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* {{Moveset Clone}}s. Making all new characters a copy of an existing one is just a sign of cheapness and a lack of creativity. To a certain degree, it is acceptable (for example, two {{Shotoclone}}s are a good way to get players [[SkillGateCharacter accustomed to your game]], and [[VideoGame/Injustice2 some]] [[VideoGame/SuperSmashBrosUltimate games]] have put their own spins on the concept), but for the most part no two fighters should have ''exactly'' the same moveset--that's why we have {{Mirror Match}}es. Even your two {{Shotoclone}}s should have subtle differences in their moves to make them distinctive.

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* {{Moveset Clone}}s. Making all new characters a copy of an existing one is just a sign of cheapness and a lack of creativity. To a certain degree, it is acceptable (for example, two {{Shotoclone}}s are a good way to get players [[SkillGateCharacter [[SkillGateCharacters accustomed to your game]], and [[VideoGame/Injustice2 some]] [[VideoGame/SuperSmashBrosUltimate games]] have put their own spins on the concept), but for the most part no two fighters should have ''exactly'' the same moveset--that's why we have {{Mirror Match}}es. Even your two {{Shotoclone}}s should have subtle differences in their moves to make them distinctive.
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** On the opposite end of the spectrum, you could avert CharacterRosterGlobalWarming by making more than one MightyGlacier type character, though they don't ''all'' have to be grapplers--one could have a [[EpicFlail morning star]] or a [[DropTheHammer Warhammer]] that gives him better reach, and another could specialize in counterattacks after blocking.

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** On the opposite end of the spectrum, you could avert CharacterRosterGlobalWarming by making more than one MightyGlacier type character, though they don't ''all'' have to be grapplers--one could have be a [[EpicFlail morning star]] or full on LongRangeCombatant (like a [[DropTheHammer Warhammer]] that gives him better reach, huge and tough bruiser who specializes in pestering his opponents with jabs and weak long range shots, before striking with a powerful knockout attack), the exact ''opposite'' of what a typical MightyGlacier would be, and another could specialize in counterattacks after blocking.
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It’s not purely “depth” that’s keeping this subgenre from mainstream sweatiness


** The '''arena fighter''' - the NoRespectGuy of the fighting game genre. Unlike normal fighters, the camera is either isometric (as in ''VideoGame/PowerStone'') or directly behind the player (as in ''VideoGame/DragonBallZBudokaiTenkaichi''), and characters can move freely in all directions without facing each other. While appealing to casual players, thanks to their pick-up-and-play nature, the subgenre has yet to produce a game with enough depth to inspire a strong competitive scene. As such, these games have been mostly written off by hardcore players as poorly-balanced cashgrabs for whatever license they're based on.

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** The '''arena fighter''' - the NoRespectGuy of the fighting game genre. Unlike normal fighters, the camera is either isometric (as in ''VideoGame/PowerStone'') or directly behind the player (as in ''VideoGame/DragonBallZBudokaiTenkaichi''), and characters can move freely in all directions without facing each other. While appealing to casual players, thanks to their pick-up-and-play nature, the subgenre has yet to produce a widely-known game with enough depth to inspire a strong competitive scene. As such, these games have been mostly written off by hardcore players as poorly-balanced cashgrabs for whatever license they're based on.
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** ''Franchise/Injustice''

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** ''Franchise/Injustice''''Franchise/{{Injustice}}''
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** The '''arena fighter''' - the NoRespectGuy of the fighting game genre. Unlike normal fighters, the camera is either isometric (as in ''VideoGame/PowerStone'') or directly behind the player (as in ''VideoGame/DragonBallZBudokaiTenkaichi''), and characters can move freely in all directions without facing each other. While appealing to beginners, thanks to their pick-up-and-play nature, the subgenre has yet to produce a game with enough depth to inspire a strong competitive scene. As such, these games have been mostly written off as poorly-balanced cashgrabs for whatever license they're based on.

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** The '''arena fighter''' - the NoRespectGuy of the fighting game genre. Unlike normal fighters, the camera is either isometric (as in ''VideoGame/PowerStone'') or directly behind the player (as in ''VideoGame/DragonBallZBudokaiTenkaichi''), and characters can move freely in all directions without facing each other. While appealing to beginners, casual players, thanks to their pick-up-and-play nature, the subgenre has yet to produce a game with enough depth to inspire a strong competitive scene. As such, these games have been mostly written off by hardcore players as poorly-balanced cashgrabs for whatever license they're based on.

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** The traditional 2D fighter - the one that started it all. [[SomeDexterityRequired Command-based]] [[SupernaturalMartialArts special moves]], combos, guards, taunts, and {{Limit Break}}s are this genre's bread and butter. A subgenre of this is the "anime fighter", which is fast-paced, more combo-oriented, and often involves air combos.
** The 3D fighting game - starting with ''VideoGame/VirtuaFighter'', these games are more realistic, focusing on chains of moves rather than the command-based {{Wuxia}} inspired special moves of 2D fighting games.
** The PlatformFighter - the NoRespectGuy of the fighting game genre. While it has its own fandom, it tends to get looked down on by hardcore fighting game fans for mainly relying on a simplified control scheme, the PlatformFighter nonetheless has its own rules and nuances.

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** The traditional '''traditional 2D fighter fighter''' - the one that started it all. all, popularized by ''VideoGame/StreetFighterII''. [[SomeDexterityRequired Command-based]] [[SupernaturalMartialArts special moves]], combos, guards, taunts, and {{Limit Break}}s are this genre's bread and butter. butter.
***
A subgenre of this is the "anime fighter", '''airdasher''', which is fast-paced, more combo-oriented, emerged with the ''VideoGame/GuiltyGear'' series. These games allow multiple jumps and often involves air dashes in the air, and tend to be faster-paced and allow for some absolutely buck-wild combos.
** The 3D fighting game '''3D fighter''' - starting with ''VideoGame/VirtuaFighter'', these games are more realistic, focusing on grounded (if not always realistic), with large movesets involving many chains of moves attacks, rather than the command-based {{Wuxia}} inspired distinguishing between normal and special moves as 2D fighters do. The style truly came of 2D age with the addition of sidestepping, a mechanic codified in ''[[VideoGame/{{Tekken}} Tekken 3]]'' that let players bob and weave around incoming attacks, opening up all sorts of new strategies and movement techniques only possible here.
** The '''PlatformFighter''' - a blend of
fighting games.
** The PlatformFighter - the NoRespectGuy of the fighting game genre.
and 2D platforming pioneered by ''VideoGame/SuperSmashBros''. While it has its own fandom, it tends to get looked down on by hardcore fighting game fans for mainly relying on a simplified control scheme, scheme. Nonetheless, the PlatformFighter nonetheless genre has plenty of its own rules quirks and nuances. nuances if you're willing to dig deep for them.
** The '''arena fighter''' - the NoRespectGuy of the fighting game genre. Unlike normal fighters, the camera is either isometric (as in ''VideoGame/PowerStone'') or directly behind the player (as in ''VideoGame/DragonBallZBudokaiTenkaichi''), and characters can move freely in all directions without facing each other. While appealing to beginners, thanks to their pick-up-and-play nature, the subgenre has yet to produce a game with enough depth to inspire a strong competitive scene. As such, these games have been mostly written off as poorly-balanced cashgrabs for whatever license they're based on.



* Creator/ArcSystemWorks:

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* From Creator/ArcSystemWorks:



* The ''VideoGame/SuperSmashBros'' series

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* From Namco (later Bandai Namco):
** ''VideoGame/{{Tekken}}'' is, by a mile, the most popular 3D fighting series on the planet. As mentioned earlier, ''Tekken 3'' brought us the sidestep as we know it, and the game has a devoted worldwide competitive following that went absolutely supernova with ''Tekken 7''.
** ''VideoGame/SoulCalibur'' is the king of weapons-based 3D fighters, and arguably the only one to truly get it right. It's also by far the biggest fighting franchise where you can [[CharacterCustomization create custom characters]], allowing for all sorts of unofficial crossovers to take place on the stage of history.
* From [=NetherRealm=] Studios (FKA Midway Games):
** ''Franchise/MortalKombat'' is, by far, the biggest and most imitated Western fighting game series of all time. Debuting a year after ''Street Fighter II'', its innovative digitized sprites and gory [[FinishingMove Fatalities]] enthralled millions of kids across America, and terrified just as many parents. After its initial cool factor wore off, the series spent the late '90's and 2000's wandering, going through a number of gameplay and presentation shifts. But just when the series seemed like it might be dead, [[VideoGame/MortalKombat9 the 2011 reboot]] brought it roaring back to life, bringing both the best single-player story mode in any fighting game up to that point and the deepest, most competitive gameplay in franchise history. Since then, the series has kept building on those elements, all while continuing to push its ultraviolence to absurd new extremes.
** ''Franchise/Injustice''
* ''VideoGame/KillerInstinct'' was the first fighting game designed to allow for and encourage the long, insane combos that have since become a staple of the genre. ''[[VideoGame/KillerInstinct2013 Its 2013 reboot]]'' modernized those mechanics to add significant depth and open up all sorts of mind games, and is also notable as both the first successful free-to-play fighter and as composer Music/MickGordon's big breakout, leading to his acclaimed work on the ''Doom'' and ''Wolfenstein'' revivals.
* The ''VideoGame/SuperSmashBros'' seriesseries introduced platform fighters to the world in 1999, and still defines and reigns over that niche to this day. The obvious appeal of seeing everyone's favorite video game characters from Nintendo and beyond has made it one of the highest-selling series of all times, while the surprising complexity for those willing to dig for it has helped cultivate a massive tournament scene. In particular, ''VideoGame/SuperSmashBrosMelee'' has seen an unheard-of 20+ years of big-time competition, coexisting with its followups thanks to a host of unique mechanics that make its gameplay impossible to replicate.
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Loads And Loads Of Characters is no longer a trope


* First and foremost, you'll need LoadsAndLoadsOfCharacters. Start with a main character, most likely a {{Shotoclone}}, to set the design style that will be carried on for the rest of the characters, and go bananas making up new ones.

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* First and foremost, you'll need LoadsAndLoadsOfCharacters.a large cast. Start with a main character, most likely a {{Shotoclone}}, to set the design style that will be carried on for the rest of the characters, and go bananas making up new ones.
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* Most, if not all, of the ''Mortal Kombat'' clones are this, putting more effort into copying the aesthetics of ''Mortal Kombat'' rather than the gameplay.

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* Most, if not all, of the ''Mortal Kombat'' clones are this, putting more effort into copying the aesthetics and over-the-top violence of ''Mortal Kombat'' rather than the gameplay.
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* The genre is cluttered with {{Shotoclone}}s. There are alternatives to this, such as ''VideoGame/MortalKombat'''s Scorpion clones and Jotaro and Dio from ''VideoGame/JoJosBizarreAdventureHeritageForTheFuture''.

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* The genre is cluttered with {{Shotoclone}}s. There are alternatives to this, such as ''VideoGame/MortalKombat'''s ''Franchise/MortalKombat'''s Scorpion clones and Jotaro and Dio from ''VideoGame/JoJosBizarreAdventureHeritageForTheFuture''.
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Restoring the spirit of the original


* The grappler character is almost always a MightyGlacier who deals heavy damage with every GrappleMove. Why not make your character use submission holds, like in Brazilian Jiu-Jutsu?

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* The grappler character is almost always a MightyGlacier who deals heavy damage with every GrappleMove. Why not make your character use inflict DamageOverTime with submission holds, like in Brazilian Jiu-Jutsu?
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Gradual Grinder is being merged with Damage Over Time per TRS


* The grappler character is almost always a MightyGlacier who deals heavy damage with every GrappleMove. Why not make your character a GradualGrinder who uses submission holds, like in Brazilian Jiu-Jutsu?

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* The grappler character is almost always a MightyGlacier who deals heavy damage with every GrappleMove. Why not make your character a GradualGrinder who uses use submission holds, like in Brazilian Jiu-Jutsu?
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* First and foremost, you'll need LoadsAndLoadsOfCharacters. Start with a main character, most likely a Shotoclone, to set the design style that will be carried on for the rest of the characters, and go bananas making up new ones.

to:

* First and foremost, you'll need LoadsAndLoadsOfCharacters. Start with a main character, most likely a Shotoclone, {{Shotoclone}}, to set the design style that will be carried on for the rest of the characters, and go bananas making up new ones.
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* For gameplay, you'll need {{Combo}}s, a ComboBreaker mechanic, [[VideogameDashing dashing and air-dashing]], a LauncherMove, special moves, {{EX Special Attack}}s, {{Limit Break}}s, and more importantly, a control scheme and combo system. To elaborate on thos last two:

to:

* For gameplay, you'll need {{Combo}}s, a ComboBreaker mechanic, [[VideogameDashing dashing and air-dashing]], a LauncherMove, special moves, {{EX Special Attack}}s, {{Limit Break}}s, and more importantly, a control scheme and combo system. To elaborate on thos those last two:
Is there an issue? Send a MessageReason:
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** The traditional 2D fighter - the one that started it all. [[SomeDexterityRequired command-based]] [[SupernaturalMartialArts special moves]], combos, guards, taunts, and {{Limit Break}}s are this genre's bread and butter. A subgenre of this is the "anime fighter", which is fast-paced, more combo-oriented, and often involves air combos.

to:

** The traditional 2D fighter - the one that started it all. [[SomeDexterityRequired command-based]] Command-based]] [[SupernaturalMartialArts special moves]], combos, guards, taunts, and {{Limit Break}}s are this genre's bread and butter. A subgenre of this is the "anime fighter", which is fast-paced, more combo-oriented, and often involves air combos.
Is there an issue? Send a MessageReason:
None


** On the opposite end of the spectrum, you could avert CharacterRosterGlobalWarming by making more than one MightyGlacier type character, though they don't ''all'' have to be grapplers--one could have a [[EpicFlair morning star]] or a [[DropTheHammer Warhammer]] that gives him better reach, and another could specialize in counterattacks after blocking.

to:

** On the opposite end of the spectrum, you could avert CharacterRosterGlobalWarming by making more than one MightyGlacier type character, though they don't ''all'' have to be grapplers--one could have a [[EpicFlair [[EpicFlail morning star]] or a [[DropTheHammer Warhammer]] that gives him better reach, and another could specialize in counterattacks after blocking.

Added: 355

Changed: 454

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* {{Moveset Clone}}s. Making all new characters a copy of an existing one is just a sign of cheapness and a lack of creativity. To a certain degree, it is acceptable

to:

* {{Moveset Clone}}s. Making all new characters a copy of an existing one is just a sign of cheapness and a lack of creativity. To a certain degree, it is acceptableacceptable (for example, two {{Shotoclone}}s are a good way to get players [[SkillGateCharacter accustomed to your game]], and [[VideoGame/Injustice2 some]] [[VideoGame/SuperSmashBrosUltimate games]] have put their own spins on the concept), but for the most part no two fighters should have ''exactly'' the same moveset--that's why we have {{Mirror Match}}es. Even your two {{Shotoclone}}s should have subtle differences in their moves to make them distinctive.



The genre is cluttered with {{Shotoclone}}s. There are alternatives to this, such as ''VideoGame/MortalKombat'''s Scorpion clones and Jotaro and Dio from ''VideoGame/JoJosBizarreAdventureHeritageForTheFuture''.

to:

* The genre is cluttered with {{Shotoclone}}s. There are alternatives to this, such as ''VideoGame/MortalKombat'''s Scorpion clones and Jotaro and Dio from ''VideoGame/JoJosBizarreAdventureHeritageForTheFuture''.


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** On the opposite end of the spectrum, you could avert CharacterRosterGlobalWarming by making more than one MightyGlacier type character, though they don't ''all'' have to be grapplers--one could have a [[EpicFlair morning star]] or a [[DropTheHammer Warhammer]] that gives him better reach, and another could specialize in counterattacks after blocking.
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I want this to be elaborated on later. I just know it's the ultimate.

Added DiffLines:

* The ''VideoGame/SuperSmashBros'' series
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** A combo system is how the combos are made. Examples include the "Hunter chain" popularized by ''VideoGame/Darkstalkers'' that goes Light-Medium-Heavy-Special-EX or Super and the "Reverse Beat" system of ''VideoGame/MeltyBlood'' and ''VideoGame/UnderNightInBirth'', where you can chain any normal move with any other normal move besides itself.

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** A combo system is how the combos are made. Examples include the "Hunter chain" popularized by ''VideoGame/Darkstalkers'' ''VideoGame/{{Darkstalkers}}'' that goes Light-Medium-Heavy-Special-EX or Super and the "Reverse Beat" system of ''VideoGame/MeltyBlood'' and ''VideoGame/UnderNightInBirth'', where you can chain any normal move with any other normal move besides itself.



* ''VideoGame/GuiltyGear''
* ''VideoGame/BlazBlue''
* ''VideoGame/Persona4Arena''

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* ** ''VideoGame/GuiltyGear''
* ** ''VideoGame/BlazBlue''
* ''VideoGame/Persona4Arena''** ''VideoGame/Persona4Arena''
** ''VideoGame/DragonBallFighterZ''
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* ''VideoGame/SamuraiShodown'' is a cult classic for a very good reason: it eschewed combos in favor of a

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* ''VideoGame/SamuraiShodown'' is a cult classic for a very good reason: it eschewed combos in favor of making single hit attacks powerful enough on their own that the focus was changed entirely to a new hit-and-run experience than the regular AttackAttackAttack mentality that normal fighting games breed.
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{{Fighting Game}}s. A genre of video games that distills the FightScene down to its purest form: Two characters locked in a fierce one-on-one fight.

! Round One - Necessary Tropes
* First and foremost, you'll need LoadsAndLoadsOfCharacters. Start with a main character, most likely a Shotoclone, to set the design style that will be carried on for the rest of the characters, and go bananas making up new ones.
* For gameplay, you'll need {{Combo}}s, a ComboBreaker mechanic, [[VideogameDashing dashing and air-dashing]], a LauncherMove, special moves, {{EX Special Attack}}s, {{Limit Break}}s, and more importantly, a control scheme and combo system. To elaborate on thos last two:
** A control scheme is the choice between a three-button system (Light, Medium, Heavy Attack), four-button system (Light and Heavy Punch and Kick), six-button system (Light, Medium and Heavy Punch and Kick), or something else.
** A combo system is how the combos are made. Examples include the "Hunter chain" popularized by ''VideoGame/Darkstalkers'' that goes Light-Medium-Heavy-Special-EX or Super and the "Reverse Beat" system of ''VideoGame/MeltyBlood'' and ''VideoGame/UnderNightInBirth'', where you can chain any normal move with any other normal move besides itself.
! Round Two - Choices, Choices
* Choose Your Subgenre:
** The traditional 2D fighter - the one that started it all. [[SomeDexterityRequired command-based]] [[SupernaturalMartialArts special moves]], combos, guards, taunts, and {{Limit Break}}s are this genre's bread and butter. A subgenre of this is the "anime fighter", which is fast-paced, more combo-oriented, and often involves air combos.
** The 3D fighting game - starting with ''VideoGame/VirtuaFighter'', these games are more realistic, focusing on chains of moves rather than the command-based {{Wuxia}} inspired special moves of 2D fighting games.
** The PlatformFighter - the NoRespectGuy of the fighting game genre. While it has its own fandom, it tends to get looked down on by hardcore fighting game fans for mainly relying on a simplified control scheme, the PlatformFighter nonetheless has its own rules and nuances.
* Select Your Story Genre: Whether you set your FightingGame in a StandardFantasySetting, a {{Wuxia}} world, a StandardSciFiSetting, AfterTheEnd, a PunkPunk setting, a StandardSuperheroSetting, in TheWildWest, the days of WoodenShipsAndIronMen, or just in the good old present day, remember that the setting (and the genre, be it UrbanFantasy, SuperRobot, or just a MartialArtsMovie) will affect what the characters wear, whether or not they're human, and how they'll fight.
! Round Three - Pitfalls
* {{Moveset Clone}}s. Making all new characters a copy of an existing one is just a sign of cheapness and a lack of creativity. To a certain degree, it is acceptable
* Characters should have some personality and backstory that prevents them from being a FlatCharacter.
* An ExcusePlot is fine for this type of game, but having no plot can be confusing for many. Likewise, don't bother making your story ''too'' detailed for the same reason.
! Round Four - Potential Subversions
The genre is cluttered with {{Shotoclone}}s. There are alternatives to this, such as ''VideoGame/MortalKombat'''s Scorpion clones and Jotaro and Dio from ''VideoGame/JoJosBizarreAdventureHeritageForTheFuture''.
* The grappler character is almost always a MightyGlacier who deals heavy damage with every GrappleMove. Why not make your character a GradualGrinder who uses submission holds, like in Brazilian Jiu-Jutsu?
! Round Five - Extra Credit
!! First Attack - The Greats
* From Capcom:
** ''VideoGame/StreetFighterII'' started it all, and [[VideoGame/StreetFighterAlpha its]] [[VideoGame/StreetFighterIII various]] [[VideoGame/StreetFighterIV sequels]] made many improvements to the formula.
** ''VideoGame/{{Darkstalkers}}'' improved upon the formula set by ''Street Fighter'' by codifying the "Hunter chain" combo system, and adding VideogameDashing and the EXSpecialAttack. ''VideoGame/MarvelVsCapcom'' would in turn perfect this style of gameplay.
** ''VideoGame/JoJosBizarreAdventureHeritageForTheFuture'' created the PuppetFighter style of fighting game character.
* Creator/ArcSystemWorks:
* ''VideoGame/GuiltyGear''
* ''VideoGame/BlazBlue''
* ''VideoGame/Persona4Arena''
!! Two-Hit Combo - The Honorable Mentions
* ''VideoGame/SamuraiShodown'' is a cult classic for a very good reason: it eschewed combos in favor of a
!! Three-Hit Combo - The Epic Fails
* Most, if not all, of the ''Mortal Kombat'' clones are this, putting more effort into copying the aesthetics of ''Mortal Kombat'' rather than the gameplay.
* ''VideoGame/MarvelVsCapcomInfinite'' is widely considered to be a poor attempt at continuing the ''VideoGame/MarvelVsCapcom'' series' legacy, and with good reason.

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