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* One of the longest-recorded series to use the punch-kick layout is ''Franchise/StreetFighter''. The original arcade cabinets for ''VideoGame/StreetFighterI'' only had two pressure-sensitive buttons per player, so each button was designated as a punch and kick input which could be hit harder to increase the attack's strength. ''VideoGame/StreetFighterII'', thanks to now having a six-button setup (which was also added to the first game when complaints of the pressure-sensitive buttons breaking and fatigue from constantly hitting them came in), is what popularized the light-medium-heavy selection for punching and kicking, giving fighters more options to work with than the previous game. All three punch attacks generally can be canceled into special moves; this isn't the case with kicks, which on the flip side have more range and knock back than punches.

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* One of the longest-recorded series to use the punch-kick layout is ''Franchise/StreetFighter''. The original arcade cabinets for ''VideoGame/StreetFighterI'' only had two pressure-sensitive buttons per player, so each button was designated as a punch and kick input which could be [[PressureSensitiveInterface hit harder to increase the attack's strength.strength]]. ''VideoGame/StreetFighterII'', thanks to now having a six-button setup (which was also added to the first game when complaints of the pressure-sensitive buttons breaking and fatigue from constantly hitting them came in), is what popularized the light-medium-heavy selection for punching and kicking, giving fighters more options to work with than the previous game. All three punch attacks generally can be canceled into special moves; this isn't the case with kicks, which on the flip side have more range and knock back than punches.
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!!Examples

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!!Examples
!!Examples (Make sure your buttons are set correctly)
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[[quoteright:450:[[VideoGame/StreetFighterIII https://static.tvtropes.org/pmwiki/pub/images/punchkicklayout.png]]]]
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* ''VideoGame/OneMustFall'' has a punch button and a kick button, and these two buttons are the entire control scheme discounting the movement keys. Which of the normal move is performed depends on the horizontal direction held at the time of the press, with forward directions giving out lighter, faster attacks and backwards direction giving out stronger attacks.

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* ''VideoGame/DoubleDragon''. In the original arcade game, your character can make punch or kick attacks. The punch attack can be used to throw an opponent over your character's head or make attacks with carried weapons. Both punch and kick attacks can be made backwards, thus attacking an opponent behind you. Punch attacks made backwards become elbow jabs.

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* ''VideoGame/DoubleDragon''. In the original arcade game, your ''VideoGame/DoubleDragon''
** ''VideoGame/DoubleDragonI'': Your
character can make punch or kick attacks. The punch attack can be used to throw an opponent over your character's head or make attacks with carried weapons. Both punch and kick attacks can be made backwards, thus attacking an opponent behind you. Punch attacks made backwards become elbow jabs.

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* The modern ''Franchise/MortalKombat'' games starting with ''VideoGame/MortalKombat9'' use Front Punch, Back Punch, Front Kick, and Back Kick as its basic attack buttons. Whether "front" and "back" refer to the left or right limbs depends on your stance: attacks using the front-facing limb are faster, while those using limbs in the back hit harder. And while crouching, your back punch becomes an AntiAir whereas your back kick trips your opponent.

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* The modern ''Franchise/MortalKombat'' games starting with ''VideoGame/MortalKombat9'' use Front Punch, Back Punch, Front Kick, and Back Kick as its basic attack buttons. Whether "front" and "back" refer to the left or right limbs depends on your stance: attacks using the front-facing limb are faster, while those using limbs in the back hit harder. And while crouching, your back punch becomes an AntiAir whereas your back kick trips your opponent.''Franchise/MortalKombat'':


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** The games starting with ''VideoGame/MortalKombat9'' use Front Punch, Back Punch, Front Kick, and Back Kick as its basic attack buttons. Whether "front" and "back" refer to the left or right limbs depends on your stance: attacks using the front-facing limb are faster, while those using limbs in the back hit harder. And while crouching, your back punch becomes an AntiAir whereas your back kick trips your opponent.
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* The ''VideoGame/MarvelVsCapcom'' series has been using the six-button three punches and kicks layout from [[VideoGame/XMenChildrenOfTheAtom the first entry]] up until ''VideoGame/MarvelVsCapcom2'', which changed the layout for two punches, two kicks and two assist buttons, with the previously stand-alone medium attacks being performed by taping the light punch/kick during a light attack. ''VideoGame/MarvelVsCapcom3'' went for the light->medium->heavy plus special (usually a launcher) and two assists layout, but then ''VideoGame/MarvelVsCapcomInfinite'' would later return to [=MVC2's=] 2-punches 2-kicks layout (with the Assist buttons instead being Tag and Infinity Stone).

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* The ''VideoGame/MarvelVsCapcom'' series has been using the six-button three punches and kicks layout from [[VideoGame/XMenChildrenOfTheAtom the first entry]] up until ''VideoGame/MarvelVsCapcom2'', which changed the layout for two punches, two kicks and two assist buttons, with the previously stand-alone medium attacks being performed by taping the light punch/kick during a light attack. ''VideoGame/MarvelVsCapcom3'' went for the light->medium->heavy plus special (usually a launcher) button for every character's [[LauncherMove launcher]] and two assists layout, but then ''VideoGame/MarvelVsCapcomInfinite'' would later return to [=MVC2's=] 2-punches 2-kicks layout (with the Assist buttons instead being Tag and Infinity Stone).

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* ''VideoGame/{{Darkstalkers}}'' uses a four-button system with two punches and two kicks. Punches can be canceled into kicks for performing combos.

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* The ''VideoGame/ArtOfFighting'' games typically have a layout of a Punch button, Kick button, a taunt button and a button in-between that changes between the games (in ''[=AOF1=]'' it's the Hard Attack, which move depends on whicever of punch or kick buttons were pressed last. in ''[=AOF2=]'' it's the throw button. In [=AOF3=] it's a blowback attack, which also becomes throw when holding forward or a reversal counter when holding backwards).
* ''VideoGame/{{Darkstalkers}}'' uses a four-button six-button system with two three punches and two kicks. three kicks, as common with 2D Creator/{{Capcom}} fighters. Punches can be canceled into kicks for performing combos.combos.
** A lot of 2D sprited Creator/{{Capcom}} fighting games use the 6-button layout (see also the ''Franchise/StreetFighter'' and ''VideoGame/MarvelVsCapcom'' entries), with few exceptions like ''VideoGame/{{Cyberbots}}'' (which uses two buttons for physical attacks, a side weapon button and a boost button) and ''VideoGame/JoJosBizarreAdventureHeritageForTheFuture'' (which uses a light->medium->heavy setup plus a Stand button).



** The ''Real Bout'' installments would switch up the layout once again for a layout of punch, kick, strong attack and line shift before ''VideoGame/GarouMarkOfTheWolves'' would return to the two-punches, two-kicks setup from ''[=FF2=]''.



* ''Franchise/MortalKombat'' uses Front Punch, Back Punch, Front Kick, and Back Kick as its basic attack buttons. Whether "front" and "back" refer to the left or right limbs depends on your stance: attacks using the front-facing limb are faster, while those using limbs in the back hit harder. And while crouching, your back punch becomes an AntiAir whereas your back kick trips your opponent.

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* The ''VideoGame/MarvelVsCapcom'' series has been using the six-button three punches and kicks layout from [[VideoGame/XMenChildrenOfTheAtom the first entry]] up until ''VideoGame/MarvelVsCapcom2'', which changed the layout for two punches, two kicks and two assist buttons, with the previously stand-alone medium attacks being performed by taping the light punch/kick during a light attack. ''VideoGame/MarvelVsCapcom3'' went for the light->medium->heavy plus special (usually a launcher) and two assists layout, but then ''VideoGame/MarvelVsCapcomInfinite'' would later return to [=MVC2's=] 2-punches 2-kicks layout (with the Assist buttons instead being Tag and Infinity Stone).
* The modern
''Franchise/MortalKombat'' uses games starting with ''VideoGame/MortalKombat9'' use Front Punch, Back Punch, Front Kick, and Back Kick as its basic attack buttons. Whether "front" and "back" refer to the left or right limbs depends on your stance: attacks using the front-facing limb are faster, while those using limbs in the back hit harder. And while crouching, your back punch becomes an AntiAir whereas your back kick trips your opponent.opponent.
** The early ''Mortal Kombat'' games up to and including ''VideoGame/MortalKombat4'' had two punch and two kick buttons, with the division being based on ''angles'': High (head-level) and Low (torso-level) punches and kicks. Holding backwards and pressing high or low kicks would do a roundhouse or sweeping kicks respectively, and high punch while crouching becomes an Uppercut.


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* Capcom's ''VideoGame/StarGladiator'' games cribs off the Horizontal/Vertical/Kick/Guard layout from the ''VideoGame/SoulSeries''. see below.


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* ''VideoGame/TimeKillers'' use the back arm, back leg, weapon arm, weapon leg and ''[[UseYourHead a head button]]''. Strata's next game ''VideoGame/{{Bloodstorm}}'' would replace the head button with the block button.
* ''VideoGame/VirtuaFighter'' has a layout of "punch", "kick" and "guard" buttons. ''Virtua Fighter 3'' also added in an "escape", which hasn't been resurfaced in further installments.
* The first three ''VideoGame/WorldHeroes'' games had buttons for punch, kick and throw, with holding either of the first two outputting a stronger attack similar to the original ''VideoGame/StreetFighterI''. And there comes ''World Heroes Pefect'', which would adopt a three punches & kicks control scheme commonly associated with Capcom fighters. On a four button Neo-Geo system, thus the fiercest basic attacks are performed with pressing both of the two punch/kick buttons.
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* ''VideoGame/SoulSeries'' games fight on a 3D plane with characters who use weapons. Two buttons perform weapon attacks, A is a horizontal sweep that hits enemies to the sides but can be ducked, while B is a vertical strike that hits ducking enemies but can be sidestepped. It also has a button for kick attacks with all characters, which tended to be weak but relatively quick (especially for large characters). The fourth button was used for blocking. In the games in the franchise where weapons could be broken, the A and B buttons would cause the character to punch instead, which was much weaker.
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* ''Franchise/TheKingOfFighters'' uses a four-button system introduced back in ''VideoGame/FatalFury2''; two punches and two kicks. Your [[GrappleMove throw]] is tied to your heavy punch button. Throughout many entries in the series, punches and kicks can't simply be strung together freely like other games, instead having very strict timing windows and accessible follow-ups that are specific to most characters.

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* ''Franchise/TheKingOfFighters'' uses a four-button system introduced back in ''VideoGame/FatalFury2''; two punches and two kicks. Your [[GrappleMove throw]] is tied to your heavy punch forward/back plus a Heavy attack button. Throughout many entries in the series, punches and kicks can't simply be strung together freely like other games, instead having very strict timing windows and accessible follow-ups that are specific to most characters. On the other hand, though, while chaining normals isn't quite possible like it is in ''Street Fighter'', it is possible to chain Normals into Command Normals (i.e., Close HK > f+LP) for most characters.
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* One of the longest-recorded series to use the punch-kick layout is ''Franchise/StreetFighter''. The original arcade cabinets for ''VideoGame/StreetFighterI'' only had two buttons per player, so each button was designated as a punch and kick input which could be held to increase the attack's strength. ''VideoGame/StreetFighterII'', thanks to now having a six-button setup, is what popularized the light-medium-heavy selection for punching and kicking, giving fighters more options to work with than the previous game. All three punch attacks generally can be canceled into special moves; this isn't the case with kicks, which on the flip side have more range and knock back than punches.

to:

* One of the longest-recorded series to use the punch-kick layout is ''Franchise/StreetFighter''. The original arcade cabinets for ''VideoGame/StreetFighterI'' only had two pressure-sensitive buttons per player, so each button was designated as a punch and kick input which could be held hit harder to increase the attack's strength. ''VideoGame/StreetFighterII'', thanks to now having a six-button setup, setup (which was also added to the first game when complaints of the pressure-sensitive buttons breaking and fatigue from constantly hitting them came in), is what popularized the light-medium-heavy selection for punching and kicking, giving fighters more options to work with than the previous game. All three punch attacks generally can be canceled into special moves; this isn't the case with kicks, which on the flip side have more range and knock back than punches.
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** ''VideoGame/DoubleDragonII'' mixes it up by going with a directionally-sensitive punch & kick scheme, where you either punch in front or throw out a rear kick depending on which way Billy or Jimmy is facing. This takes some getting used to, [[DamnYouMuscleMemory especially if you're fresh off any other games in the series]], but once you have it down it becomes a bit easier to protect your flank from sneak attacks.

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** ''VideoGame/DoubleDragonII'' mixes it up by going with a directionally-sensitive punch & kick scheme, where you either punch in front or throw out a rear kick depending on which way Billy or Jimmy is facing. This takes some getting used to, [[DamnYouMuscleMemory especially if you're fresh off any other games in the series]], but once you have it that down it becomes a bit easier to protect your flank from sneak attacks.
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A character's build and proportions will affect how good each input is too (i.e. A tall, slim character will likely have better kicking moves, while someone with big, beefy arms would favor punches). Non-human/non-bipedal characters can make for interesting attack types; maybe kick inputs result in a [[TailSlap tail attack]] or punching results in [[ManBitesMan a bite]].

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A character's build and proportions will affect how good each input is too (i.e.(e.g. A tall, slim character will likely have better kicking moves, while someone with big, beefy arms would favor punches). Non-human/non-bipedal characters can make for interesting attack types; maybe kick inputs result in a [[TailSlap tail attack]] or punching results in [[ManBitesMan a bite]].
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The concept is very prominent in {{fighting game}}s which popularized the trope. It also shows up in sister genres like BeatEmUp and StylishAction.

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The concept is very prominent in {{fighting game}}s game}}s, which popularized the trope. It also shows up in sister genres like BeatEmUp and StylishAction.
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** ''VideoGame/DoubleDragonII'' mixes it up by going with a directionally-sensitive punch & kick scheme, where you either punch in front or throw out a rear kick depending on which way Billy or Jimmy is facing. This takes some getting used to, [[DamnYouMuscleMemory especially if you're fresh off any other games in the series]], but once you have it down it becomes a bit easier to protect your flank from sneak attacks.

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Also common is punches and kicks having variable strengths, going from light to heavy strikes. This came to be as game machines allowed for more buttons, therefore more possible inputs.

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Also common is are punches and kicks having variable strengths, going from light to heavy strikes. This came to be as game machines allowed for more buttons, therefore more possible inputs.



* ''VideoGame/{{Darkstalkers}}'' uses a four-button system with two punches and two kicks. Punches csn be canceled into kicks for performing combos.

to:

* ''VideoGame/{{Darkstalkers}}'' uses a four-button system with two punches and two kicks. Punches csn can be canceled into kicks for performing combos.



* ''Franchise/TheKingOfFighters'' uses a four-button system introduced back in ''VideoGame/FatalFury2''; two punches and two kicks. Your [[GrappleMove throw]] is tied to your heavy punch button. Throughout many entries in the series, punches and kicks can't simply be strung together freely like other games, instead having very strict timing windows and accessible follow ups that are specific to most characters.

to:

* ''Franchise/TheKingOfFighters'' uses a four-button system introduced back in ''VideoGame/FatalFury2''; two punches and two kicks. Your [[GrappleMove throw]] is tied to your heavy punch button. Throughout many entries in the series, punches and kicks can't simply be strung together freely like other games, instead having very strict timing windows and accessible follow ups follow-ups that are specific to most characters.



* One of the longest-recorded series to use the punch-kick layout is ''Franchise/StreetFighter''. The original arcade cabinets for ''VideoGame/StreetFighterI'' only had two buttons per player, so each button was designated as a punch and kick input which could be held to increase the attack's strength. ''VideoGame/StreetFighterII'', thanks to now having a six-button set up, is what popularized the light-medium-heavy selection for punching and kicking, giving fighters more options to work with than the previous game. All three punch attacks generally can be canceled into special moves; this isn't the case with kicks, which on the flip side have more range and knock back than punches.

to:

* One of the longest-recorded series to use the punch-kick layout is ''Franchise/StreetFighter''. The original arcade cabinets for ''VideoGame/StreetFighterI'' only had two buttons per player, so each button was designated as a punch and kick input which could be held to increase the attack's strength. ''VideoGame/StreetFighterII'', thanks to now having a six-button set up, setup, is what popularized the light-medium-heavy selection for punching and kicking, giving fighters more options to work with than the previous game. All three punch attacks generally can be canceled into special moves; this isn't the case with kicks, which on the flip side have more range and knock back than punches.



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Created from YKTTW

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Many combat-oriented video games will have separate inputs for punching and kicking. It strives to evoke the feel of having complete control over your character's body and creates many new ways to approach combat, especially if there are multiple buttons for punching and kicking each.

The concept is very prominent in {{fighting game}}s which popularized the trope. It also shows up in sister genres like BeatEmUp and StylishAction.

There's a lot of considerations to having punches and kicks separate due to the capabilities and limitations of each limb. Punches for example are mostly aimed at your opponent's upper body and are generally shorter in range; between the two, punches are generally your safest option for applying damage up close. Kicks not only have the range advantage but also more power due to requiring more motion from your center of gravity. Kicks also are where most of your low-hitting moves come from, allowing you to trip and poke from down low. Conversely, kicks can be riskier to throw out because without both feet to ground you, you lose your means of balance.

A character's build and proportions will affect how good each input is too (i.e. A tall, slim character will likely have better kicking moves, while someone with big, beefy arms would favor punches). Non-human/non-bipedal characters can make for interesting attack types; maybe kick inputs result in a [[TailSlap tail attack]] or punching results in [[ManBitesMan a bite]].

Also common is punches and kicks having variable strengths, going from light to heavy strikes. This came to be as game machines allowed for more buttons, therefore more possible inputs.

An ExtremityExtremist, who uses only arms or legs to fight, can play with the button layout to suit their style.

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!!Examples

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[[folder:Action Games]]
* ''VideoGame/{{Bayonetta}}'''s attacks are separated into punches and kicks; punches are quicker but deal less damage, while kicks are her lengthier and stronger attack option. Bayo also has the ability to equip a weapon to each button, allowing her to pair a number of unique weapons to each pair of limbs for interesting combinations, like wielding swords in her hands while blasting away with shotguns at her heels.
* ''VideoGame/MetalGearRisingRevengeance'': Raiden's standard katana moveset is divided into fast, chainable strikes with a standard sword stance, and slower but stronger slashes with the sword attached to his foot; basically a punch-kick layout with a weapon rather than with physical attacks.
[[/folder]]

[[folder:Beat 'em Up]]
* ''VideoGame/DoubleDragon''. In the original arcade game, your character can make punch or kick attacks. The punch attack can be used to throw an opponent over your character's head or make attacks with carried weapons. Both punch and kick attacks can be made backwards, thus attacking an opponent behind you. Punch attacks made backwards become elbow jabs.
[[/folder]]

[[folder:Fighting Games]]
* ''VideoGame/{{Darkstalkers}}'' uses a four-button system with two punches and two kicks. Punches csn be canceled into kicks for performing combos.
* ''VideoGame/DeadOrAlive'' has a single button each for punching and kicking, and gives every character a preset list of combo strings by tapping each button in the right order. This is what allows for the series' wicked-fast combo system.
* ''VideoGame/FatalFuryKingOfFighters'' established the layout for the ''VideoGame/FatalFury'' series, and by extant all of Creator/{{SNK}}'s fighting games. The game has a three-button layout consisting of punch, kick, and throw. ''VideoGame/FatalFury2'' then turned this into the four-button layout used in almost every SNK fighter since; light punch, light kick, heavy punch, heavy kick.
* ''VideoGame/GuiltyGear'''s control layout includes a punch and a kick button, followed then by buttons for a character's "slash" and "heavy slash" which uses their weapon. The punch button has a forward input that gives most fighters an AntiAir, making their upper body completely invincible for the duration. Kicks meanwhile become a quick and close-ranged low attack when crouching. From the first game all the way to ''VideoGame/GuiltyGearXrd'', punches can be followed by kicks due to how the game's combo routing works, allowing for any attack to be followed by one of stronger value (hence kicks are "stronger" than punches); ''VideoGame/GuiltyGearStrive'' changes it so punches and kicks can only be stringed into themselves, not each other.
* ''VideoGame/KillerInstinct'' is a six-button fighter with three punches and three kicks. And almost every normal attack, regardless of strength or whether it's a punch or kick, can be used to start an auto-combo that traps your opponent in a barrage of hits. The only way to break out ("combo breaker") requires identifying which attack is being used at the moment, with every punch and kick having a unique animation playing.
* ''Franchise/TheKingOfFighters'' uses a four-button system introduced back in ''VideoGame/FatalFury2''; two punches and two kicks. Your [[GrappleMove throw]] is tied to your heavy punch button. Throughout many entries in the series, punches and kicks can't simply be strung together freely like other games, instead having very strict timing windows and accessible follow ups that are specific to most characters.
* ''Franchise/MortalKombat'' uses Front Punch, Back Punch, Front Kick, and Back Kick as its basic attack buttons. Whether "front" and "back" refer to the left or right limbs depends on your stance: attacks using the front-facing limb are faster, while those using limbs in the back hit harder. And while crouching, your back punch becomes an AntiAir whereas your back kick trips your opponent.
* ''VideoGame/SamuraiShodown'' plays with the trope; characters primarily fight with their weapons (ordered light, medium, and heavy) but also have a kick button. Should you be disarmed, all of your weapon buttons are replaced by a single punch attack that is way less effective for dealing harm.
* ''VideoGame/{{Skullgirls}}'' is a six-button fighter, having three different punches and kicks for every character. You can also combo freely between a punch and kick of similar strength, contributing to the game's extensive and bonkers combo structure.
* One of the longest-recorded series to use the punch-kick layout is ''Franchise/StreetFighter''. The original arcade cabinets for ''VideoGame/StreetFighterI'' only had two buttons per player, so each button was designated as a punch and kick input which could be held to increase the attack's strength. ''VideoGame/StreetFighterII'', thanks to now having a six-button set up, is what popularized the light-medium-heavy selection for punching and kicking, giving fighters more options to work with than the previous game. All three punch attacks generally can be canceled into special moves; this isn't the case with kicks, which on the flip side have more range and knock back than punches.
* ''Franchise/{{Tekken}}'' works on a 3D plane, and so rather than a series of light to heavy punches like the 2D ''Street Fighter'', you instead have four buttons corresponding to each individual limb; right-punch, right-kick, left-punch, and left-kick. ''Tekken'''s attacks are thus built around unique combo strings for each character, every fighter having upwards of several dozen attack chains formed by inputting each button in the right order.
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[[folder:Web Games]]
* ''Website/{{Neopets}}'': In the "Meepit vs. Feepit" minigame, players control a Feepit as it's fighting various Meepit across Neopia. While there are several movements that can be made and two combo attacks, the most basic attacks are limited to punching and kicking.
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