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Fighting game

A fighting game, also known as a versus fighting game, is a genre of video game that involves combat between two or more players. Fighting game combat often features mechanics such as blocking, grappling, counter-attacking, and chaining attacks together into "combos". Characters generally engage in battle using hand-to-hand combat—often some form of martial arts. The fighting game genre is related to, but distinct from, the beat 'em up genre, which pits large numbers of computer-controlled enemies against one or more player characters.

Battles in fighting games usually take place in a fixed-size arena along a two-dimensional plane, to which the characters' movement is restricted. Characters can navigate this plane horizontally by walking or dashing, and vertically by jumping. Some games, such as Tekken, also allow limited movement in 3D space.

The first video game to feature fist fighting was Heavyweight Champ in 1976,[1] but it was Karate Champ that popularized the one-on-one fighting game genre in arcades in 1984. Released later the same year, Yie Ar Kung-Fu featured antagonists with differing fighting styles and introduced health meters, while The Way of the Exploding Fist, which was released the following year, further popularized the genre on home systems. In 1987, Capcom's Street Fighter introduced special attacks, and in 1991, its highly successful sequel Street Fighter II refined and popularized many of the conventions of the genre, including the introduction of the concept of combos. Fighting games subsequently became the preeminent genre for competitive video gaming in the early to mid-1990s, particularly in arcades. This period spawned dozens of other popular fighting games, including franchises like Street Fighter, Mortal Kombat, Super Smash Bros., Tekken, and Virtua Fighter.

Definition

Fighting games are a type of action game where two (in one-on-one fighting games) or more (in platform fighters) on-screen characters fight each other.[2][3][4][5] 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.[3] Street Fighter II, though not the first fighting game, is considered to have standardized the genre,[6] and similar games released prior to Street Fighter II have since been more explicitly classified as fighting games.[5][6] Fighting games typically involve hand-to-hand combat, though many games also feature characters with melee weapons.[7]

This genre is related to but distinct from 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".[5] During the 1980s to 1990s, publications used the terms "fighting game" and "beat 'em up" interchangeably, along with other terms such as "martial arts simulation" (or more specific terms such as "judo simulator")[8][9][10] and "punch-kick" games.[11] Fighting games were still being called "beat 'em up" games in video game magazines up until the end of the 1990s.[12] 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.[5][13]

Sports-based combat games are games that feature boxing, mixed martial arts (MMA), or wrestling.[7][13] Serious boxing games belong more to the sports game genre than the action game 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.[3] 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.[14][15]

Game design

 
Although Street Fighter II was not the first fighting game, it popularized and established the gameplay conventions of the genre

Fighting games involve combat between pairs of fighters using highly exaggerated martial arts moves.[3] They typically revolve primarily around brawling or combat sport,[4][7] though some variations feature weaponry.[7] Games usually display on-screen fighters from a side view, and even 3D fighting games play largely within a 2D plane of motion.[3] 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.[3][16] 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.[7]

Features

Aside from moving around a restricted space, fighting games limit the player's actions to different offensive and defensive maneuvers. Players must learn which attacks and defenses are effective against each other, either through trial and error or communication with other players outside of the game.[3] Blocking is a basic technique that allows a player to defend against basic attacks.[17] Some games feature more advanced blocking techniques: for example, Capcom's Street Fighter III features a move termed "parrying", which causes the parried attacker to become momentarily incapacitated (a similar state is termed "just defended" in SNK's Garou: Mark of the Wolves).[18][19]

Special attacks and combos

An integral feature of fighting games is the use of "special attacks", also called "secret moves",[20] that employ combinations of directional inputs and button presses to perform a particular move beyond basic punching and kicking.[21] Some special moves, which play an animation portraying an aspect of the character's personality, are referred to as taunts. Originally introduced by Japanese company SNK in their game Art of Fighting,[22][23] these are used to add humor, but also have an effect on gameplay in certain games, such as improving the strength of other attacks.[24] Sometimes, a character can even be noted especially for taunting (for example, Dan Hibiki from Street Fighter Alpha).[25][26] Super Smash Bros. Brawl introduced a new special attack that is exclusive to the Super Smash Bros. series, known as a Final Smash.

Combos, in which several attacks are chained together, are another common feature in fighting games and have been fundamental to the genre since the release of Street Fighter II.[27] Most fighting games display a "combo meter" that displays the player's 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 to perform and require a player to have both a strong memory and excellent timing.[3]

Counterplay

Predicting opponents' moves and counter-attacking, known as "countering", is a common element of gameplay.[7] Fighting games also emphasize the difference between the height of blows, ranging from low to jumping attacks.[20][28] Thus, strategy becomes important as players attempt to predict each other's moves, similar to in rock–paper–scissors.[3]

Grappling and takedowns

In addition to blows such as punches and kicks, players can utilize throwing or grappling to circumvent blocks. Most fighting games give the player the ability to execute 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, have a unique button for throws and takedowns.

Projectiles

Used primarily in 2D fighting games, projectiles are objects that a fighter can launch at another fighter to attack from a distance. While they can be used to simply inflict damage, projectiles are also often used to maneuver opponents into disadvantageous positions. The most notable projectile is Ryu and Ken's Hadouken from Street Fighter.

Emergent gameplay elements

Turtling and zoning

In the world of fighting games, especially those of the 2D variety, zoning refers to defensive play that focuses on using relatively risk-free attacks to keep the opposing player away. The desired outcome of zoning 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.[29]

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

 
The player's objective in a fighting game is to win a match by depleting their rival's health over a set number of rounds. Mortal Kombat even allows the victor to perform a gruesome finishing maneuver called a "Fatality".

Fighting game matches generally consist of a set number of rounds (typically three), and the match will officially begin once the in-game announcer gives the signal (typically "ROUND 1... FIGHT!").[30] If the score is tied after an even number of rounds (e.g. 1-1), then the winner will be decided in the final round. Round decisions can also be determined by time over (if a timer is present), 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.[16][31] Each successful attack will deplete a character's health, and the round continues until a fighter's health reaches zero.[3] Hence, the main goal is to completely deplete the health bar of one's opponent, thus achieving a "knockout".[19] Games such as Virtua Fighter also allow a character to be defeated by forcing them outside of the arena, awarding a "ring-out" to the victor.[17] 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 released in 1992, the Mortal Kombat series introduced "Fatalities", a gameplay feature in which the victor of the final round in a match inflicts a brutal and gruesome finishing move onto their defeated opponent. Prompted by the in-game announcer saying "Finish Him/Her!", 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 and have caused a large cultural impact and controversies.[32]

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, and some games also grant access to hidden characters or special features upon victory.[33]

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, and these character choices have led to deeper game strategy and replay value.[34]

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.[35]

Multiplayer modes

Fighting games may also offer a multiplayer mode in which players fight each other, sometimes by letting a second player challenge the first at any moment during a single-player match.[4] Some titles allow up to four players to compete simultaneously.[36] 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 Super Smash Bros. under the platform fighter subgenre due to its deviation from traditional fighting game rules and design. Several games such as Marvel vs. Capcom and Dead or Alive have also featured modes that involve teams of characters; players form "tag teams" to fight matches in which combat is one-on-one, but a character may leave the arena to be replaced by a teammate.[37] Some fighting games have also offered the challenge of fighting against multiple opponents in succession, testing the player's endurance.[33] Newer titles take advantage of online gaming services, although lag created by slow data transmission can disrupt the split-second timing involved in fighting games.[33][38] The impact of lag in some fighting games has been reduced by using technology such as GGPO, which keeps the players' games in sync by quickly rolling back to the most recent accurate game state, correcting errors, and then jumping back to the current frame. Games using this technology include Skullgirls and Street Fighter III: 3rd Strike Online Edition.[39][40]

History

Origins (1970s to early 1980s)

Fighting games find their origins in martial arts films, especially Bruce Lee's Hong Kong martial arts films which featured concepts that would be foundational to fighting games. These include Game of Death (1972), which had Lee fighting a series of bosses, and Enter the Dragon (1973), which was about an international martial arts tournament.[41] The genre also drew inspiration from Japanese martial arts works, including the manga and anime series Karate Master (1971–1977), as well as Sonny Chiba's The Street Fighter (1974).[42]

The earliest video games which involved fist-fighting were boxing games, before martial arts fighting games later emerged, featuring battles between characters with fantastic abilities and complex special maneuvers.[43] Sega's black-and-white boxing game Heavyweight Champ, released for arcades in 1976, is considered the first video game to feature fist fighting.[44] Vectorbeam's arcade video game Warrior (1979) is another title sometimes credited as one of the first fighting games;[45] in contrast to Heavyweight Champ and most later titles, Warrior was based on sword fighting duels and used a bird's-eye view.[5] Sega's jidaigeki-themed arcade action game Samurai, released in March 1980, featured a boss battle where the samurai player character confronts a boss samurai in one-on-one sword-fighting combat.[46][47]

One-on-one boxing games appeared on consoles with Activision's Atari VCS game Boxing,[48] released in July 1980,[49] and Sega's SG-1000 game Champion Boxing (1983),[50] which was Yu Suzuki's debut title at Sega.[51][52] Nintendo's arcade game Punch-Out, developed in 1983 and released in February 1984,[53] was a boxing game that featured a behind-the-character perspective, maneuvers such as blocking and dodging, and stamina meters that deplete when getting hit and replenish with successful strikes.[54]

Emergence of fighting game genre (mid-to-late 1980s)

Karate Champ, developed by Technōs Japan and released by Data East in May 1984,[55] is credited with establishing and popularizing the one-on-one fighting game genre.[56] A variety of moves could be performed using the dual-joystick controls. It used a best-of-three matches format like later fighting games, and it featured training bonus stages.[56] The Player vs Player edition of Karate Champ, released later the same year, was also the first fighting game to allow two players to fight each other.[57] It went on to influence Konami's Yie Ar Kung Fu,[56] released in October 1984.[58] The game drew heavily from Bruce Lee films, with the main player character Oolong modelled after Lee (like in Bruceploitation 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.[59] It expanded on Karate Champ by pitting the player against a variety of opponents, each with a unique appearance and fighting style.[56][60] The player could also perform up to sixteen different moves,[61] including projectile attacks,[62] and it replaced the point-scoring system of Karate Champ with a health meter system, becoming the standard for the genre.[63]

Irem's Kung-Fu Master, designed by Takashi Nishiyama[64] and released in November 1984,[65] was a side-scrolling beat 'em up that, at the end of each level, featured one-on-one boss battles that resemble fighting games.[66] It was based on Hong Kong martial arts films, specifically Jackie Chan's Wheels on Meals (1984) and Bruce Lee's Game of Death.[67][5] Nishiyama later used its one-on-one boss battles as the basis for his fighting game Street Fighter.[64] Nintendo's boxing sequel Super Punch-Out, released for arcades in late 1984 and ported by Elite to home computers as Frank Bruno's Boxing in 1985,[68] featured martial arts elements,[69] 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.[70] Broderbund's Karateka, designed by Jordan Mechner and released at the end of 1984,[71] was a one-on-one fighting game for home computers that successfully experimented with adding plot to its fighting action,[5] like the beat 'em up Kung-Fu Master.[66]

By early 1985, martial arts games had become popular in arcades.[72] On home computers, the Japanese MSX version of Yie Ar Kung-Fu was released in January 1985,[73] and Beam Software's The Way of the Exploding Fist was released for PAL regions in May 1985;[74] The Way of the Exploding Fist borrowed heavily from Karate Champ,[75] but nevertheless achieved critical success and afforded the burgeoning genre further popularity on home computers in PAL regions,[10][76] becoming the UK's best-selling computer game of 1985.[77] In North America, Data East ported Karate Champ to home computers in October 1985,[78] becoming one of the best-selling computer games of the late 1980s.[79][80] Other game developers also imitated Karate Champ, notably System 3's computer game International Karate, released in Europe in November 1985; after Epyx released it in North America in April 1986, Data East took unsuccessful legal action against Epyx over the game.[78] 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.[81] The same year, Martech's Uchi Mata for home computers featured novel controller motions for grappling maneuvers, but they were deemed too difficult.[10]

In the late 1980s, side-scrolling beat 'em ups became considerably more popular than one-on-one fighting games,[82] with many arcade game developers focused more on producing beat 'em ups and shoot 'em ups.[83] Takashi Nishiyama used the one-on-one boss battles of his earlier beat 'em up Kung-Fu Master as the template for Capcom's fighting game Street Fighter,[64] combined with elements of Karate Champ and Yie Ar Kung Fu.[6] Street Fighter found its own niche in the gaming world, which was dominated by beat 'em ups and shoot 'em ups at the time.[6] 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.[84] Following Street Fighter's lead, the use of command-based hidden moves began to pervade other games in the rising fighting game genre.[84] 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.[85]

In 1988, Home Data released Reikai Dōshi: Chinese Exorcist, also known as Last Apostle Puppet Show, the first fighting game to use digitized sprites and motion capture animation.[86] Meanwhile, home game consoles largely ignored the genre. Budokan: The Martial Spirit was one of the few releases for the Sega Genesis, but was not as popular as games in other genres.[83] 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.[6][83]

Mainstream success (early 1990s)

The release of Street Fighter II in 1991 is considered a revolutionary moment in the fighting game genre. Yoshiki Okamoto's team developed the most accurate joystick and button scanning 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 CPS arcade chipset, with highly detailed characters and 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.[6] Street Fighter II was also responsible for popularizing the 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.[87][88][89] Its success led to fighting games becoming the dominant genre in the arcade game industry of the early 1990s,[90] which led to a resurgence of the arcade game industry.[91] The popularity of Street Fighter II led it to be released for home game consoles and becoming the defining template for fighting games.[6][83]

SNK released 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.[92] Fatal Fury placed more emphasis on storytelling and the timing of special moves,[92] and added a two-plane system where characters could step into the foreground or background. Meanwhile, Sega experimented with 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.[83] Sega also attempted to introduce holographic 3D technology to the genre with Holosseum in 1992, though it was unsuccessful.[93] 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,[83] spawning a Champion Edition that improved game balance and allowed players to use characters that were unselectable in the previous version.[6]

Chicago's Midway Games achieved unprecedented notoriety when they released Mortal Kombat in 1992. The game featured digital characters drawn from real actors, numerous secrets,[83][94] and "Fatality" finishing maneuvers in which the player's character kills their opponent. The game earned a reputation for its gratuitous violence,[94] and was adapted for home game consoles.[83] 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.[94] 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.[32][95] Numerous other game developers tried to imitate Street Fighter II and Mortal Kombat's financial success with similar games; Capcom USA took unsuccessful legal action against Data East over the 1993 arcade game Fighter's History.[20] 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,[96] but the reason the case was decided against Capcom was that the copied elements were scènes à faire and thus excluded from copyright.[97]

Emergence of 3D fighting games (mid-to-late 1990s)

 
Virtua Fighter (1993) was the first 3D fighting game. It is typical of most fighting games in that action takes place in a two-dimensional plane of motion. Here, one player ducks the other's attack.

Sega AM2's first attempt in the genre was the 1993 arcade game Burning Rival,[98] but they gained renown with the release of Virtua Fighter for the same platform the same year. It was the first fighting game with 3D 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 had 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.[83]

The 1995 PlayStation title 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."[99] The same year, SNK released The King of Fighters '94 in arcades, where players choose from teams of three characters to eliminate each other one by one.[100] Eventually, Capcom released further updates to Street Fighter II, including Super Street Fighter II and Super Street Fighter II Turbo. These games featured more characters and new moves, some of which were a response to people who had hacked the original Street Fighter II game to add new features themselves. 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 unable to match the popularity of Street Fighter II.[6] 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.[32] 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 seen 4 out of 5 respondents name fighting games as their favorite genre.[101]

In the late 1990s, traditional 2D fighting games began to decline in popularity, with specific franchises falling into difficulty. Electronic Gaming Monthly awarded the excess of fighting games the "Most Appalling Trend" award of 1995.[102] Although the release of Street Fighter EX introduced 3D graphics to the series,[103][104][105] both it and Street Fighter: The Movie flopped in arcades.[6] While a home video game also titled Street Fighter: The Movie was released for the PlayStation and Sega Saturn, it was not a port, but a separately produced game based on the same premise.[106] Capcom released Street Fighter III in 1997 which featured improved 2D visuals, but was also unable to match the impact of earlier games.[6] Excitement stirred in Japan over Virtua Fighter 3 in arcades,[83] and Sega eventually ported the game to its Dreamcast console.[107] Meanwhile, SNK released several fighting games on their Neo Geo platform, including Samurai Shodown II in 1994, Real Bout Fatal Fury in 1995, The Last Blade in 1997, and annual updates to their The King of Fighters franchise.[108] Garou: Mark of the Wolves from 1999 (part of the Fatal Fury series) was considered one of SNK's last great games;[109] the company announced that it would close its doors in late 2001.[110] 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.[111]

The fighting game genre continued to evolve, with several strong 3D fighting games emerging in the late 1990s. Namco's Tekken (released in arcades in 1994 and on the PlayStation in 1995) proved critical to the PlayStation's early success, with its sequels also becoming some of the console's most important titles.[112] The 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.[113][114] Tecmo released Dead or Alive in the arcades in 1996, porting it for the PlayStation in 1998. It spawned a long-running franchise, known for its fast-paced control system, innovative counterattacks, and environmental hazards. The series again included titles important to the success of their respective consoles, such as Dead or Alive 3 for the Xbox and Dead or Alive 4 for the Xbox 360.[33][115][116] In 1998, Bushido Blade, published by Square, introduced a realistic fighting engine that featured three-dimensional environments while abandoning time limits and health bars in favour of an innovative Body Damage System, where a sword strike to a certain body part can amputate a limb or decapitate the head.[117]

Video game enthusiasts took an interest in fictional crossovers, which feature characters from multiple franchises in a particular game.[118] An early example of this type of fighting game was the 1996 arcade release X-Men vs. Street Fighter (which later became the Marvel vs. Capcom series), featuring comic book superheroes as well as characters from other Capcom games.[citation needed] In 1999, Nintendo released the first game in the Super Smash Bros. series, which allowed match-ups from various franchises, such as Pikachu vs. Mario.[118]

Decline (early 2000s)

 
Gekido features a beat 'em up system with a 3D side scrolling gameplay.

In the early 2000s, fighting games declined in popularity. In retrospect, multiple developers attribute the decline of the fighting genre to its increasing complexity and specialization. This complexity shut out casual players, and the market for fighting games became smaller and more specialized.[119][120] 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.[121] Furthermore, arcades gradually became less profitable throughout the late 1990s to early 2000s due to the increased technical power and popularity of home consoles.[20][108] The early 2000s is considered to be the "Dark Age" of fighting games.[122]

In 2000, Italian studio NAPS team released Gekido for the PlayStation console, which uses a fast-paced beat 'em up system, with many bosses and a colorful design in terms of graphics. Several more fighting game crossovers were released in the new millennium. 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.[123][124] 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.[124][125] Other crossovers from 2008 included Tatsunoko vs. Capcom and Mortal Kombat vs. DC Universe.[126][127] The most successful crossover, however, was Super Smash Bros. Brawl for the Wii. Featuring characters from Nintendo and third-party franchises, the game was a runaway commercial success in addition to being lavished with critical praise.[36][128][129]

In the new millennium, fighting games became less popular and plentiful than in the mid-1990s, with multiplayer competition shifting towards other genres.[32][130] However, SNK reappeared in 2003 as SNK Playmore and continued to release games.[108] 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-inspired graphics.[131] 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 and achieved cult success on the PC. It became highly popular in arcades following its 2005 release, and a version was released for the PlayStation 2 the following year.[132] While the genre became generally far less popular than it once was,[32] arcades and their attendant fighting games remained reasonably popular in Japan in 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.[133] In addition to Virtua Fighter, the Tekken, Soul and Dead or Alive franchises continued to release installments.[33][114] Classic Street Fighter and Mortal Kombat games were re-released on PlayStation Network and Xbox Live Arcade, allowing internet play, and in some cases, HD graphics.[32][134][135]

The early part of the decade had seen 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.[136][137] 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 by parrying 15 consecutive hits of Wong's "Super Art" move while having 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 Miracle on Ice.[138] It inspired many to start playing 3rd Strike, which brought new life into the fighting game community during a time when the community was in a state of stagnation.[139][122]

Resurgence (late 2000s to present)

Street Fighter IV, the series' first mainline title since Street Fighter III: 3rd Strike in 1999, was released in early 2009 to critical acclaim,[140] having garnered praise since its release at Japanese arcades in 2008.[141] The console versions of Street Fighter IV, as well as the updated Super Street Fighter IV,[142] sold more than 6 million copies over the next few years.[143] Street Fighter's successful revival sparked a renaissance for the genre,[142][144] 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 participance.[145] Tekken 6 was positively received, selling more than 3 million copies worldwide as of August 6, 2010.[146] Other successful titles that followed include Mortal Kombat,[142][147] Marvel vs. Capcom 3,[142][144] The King of Fighters XIII,[147] Dead or Alive 5,[147] Tekken Tag Tournament 2,[147] SoulCalibur V,[148] and Guilty Gear Xrd. Despite the critically acclaimed Virtua Fighter 5 releasing to very little fanfare in 2007,[145] its update Virtua Fighter 5: Final Showdown received much more attention due to renewed interest in the genre.[145][147]

Numerous indie fighting games have also been crowdfunded on websites such as Kickstarter and Indiegogo, the most notable success being Skullgirls in 2012. Later, in 2019, Ubisoft reported that the free-to-play platform fighting game Brawlhalla reached 20 million players.[149]

Super Smash Bros. Ultimate for the Nintendo Switch in 2018 is the best-selling fighting game of all time, topping its Wii predecessor Super Smash Bros. Brawl,[150] having sold 29.53 million copies worldwide.[151]

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.

Rank Franchise Debut Creator(s) Owner Gross revenue Subgenre As of Ref
1 Street Fighter 1987 Takashi Nishiyama
Hiroshi Matsumoto
Capcom $12.2 billion 2D 2020 [152]
2 Dragon Ball
(video games)
1986 Akira Toriyama (manga)
Bandai (games)
Bandai Namco Entertainment $7.499 billion
(excluding other media)
2D 2020 [a]
3 Mortal Kombat 1992 Ed Boon
John Tobias
Warner Bros. Interactive Entertainment $5.054 billion
(including other media)
2D 2006 [153][154]

Best-selling franchises

Arcade

The following are the best-selling fighting arcade video game franchises that have sold at least 10,000 arcade units. The prices of fighting game arcade units ranged from $1,300 (equivalent to $2,500 in 2021) for Street Fighter II Dash (Champion Edition) in 1992,[155] up to $21,000 (equivalent to $39,000 in 2021) for Virtua Fighter (1993).[156] In addition to unit sales, arcade games typically earned the majority of their gross revenue from coin drop earnings.

Rank Franchise Debut Creator(s) Owner Arcade unit sales Subgenre As of Ref
1 Street Fighter 1987 Takashi Nishiyama
Hiroshi Matsumoto
Capcom 500,000 2D 2002 [157]
2 Virtua Fighter 1993 Yu Suzuki
Seiichi Ishii
Sega 110,000+ 3D 1997 [b]
3 Tekken 1994 Seiichi Ishii
Namco
Bandai Namco Entertainment 94,000+ 3D 2000 [c]
4 Mortal Kombat 1992 Ed Boon
John Tobias
Warner Bros. Interactive Entertainment 51,000+ 2D 2002 [163]
5 Darkstalkers 1994 Junichi Ohno
Alex Jimenez
Capcom 24,000+ 2D 1996 [164]

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.

Rank Franchise Debut Creator(s) Owner(s) Software sales Subgenre As of Ref
1 Mortal Kombat 1992 Ed Boon
John Tobias
Warner Bros. Interactive Entertainment 73 million 2D July 2021 [165]
2 Super Smash Bros. 1999 Masahiro Sakurai
HAL Laboratory
Nintendo 70.5 million Platform September 2022 [d]
3 Dragon Ball 1986 Akira Toriyama (manga)
Bandai (games)
Bandai Namco Entertainment 66.5 million 2D January 2022 [e]
4 Tekken 1994 Seiichi Ishii
Namco
Bandai Namco Entertainment 54 million 3D December 2022 [178]
5 Street Fighter 1987 Takashi Nishiyama
Hiroshi Matsumoto
Capcom 49 million 2D March 2022 [179]
6 Naruto: Ultimate Ninja 2003 Masashi Kishimoto (manga)
CyberConnect2 (games)
Bandai Namco Entertainment 20.8 million 3D March 2021
7 Soulcalibur 1995 Hiroaki Yotoriyama
Namco
Bandai Namco Entertainment 17 million 3D July 2021 [180]
8 Marvel vs. Capcom 1996 Akira Yasuda
Ryota Niitsuma
Noritaka Funamizu
Tsuyoshi Nagayama
Capcom
Marvel Games
10 million 2D September 2021 [181]

Best-selling fighting games

Arcade

The following titles are the top ten best-selling fighting arcade video games, in terms of arcade units sold. The prices of fighting game arcade units ranged from $1,300 (equivalent to $2,500 in 2021) for Street Fighter II Dash (Champion Edition) in 1992,[155] up to $21,000 (equivalent to $39,000 in 2021) for Virtua Fighter (1993).[156] 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.

Rank Title Release Developer Manufacturer Arcade unit sales Gross revenue Inflation Subgenre Ref
1 Street Fighter II 1991 Capcom Capcom 221,000+ $5.31 billion+ $10.6 billion 2D [f]
2 Virtua Fighter 1993 Sega AM2 Sega 40,000+ Un­known Un­known 3D [158]
Virtua Fighter 2 1994 Sega AM2 Sega 40,000+ Un­known Un­known 3D [159]
4 Tekken 2 1996 Namco Namco 40,000 Un­known Un­known 3D [161]
5 Tekken 3 1997 Namco Namco 35,000 Un­known Un­known 3D [160]
6 Karate Champ 1984 Technōs Japan Data East 30,000+ Un­known Un­known 2D [182]
7 Virtua Fighter 3 1996 Sega AM2 Sega 30,000 Un­known Un­known 3D [160]
8 Street Fighter 1987 Capcom Capcom 10,000–50,000 Un­known Un­known 2D [64]
9 Mortal Kombat II 1993 Midway Games Midway Games 27,000 $600 million $1.13 billion 2D [163][91]
10 Mortal Kombat 1992 Midway Games Midway Games 24,000 $570 million $1.1 billion 2D [163]
Darkstalkers: The Night Warriors 1994 Capcom Capcom 24,000 Un­known Un­known 2D [164]

Home

The following titles are the top ten best-selling fighting games for home systems, in terms of software units sold for game consoles and personal computers.

Rank Title Release Developer Publisher Platform(s) Software sales Subgenre Ref
1 Super Smash Bros. Ultimate 2018 Bandai Namco Studios
Sora Ltd.
Nintendo Switch 29.53 million Platform [183]
2 Street Fighter II 1992 Capcom Capcom Multi-platform 15.5 million 2D [184]
3 Super Smash Bros. for Nintendo 3DS and Wii U 2014 Bandai Namco Studios
Sora Ltd.
Nintendo 3DS, Wii U 15.01 million Platform [170][171]
4 Super Smash Bros. Brawl 2008 Sora Ltd. Nintendo Wii 13.32 million Platform [168][185]
5 Mortal Kombat 11 2019 NetherRealm Studios Warner Bros. Multi-platform 12 million 2.5D [165]
6 Mortal Kombat X 2015 NetherRealm Studios Warner Bros. PS4, XB1, PC 11 million 2.5D [186]
7 Tekken 7 2017 Bandai Namco Studios Bandai Namco Multi-platform 10 million 3D [187]
8 Street Fighter IV 2009 Capcom
Dimps
Capcom PS3, X360, PC, 3DS 9.3 million 2.5D [g]
9 Naruto Shippuden: Ultimate Ninja Storm 4 2016 CyberConnect2 Bandai Namco Multi-platform 8.7 million 3D [188]
10 Tekken 3 1998 Namco Namco PS1 8.36 million 3D [189]

See also

Notes

  1. ^ See List of Dragon Ball video games § Commercial reception
  2. ^ Virtua Fighter series arcade unit sales:
  3. ^ Tekken series arcade unit sales:
  4. ^ Super Smash Bros. series sales:
  5. ^ Dragon Ball:
  6. ^ See Street Fighter II § Reception
  7. ^ See Street Fighter IV § Sales

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fighting, game, this, article, about, competitive, fighting, video, games, fighting, games, involving, many, simultaneous, opponents, beat, hack, slash, other, uses, fight, disambiguation, fighting, game, also, known, versus, fighting, game, genre, video, game. This article is about competitive fighting video games For fighting games involving many simultaneous opponents see Beat em up and Hack and slash For other uses see Fight disambiguation A fighting game also known as a versus fighting game is a genre of video game that involves combat between two or more players Fighting game combat often features mechanics such as blocking grappling counter attacking and chaining attacks together into combos Characters generally engage in battle using hand to hand combat often some form of martial arts The fighting game genre is related to but distinct from the beat em up genre which pits large numbers of computer controlled enemies against one or more player characters Battles in fighting games usually take place in a fixed size arena along a two dimensional plane to which the characters movement is restricted Characters can navigate this plane horizontally by walking or dashing and vertically by jumping Some games such as Tekken also allow limited movement in 3D space The first video game to feature fist fighting was Heavyweight Champ in 1976 1 but it was Karate Champ that popularized the one on one fighting game genre in arcades in 1984 Released later the same year Yie Ar Kung Fu featured antagonists with differing fighting styles and introduced health meters while The Way of the Exploding Fist which was released the following year further popularized the genre on home systems In 1987 Capcom s Street Fighter introduced special attacks and in 1991 its highly successful sequel Street Fighter II refined and popularized many of the conventions of the genre including the introduction of the concept of combos Fighting games subsequently became the preeminent genre for competitive video gaming in the early to mid 1990s particularly in arcades This period spawned dozens of other popular fighting games including franchises like Street Fighter Mortal Kombat Super Smash Bros Tekken and Virtua Fighter Contents 1 Definition 2 Game design 2 1 Features 2 1 1 Special attacks and combos 2 1 2 Counterplay 2 1 3 Grappling and takedowns 2 1 4 Projectiles 2 2 Emergent gameplay elements 2 2 1 Turtling and zoning 2 2 2 Rushdown 2 2 3 Spacing and footsies 2 2 4 Pressure 2 3 Matches and rounds 2 4 Character selection 2 5 Multiplayer modes 3 History 3 1 Origins 1970s to early 1980s 3 2 Emergence of fighting game genre mid to late 1980s 3 3 Mainstream success early 1990s 3 4 Emergence of 3D fighting games mid to late 1990s 3 5 Decline early 2000s 3 6 Resurgence late 2000s to present 4 Financial performance 4 1 Highest grossing franchises 4 2 Best selling franchises 4 2 1 Arcade 4 2 2 Home 4 3 Best selling fighting games 4 3 1 Arcade 4 3 2 Home 5 See also 6 Notes 7 ReferencesDefinition EditFighting games are a type of action game where two in one on one fighting games or more in platform fighters on screen characters fight each other 2 3 4 5 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 3 Street Fighter II though not the first fighting game is considered to have standardized the genre 6 and similar games released prior to Street Fighter II have since been more explicitly classified as fighting games 5 6 Fighting games typically involve hand to hand combat though many games also feature characters with melee weapons 7 This genre is related to but distinct from 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 5 During the 1980s to 1990s publications used the terms fighting game and beat em up interchangeably along with other terms such as martial arts simulation or more specific terms such as judo simulator 8 9 10 and punch kick games 11 Fighting games were still being called beat em up games in video game magazines up until the end of the 1990s 12 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 5 13 Sports based combat games are games that feature boxing mixed martial arts MMA or wrestling 7 13 Serious boxing games belong more to the sports game genre than the action game 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 3 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 14 15 Game design Edit Although Street Fighter II was not the first fighting game it popularized and established the gameplay conventions of the genre Fighting games involve combat between pairs of fighters using highly exaggerated martial arts moves 3 They typically revolve primarily around brawling or combat sport 4 7 though some variations feature weaponry 7 Games usually display on screen fighters from a side view and even 3D fighting games play largely within a 2D plane of motion 3 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 3 16 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 7 Features Edit Aside from moving around a restricted space fighting games limit the player s actions to different offensive and defensive maneuvers Players must learn which attacks and defenses are effective against each other either through trial and error or communication with other players outside of the game 3 Blocking is a basic technique that allows a player to defend against basic attacks 17 Some games feature more advanced blocking techniques for example Capcom s Street Fighter III features a move termed parrying which causes the parried attacker to become momentarily incapacitated a similar state is termed just defended in SNK s Garou Mark of the Wolves 18 19 Special attacks and combos Edit An integral feature of fighting games is the use of special attacks also called secret moves 20 that employ combinations of directional inputs and button presses to perform a particular move beyond basic punching and kicking 21 Some special moves which play an animation portraying an aspect of the character s personality are referred to as taunts Originally introduced by Japanese company SNK in their game Art of Fighting 22 23 these are used to add humor but also have an effect on gameplay in certain games such as improving the strength of other attacks 24 Sometimes a character can even be noted especially for taunting for example Dan Hibiki from Street Fighter Alpha 25 26 Super Smash Bros Brawl introduced a new special attack that is exclusive to the Super Smash Bros series known as a Final Smash Combos in which several attacks are chained together are another common feature in fighting games and have been fundamental to the genre since the release of Street Fighter II 27 Most fighting games display a combo meter that displays the player s 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 to perform and require a player to have both a strong memory and excellent timing 3 Counterplay Edit Predicting opponents moves and counter attacking known as countering is a common element of gameplay 7 Fighting games also emphasize the difference between the height of blows ranging from low to jumping attacks 20 28 Thus strategy becomes important as players attempt to predict each other s moves similar to in rock paper scissors 3 Grappling and takedowns Edit In addition to blows such as punches and kicks players can utilize throwing or grappling to circumvent blocks Most fighting games give the player the ability to execute 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 have a unique button for throws and takedowns Projectiles Edit Used primarily in 2D fighting games projectiles are objects that a fighter can launch at another fighter to attack from a distance While they can be used to simply inflict damage projectiles are also often used to maneuver opponents into disadvantageous positions The most notable projectile is Ryu and Ken s Hadouken from Street Fighter Emergent gameplay elements Edit Turtling and zoning Edit Further information Turtling gameplay In the world of fighting games especially those of the 2D variety zoning refers to defensive play that focuses on using relatively risk free attacks to keep the opposing player away The desired outcome of zoning 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 Edit Further information Rush video games 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 Edit 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 29 Pressure Edit 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 Edit The player s objective in a fighting game is to win a match by depleting their rival s health over a set number of rounds Mortal Kombat even allows the victor to perform a gruesome finishing maneuver called a Fatality Fighting game matches generally consist of a set number of rounds typically three and the match will officially begin once the in game announcer gives the signal typically ROUND 1 FIGHT 30 If the score is tied after an even number of rounds e g 1 1 then the winner will be decided in the final round Round decisions can also be determined by time over if a timer is present 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 16 31 Each successful attack will deplete a character s health and the round continues until a fighter s health reaches zero 3 Hence the main goal is to completely deplete the health bar of one s opponent thus achieving a knockout 19 Games such as Virtua Fighter also allow a character to be defeated by forcing them outside of the arena awarding a ring out to the victor 17 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 released in 1992 the Mortal Kombat series introduced Fatalities a gameplay feature in which the victor of the final round in a match inflicts a brutal and gruesome finishing move onto their defeated opponent Prompted by the in game announcer saying Finish Him Her 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 and have caused a large cultural impact and controversies 32 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 and some games also grant access to hidden characters or special features upon victory 33 Character selection Edit 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 and these character choices have led to deeper game strategy and replay value 34 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 35 Multiplayer modes Edit Fighting games may also offer a multiplayer mode in which players fight each other sometimes by letting a second player challenge the first at any moment during a single player match 4 Some titles allow up to four players to compete simultaneously 36 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 Super Smash Bros under the platform fighter subgenre due to its deviation from traditional fighting game rules and design Several games such as Marvel vs Capcom and Dead or Alive have also featured modes that involve teams of characters players form tag teams to fight matches in which combat is one on one but a character may leave the arena to be replaced by a teammate 37 Some fighting games have also offered the challenge of fighting against multiple opponents in succession testing the player s endurance 33 Newer titles take advantage of online gaming services although lag created by slow data transmission can disrupt the split second timing involved in fighting games 33 38 The impact of lag in some fighting games has been reduced by using technology such as GGPO which keeps the players games in sync by quickly rolling back to the most recent accurate game state correcting errors and then jumping back to the current frame Games using this technology include Skullgirls and Street Fighter III 3rd Strike Online Edition 39 40 History EditOrigins 1970s to early 1980s Edit Fighting games find their origins in martial arts films especially Bruce Lee s Hong Kong martial arts films which featured concepts that would be foundational to fighting games These include Game of Death 1972 which had Lee fighting a series of bosses and Enter the Dragon 1973 which was about an international martial arts tournament 41 The genre also drew inspiration from Japanese martial arts works including the manga and anime series Karate Master 1971 1977 as well as Sonny Chiba s The Street Fighter 1974 42 The earliest video games which involved fist fighting were boxing games before martial arts fighting games later emerged featuring battles between characters with fantastic abilities and complex special maneuvers 43 Sega s black and white boxing game Heavyweight Champ released for arcades in 1976 is considered the first video game to feature fist fighting 44 Vectorbeam s arcade video game Warrior 1979 is another title sometimes credited as one of the first fighting games 45 in contrast to Heavyweight Champ and most later titles Warrior was based on sword fighting duels and used a bird s eye view 5 Sega s jidaigeki themed arcade action game Samurai released in March 1980 featured a boss battle where the samurai player character confronts a boss samurai in one on one sword fighting combat 46 47 One on one boxing games appeared on consoles with Activision s Atari VCS game Boxing 48 released in July 1980 49 and Sega s SG 1000 game Champion Boxing 1983 50 which was Yu Suzuki s debut title at Sega 51 52 Nintendo s arcade game Punch Out developed in 1983 and released in February 1984 53 was a boxing game that featured a behind the character perspective maneuvers such as blocking and dodging and stamina meters that deplete when getting hit and replenish with successful strikes 54 Emergence of fighting game genre mid to late 1980s Edit Karate Champ developed by Technōs Japan and released by Data East in May 1984 55 is credited with establishing and popularizing the one on one fighting game genre 56 A variety of moves could be performed using the dual joystick controls It used a best of three matches format like later fighting games and it featured training bonus stages 56 The Player vs Player edition of Karate Champ released later the same year was also the first fighting game to allow two players to fight each other 57 It went on to influence Konami s Yie Ar Kung Fu 56 released in October 1984 58 The game drew heavily from Bruce Lee films with the main player character Oolong modelled after Lee like in Bruceploitation 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 59 It expanded on Karate Champ by pitting the player against a variety of opponents each with a unique appearance and fighting style 56 60 The player could also perform up to sixteen different moves 61 including projectile attacks 62 and it replaced the point scoring system of Karate Champ with a health meter system becoming the standard for the genre 63 Irem s Kung Fu Master designed by Takashi Nishiyama 64 and released in November 1984 65 was a side scrolling beat em up that at the end of each level featured one on one boss battles that resemble fighting games 66 It was based on Hong Kong martial arts films specifically Jackie Chan s Wheels on Meals 1984 and Bruce Lee s Game of Death 67 5 Nishiyama later used its one on one boss battles as the basis for his fighting game Street Fighter 64 Nintendo s boxing sequel Super Punch Out released for arcades in late 1984 and ported by Elite to home computers as Frank Bruno s Boxing in 1985 68 featured martial arts elements 69 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 70 Broderbund s Karateka designed by Jordan Mechner and released at the end of 1984 71 was a one on one fighting game for home computers that successfully experimented with adding plot to its fighting action 5 like the beat em up Kung Fu Master 66 By early 1985 martial arts games had become popular in arcades 72 On home computers the Japanese MSX version of Yie Ar Kung Fu was released in January 1985 73 and Beam Software s The Way of the Exploding Fist was released for PAL regions in May 1985 74 The Way of the Exploding Fist borrowed heavily from Karate Champ 75 but nevertheless achieved critical success and afforded the burgeoning genre further popularity on home computers in PAL regions 10 76 becoming the UK s best selling computer game of 1985 77 In North America Data East ported Karate Champ to home computers in October 1985 78 becoming one of the best selling computer games of the late 1980s 79 80 Other game developers also imitated Karate Champ notably System 3 s computer game International Karate released in Europe in November 1985 after Epyx released it in North America in April 1986 Data East took unsuccessful legal action against Epyx over the game 78 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 81 The same year Martech s Uchi Mata for home computers featured novel controller motions for grappling maneuvers but they were deemed too difficult 10 In the late 1980s side scrolling beat em ups became considerably more popular than one on one fighting games 82 with many arcade game developers focused more on producing beat em ups and shoot em ups 83 Takashi Nishiyama used the one on one boss battles of his earlier beat em up Kung Fu Master as the template for Capcom s fighting game Street Fighter 64 combined with elements of Karate Champ and Yie Ar Kung Fu 6 Street Fighter found its own niche in the gaming world which was dominated by beat em ups and shoot em ups at the time 6 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 84 Following Street Fighter s lead the use of command based hidden moves began to pervade other games in the rising fighting game genre 84 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 85 In 1988 Home Data released Reikai Dōshi Chinese Exorcist also known as Last Apostle Puppet Show the first fighting game to use digitized sprites and motion capture animation 86 Meanwhile home game consoles largely ignored the genre Budokan The Martial Spirit was one of the few releases for the Sega Genesis but was not as popular as games in other genres 83 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 6 83 Mainstream success early 1990s Edit The release of Street Fighter II in 1991 is considered a revolutionary moment in the fighting game genre Yoshiki Okamoto s team developed the most accurate joystick and button scanning 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 CPS arcade chipset with highly detailed characters and 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 6 Street Fighter II was also responsible for popularizing the 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 87 88 89 Its success led to fighting games becoming the dominant genre in the arcade game industry of the early 1990s 90 which led to a resurgence of the arcade game industry 91 The popularity of Street Fighter II led it to be released for home game consoles and becoming the defining template for fighting games 6 83 SNK released 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 92 Fatal Fury placed more emphasis on storytelling and the timing of special moves 92 and added a two plane system where characters could step into the foreground or background Meanwhile Sega experimented with 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 83 Sega also attempted to introduce holographic 3D technology to the genre with Holosseum in 1992 though it was unsuccessful 93 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 83 spawning a Champion Edition that improved game balance and allowed players to use characters that were unselectable in the previous version 6 Chicago s Midway Games achieved unprecedented notoriety when they released Mortal Kombat in 1992 The game featured digital characters drawn from real actors numerous secrets 83 94 and Fatality finishing maneuvers in which the player s character kills their opponent The game earned a reputation for its gratuitous violence 94 and was adapted for home game consoles 83 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 94 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 32 95 Numerous other game developers tried to imitate Street Fighter II and Mortal Kombat s financial success with similar games Capcom USA took unsuccessful legal action against Data East over the 1993 arcade game Fighter s History 20 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 96 but the reason the case was decided against Capcom was that the copied elements were scenes a faire and thus excluded from copyright 97 Emergence of 3D fighting games mid to late 1990s Edit Virtua Fighter 1993 was the first 3D fighting game It is typical of most fighting games in that action takes place in a two dimensional plane of motion Here one player ducks the other s attack Sega AM2 s first attempt in the genre was the 1993 arcade game Burning Rival 98 but they gained renown with the release of Virtua Fighter for the same platform the same year It was the first fighting game with 3D 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 had 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 83 The 1995 PlayStation title 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 99 The same year SNK released The King of Fighters 94 in arcades where players choose from teams of three characters to eliminate each other one by one 100 Eventually Capcom released further updates to Street Fighter II including Super Street Fighter II and Super Street Fighter II Turbo These games featured more characters and new moves some of which were a response to people who had hacked the original Street Fighter II game to add new features themselves 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 unable to match the popularity of Street Fighter II 6 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 32 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 seen 4 out of 5 respondents name fighting games as their favorite genre 101 In the late 1990s traditional 2D fighting games began to decline in popularity with specific franchises falling into difficulty Electronic Gaming Monthly awarded the excess of fighting games the Most Appalling Trend award of 1995 102 Although the release of Street Fighter EX introduced 3D graphics to the series 103 104 105 both it and Street Fighter The Movie flopped in arcades 6 While a home video game also titled Street Fighter The Movie was released for the PlayStation and Sega Saturn it was not a port but a separately produced game based on the same premise 106 Capcom released Street Fighter III in 1997 which featured improved 2D visuals but was also unable to match the impact of earlier games 6 Excitement stirred in Japan over Virtua Fighter 3 in arcades 83 and Sega eventually ported the game to its Dreamcast console 107 Meanwhile SNK released several fighting games on their Neo Geo platform including Samurai Shodown II in 1994 Real Bout Fatal Fury in 1995 The Last Blade in 1997 and annual updates to their The King of Fighters franchise 108 Garou Mark of the Wolves from 1999 part of the Fatal Fury series was considered one of SNK s last great games 109 the company announced that it would close its doors in late 2001 110 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 111 The fighting game genre continued to evolve with several strong 3D fighting games emerging in the late 1990s Namco s Tekken released in arcades in 1994 and on the PlayStation in 1995 proved critical to the PlayStation s early success with its sequels also becoming some of the console s most important titles 112 The 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 113 114 Tecmo released Dead or Alive in the arcades in 1996 porting it for the PlayStation in 1998 It spawned a long running franchise known for its fast paced control system innovative counterattacks and environmental hazards The series again included titles important to the success of their respective consoles such as Dead or Alive 3 for the Xbox and Dead or Alive 4 for the Xbox 360 33 115 116 In 1998 Bushido Blade published by Square introduced a realistic fighting engine that featured three dimensional environments while abandoning time limits and health bars in favour of an innovative Body Damage System where a sword strike to a certain body part can amputate a limb or decapitate the head 117 Video game enthusiasts took an interest in fictional crossovers which feature characters from multiple franchises in a particular game 118 An early example of this type of fighting game was the 1996 arcade release X Men vs Street Fighter which later became the Marvel vs Capcom series featuring comic book superheroes as well as characters from other Capcom games citation needed In 1999 Nintendo released the first game in the Super Smash Bros series which allowed match ups from various franchises such as Pikachu vs Mario 118 Decline early 2000s Edit Gekido features a beat em up system with a 3D side scrolling gameplay In the early 2000s fighting games declined in popularity In retrospect multiple developers attribute the decline of the fighting genre to its increasing complexity and specialization This complexity shut out casual players and the market for fighting games became smaller and more specialized 119 120 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 121 Furthermore arcades gradually became less profitable throughout the late 1990s to early 2000s due to the increased technical power and popularity of home consoles 20 108 The early 2000s is considered to be the Dark Age of fighting games 122 In 2000 Italian studio NAPS team released Gekido for the PlayStation console which uses a fast paced beat em up system with many bosses and a colorful design in terms of graphics Several more fighting game crossovers were released in the new millennium 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 123 124 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 124 125 Other crossovers from 2008 included Tatsunoko vs Capcom and Mortal Kombat vs DC Universe 126 127 The most successful crossover however was Super Smash Bros Brawl for the Wii Featuring characters from Nintendo and third party franchises the game was a runaway commercial success in addition to being lavished with critical praise 36 128 129 In the new millennium fighting games became less popular and plentiful than in the mid 1990s with multiplayer competition shifting towards other genres 32 130 However SNK reappeared in 2003 as SNK Playmore and continued to release games 108 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 inspired graphics 131 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 and achieved cult success on the PC It became highly popular in arcades following its 2005 release and a version was released for the PlayStation 2 the following year 132 While the genre became generally far less popular than it once was 32 arcades and their attendant fighting games remained reasonably popular in Japan in 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 133 In addition to Virtua Fighter the Tekken Soul and Dead or Alive franchises continued to release installments 33 114 Classic Street Fighter and Mortal Kombat games were re released on PlayStation Network and Xbox Live Arcade allowing internet play and in some cases HD graphics 32 134 135 The early part of the decade had seen 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 136 137 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 by parrying 15 consecutive hits of Wong s Super Art move while having 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 Miracle on Ice 138 It inspired many to start playing 3rd Strike which brought new life into the fighting game community during a time when the community was in a state of stagnation 139 122 Resurgence late 2000s to present Edit Street Fighter IV the series first mainline title since Street Fighter III 3rd Strike in 1999 was released in early 2009 to critical acclaim 140 having garnered praise since its release at Japanese arcades in 2008 141 The console versions of Street Fighter IV as well as the updated Super Street Fighter IV 142 sold more than 6 million copies over the next few years 143 Street Fighter s successful revival sparked a renaissance for the genre 142 144 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 participance 145 Tekken 6 was positively received selling more than 3 million copies worldwide as of August 6 2010 146 Other successful titles that followed include Mortal Kombat 142 147 Marvel vs Capcom 3 142 144 The King of Fighters XIII 147 Dead or Alive 5 147 Tekken Tag Tournament 2 147 SoulCalibur V 148 and Guilty Gear Xrd Despite the critically acclaimed Virtua Fighter 5 releasing to very little fanfare in 2007 145 its update Virtua Fighter 5 Final Showdown received much more attention due to renewed interest in the genre 145 147 Numerous indie fighting games have also been crowdfunded on websites such as Kickstarter and Indiegogo the most notable success being Skullgirls in 2012 Later in 2019 Ubisoft reported that the free to play platform fighting game Brawlhalla reached 20 million players 149 Super Smash Bros Ultimate for the Nintendo Switch in 2018 is the best selling fighting game of all time topping its Wii predecessor Super Smash Bros Brawl 150 having sold 29 53 million copies worldwide 151 Financial performance EditHighest grossing franchises Edit The following are the highest grossing fighting game franchises in terms of total gross revenue generated by arcade games console games and computer games Rank Franchise Debut Creator s Owner Gross revenue Subgenre As of Ref1 Street Fighter 1987 Takashi NishiyamaHiroshi Matsumoto Capcom 12 2 billion 2D 2020 152 2 Dragon Ball video games 1986 Akira Toriyama manga Bandai games Bandai Namco Entertainment 7 499 billion excluding other media 2D 2020 a 3 Mortal Kombat 1992 Ed Boon John Tobias Warner Bros Interactive Entertainment 5 054 billion including other media 2D 2006 153 154 Best selling franchises Edit Arcade Edit The following are the best selling fighting arcade video game franchises that have sold at least 10 000 arcade units The prices of fighting game arcade units ranged from 1 300 equivalent to 2 500 in 2021 for Street Fighter II Dash Champion Edition in 1992 155 up to 21 000 equivalent to 39 000 in 2021 for Virtua Fighter 1993 156 In addition to unit sales arcade games typically earned the majority of their gross revenue from coin drop earnings Rank Franchise Debut Creator s Owner Arcade unit sales Subgenre As of Ref1 Street Fighter 1987 Takashi NishiyamaHiroshi Matsumoto Capcom 500 000 2D 2002 157 2 Virtua Fighter 1993 Yu Suzuki Seiichi Ishii Sega 110 000 3D 1997 b 3 Tekken 1994 Seiichi Ishii Namco Bandai Namco Entertainment 94 000 3D 2000 c 4 Mortal Kombat 1992 Ed BoonJohn Tobias Warner Bros Interactive Entertainment 51 000 2D 2002 163 5 Darkstalkers 1994 Junichi Ohno Alex Jimenez Capcom 24 000 2D 1996 164 Home Edit 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 Rank Franchise Debut Creator s Owner s Software sales Subgenre As of Ref1 Mortal Kombat 1992 Ed BoonJohn Tobias Warner Bros Interactive Entertainment 73 million 2D July 2021 165 2 Super Smash Bros 1999 Masahiro Sakurai HAL Laboratory Nintendo 70 5 million Platform September 2022 d 3 Dragon Ball 1986 Akira Toriyama manga Bandai games Bandai Namco Entertainment 66 5 million 2D January 2022 e 4 Tekken 1994 Seiichi Ishii Namco Bandai Namco Entertainment 54 million 3D December 2022 178 5 Street Fighter 1987 Takashi NishiyamaHiroshi Matsumoto Capcom 49 million 2D March 2022 179 6 Naruto Ultimate Ninja 2003 Masashi Kishimoto manga CyberConnect2 games Bandai Namco Entertainment 20 8 million 3D March 20217 Soulcalibur 1995 Hiroaki Yotoriyama Namco Bandai Namco Entertainment 17 million 3D July 2021 180 8 Marvel vs Capcom 1996 Akira YasudaRyota NiitsumaNoritaka FunamizuTsuyoshi Nagayama Capcom Marvel Games 10 million 2D September 2021 181 Best selling fighting games Edit Arcade Edit The following titles are the top ten best selling fighting arcade video games in terms of arcade units sold The prices of fighting game arcade units ranged from 1 300 equivalent to 2 500 in 2021 for Street Fighter II Dash Champion Edition in 1992 155 up to 21 000 equivalent to 39 000 in 2021 for Virtua Fighter 1993 156 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 Rank Title Release Developer Manufacturer Arcade unit sales Gross revenue Inflation Subgenre Ref1 Street Fighter II 1991 Capcom Capcom 221 000 5 31 billion 10 6 billion 2D f 2 Virtua Fighter 1993 Sega AM2 Sega 40 000 Un known Un known 3D 158 Virtua Fighter 2 1994 Sega AM2 Sega 40 000 Un known Un known 3D 159 4 Tekken 2 1996 Namco Namco 40 000 Un known Un known 3D 161 5 Tekken 3 1997 Namco Namco 35 000 Un known Un known 3D 160 6 Karate Champ 1984 Technōs Japan Data East 30 000 Un known Un known 2D 182 7 Virtua Fighter 3 1996 Sega AM2 Sega 30 000 Un known Un known 3D 160 8 Street Fighter 1987 Capcom Capcom 10 000 50 000 Un known Un known 2D 64 9 Mortal Kombat II 1993 Midway Games Midway Games 27 000 600 million 1 13 billion 2D 163 91 10 Mortal Kombat 1992 Midway Games Midway Games 24 000 570 million 1 1 billion 2D 163 Darkstalkers The Night Warriors 1994 Capcom Capcom 24 000 Un known Un known 2D 164 Home Edit The following titles are the top ten best selling fighting games for home systems in terms of software units sold for game consoles and personal computers Rank Title Release Developer Publisher Platform s Software sales Subgenre Ref1 Super Smash Bros Ultimate 2018 Bandai Namco StudiosSora Ltd Nintendo Switch 29 53 million Platform 183 2 Street Fighter II 1992 Capcom Capcom Multi platform 15 5 million 2D 184 3 Super Smash Bros for Nintendo 3DS and Wii U 2014 Bandai Namco StudiosSora Ltd Nintendo 3DS Wii U 15 01 million Platform 170 171 4 Super Smash Bros Brawl 2008 Sora Ltd Nintendo Wii 13 32 million Platform 168 185 5 Mortal Kombat 11 2019 NetherRealm Studios Warner Bros Multi platform 12 million 2 5D 165 6 Mortal Kombat X 2015 NetherRealm Studios Warner Bros PS4 XB1 PC 11 million 2 5D 186 7 Tekken 7 2017 Bandai Namco Studios Bandai Namco Multi platform 10 million 3D 187 8 Street Fighter IV 2009 CapcomDimps Capcom PS3 X360 PC 3DS 9 3 million 2 5D g 9 Naruto Shippuden Ultimate Ninja Storm 4 2016 CyberConnect2 Bandai Namco Multi platform 8 7 million 3D 188 10 Tekken 3 1998 Namco Namco PS1 8 36 million 3D 189 See also Edit Look up Appendix Glossary of fighting games in Wiktionary the free dictionary Fighting game community List of fighting games M U G E N Notes Edit See List of Dragon Ball video games Commercial reception Virtua Fighter series arcade unit sales Virtua Fighter 40 000 as of 1996 update 158 Virtua Fighter 2 40 000 as of 1996 update 159 Virtua Fighter 3 30 000 as of 1997 update 160 Tekken series arcade unit sales Tekken 2 40 000 as of 1996 update 161 Tekken 3 35 000 as of 1997 update 160 Tekken Tag Tournament 19 000 as of 2000 update 162 Super Smash Bros series sales Super Smash Bros 5 55 million worldwide 166 Super Smash Bros Melee 7 09 million 167 Super Smash Bros Brawl 13 32 million 168 169 Super Smash Bros for Nintendo 3DS and Wii U 15 01 million combined 9 63 million for 3DS 170 5 38 million for Wii U 171 Super Smash Bros Ultimate 29 53 million 172 173 Dragon Ball Up until 2014 40 million 174 Dragon Ball Xenoverse series 2015 2021 14 million 175 176 Dragon Ball FighterZ 2018 8 million 176 Dragon Ball Z Kakarot 2020 4 5 million 177 See Street Fighter II Reception See Street Fighter IV SalesReferences Edit Heavyweight Champ Ultimate History 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