (sports), comeback by parrying 15 consecutive hits of Wong's "Super Art" move using Chun-Li while Umehara had only one pixel on his health bar. Umehara subsequently won the match. "Evo Moment #37" is frequently described as the most iconic and memorable moment in the history of competitive video gaming, compared to sports moments such as Babe Ruth's called shot and the Ice Hockey Miracle on Ice.
It inspired many to start playing ''3rd Strike,'' which brought new life into the fighting game community (FGC) during a time when the community was in a state of stagnation.
Fighting games have also been featured in esports scenes with variety of gaming genres, with ''Dead or Alive 3'' becoming the fighting game to be included in the Xbox Championship in 2004, and ''Dead or Alive Ultimate'' becoming the first fighting game to be included in the World Cyber Games (WCG) in 2005. ''Dead or Alive 4s competitive scene became the first competitive esport fighting game scene to be televised as it was the only fighting game included in the esport league, the Championship Gaming Series (CGS), in 2007 and 2008. The league was operated and fully broadcast by DirecTV in association with British Sky Broadcasting (BSkyB) and Fox Networks Group Asia Pacific, STAR TV. ''Dead or Alive'' has been credited for launching the careers of pro-gamer turned Koei Tecmo employee, Emmanuel Rodriguez, and the highest-paid women pro-gamers, Kat Gunn and Vanessa Arteaga.
Rebirth (late 2000s to present)

The late 2000s featured a number of games that sparked another surge in fighting game popularity. ''Super Smash Bros. Brawl'' was released in early March 2008 to universal acclaim and went on to set a new record in sales, at one point selling at 120 units per minute. Another game was ''Street Fighter IV'', the series' first mainline title since ''Street Fighter III: 3rd Strike'' in 1999, which was released in early 2009 also to critical acclaim, having garnered praise since its debut at Japanese arcades in July 2008. The console versions of ''Street Fighter IV'', as well as the updated ''Super Street Fighter IV,''
sold more than 6 million copies over the next few years.
The success of these two games, among others, sparked a renaissance for the genre,
introducing new players to the genre and with the increased audience allowing other fighting game franchises to achieve successful revivals of their own, as well as increasing tournament participation.
''Tekken 6'' was building off the popularity of its Tekken 5: Dark Resurrection, previous iteration and was still positively received, selling more than 3 million copies worldwide by August 2010, one year after its release.
Other successful games that followed include ''Mortal Kombat (2011 video game), Mortal Kombat'',
''Marvel vs. Capcom 3: Fate of Two Worlds, Marvel vs. Capcom 3'',
[ ''The King of Fighters XIII'',] ''Dead or Alive 5'', ''Tekken Tag Tournament 2'', ''Soulcalibur V'', and ''Guilty Gear Xrd''. Though the critically acclaimed ''Virtua Fighter 5'' was released to very little acclaim in 2007, its update ''Virtua Fighter 5: Final Showdown'' received much more attention due to renewed interest in the genre.
Numerous Indie game, indie fighting games have also been crowdfunded on websites such as Kickstarter and Indiegogo, the most notable success being the tag team fighting game '' Skullgirls'' in 2012. Later, in 2019, Ubisoft reported that the free-to-play platform fighting game ''Brawlhalla'' reached 20 million players, with it climbing to 80 million by 2022.
In 2018, ''Super Smash Bros. Ultimate'' for the Nintendo Switch was released. It became the best-selling fighting game of all time, topping its Wii predecessor ''Super Smash Bros. Brawl'' and introduced nearly 90 characters through its default mode and through downloadable content or DLC, having sold 34.22 million copies worldwide. Later in the mid-2020s, the genre achieved another renaissance with the arrival of ''Street Fighter 6'' and its immediate success, together with ''Mortal Kombat 1'' and ''Tekken 8''. ''Street Fighter 6'' sold over 1 million copies within five days after its launch, and sold over 3 million copies by January 2024. ''Mortal Kombat 1'' sold over 2 million copies in its first two months, and garnered over 3 million copies by January 2024, while the latest game ''Tekken 8'', which was released in January 2024 sold over 2 million copies in its first month alone. Thus, the 2020s have had a marked resurgence in fighting games that has been deemed a new golden age in fighting games.
Financial performance
Highest-grossing franchises
The following are the highest-grossing fighting game franchises, in terms of total gross revenue generated by arcade games, console games, and computer games.
Best-selling franchises
Arcade
The following are the best-selling fighting arcade video game
An arcade video game is an arcade game that takes player input from its controls, processes it through electrical or computerized components, and displays output to an electronic monitor or similar display. All arcade video games are coin-oper ...
franchises that have sold at least 10,000 Arcade cabinet, arcade units. The prices of fighting game arcade units ranged from for ''Street Fighter II Dash'' (''Champion Edition'') in 1992, up to for ''Virtua Fighter (video game), Virtua Fighter'' (1993). In addition to unit sales, arcade games typically earned the majority of their gross revenue from coin drop earnings.
Home
The following are the best-selling fighting game franchises for home systems, having sold at least 10 million software units for game consoles and personal computers.
Best-selling fighting games
Arcade
The following games are the top ten best-selling fighting arcade video game
An arcade video game is an arcade game that takes player input from its controls, processes it through electrical or computerized components, and displays output to an electronic monitor or similar display. All arcade video games are coin-oper ...
s, in terms of Arcade cabinet, arcade units sold. The prices of fighting game arcade units ranged from for ''Street Fighter II Dash'' (''Champion Edition'') in 1992, up to for ''Virtua Fighter (video game), Virtua Fighter'' (1993). In addition to unit sales, arcade games typically earned the majority of their gross revenue from coin drop earnings, which are unknown for most games. Arcade revenue figures, from unit sales and coin drop earnings, are listed if known.
Home
The following games are the top ten best-selling fighting games for home systems, in terms of software units sold for game consoles and personal computers.
See also
* Fighting game community
* List of fighting games
* M.U.G.E.N.
* Platform fighter
Notes
References
{{DEFAULTSORT:Fighting Game
Fighting games,
Video game genres