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— CH. 1 · INTRODUCTION —

Fighting game

12 min listen · Ch. 1 of 6
6 sections
  • Fighting games put two characters in an arena and ask a simple question: who wins? Sega's black-and-white arcade cabinet Heavyweight Champ, released in 1976, first posed that question with fist fighting. But it took a decade of iteration, a wave of martial arts films, and one landmark 1991 sequel to turn that question into a genre that, at its peak in the early 1990s, dominated every arcade in the world.

    The mechanics at the heart of fighting games are deceptively straightforward: block, grapple, counter-attack, and chain attacks into combos. Characters generally engage in hand-to-hand combat, often incorporating martial arts, though some carry weapons. Battles are usually set in a fixed-size arena along a two-dimensional plane, where fighters move horizontally by walking or dashing and vertically by jumping. Special attacks, triggered by rapid sequences of timed button presses and joystick movements, separate the genre from its closest relative, the beat 'em up.

    The story of fighting games is a story of creative borrowing, legal battles, community devotion, and commercial collapse followed by revival. It runs from the arcades of the 1970s through a golden age in the 1990s to a modern era in which Super Smash Bros. Ultimate has sold 37.76 million copies worldwide and become the best-selling fighting game of all time.

  • The first fighting games drew directly from martial arts cinema. Bruce Lee's Hong Kong films, including Game of Death from 1972 and Enter the Dragon from 1973, provided the template: a hero fights a sequence of opponents, each with a distinct style. Japanese works contributed too, including the manga and anime series Karate Master, which ran from 1971 to 1977, and Sonny Chiba's The Street Fighter from 1974.

    Karate Champ, developed by Technos Japan and released by Data East in May 1984, is credited with establishing the one-on-one fighting game genre. Its dual-joystick controls allowed a variety of moves, and it used a best-of-three format that later games adopted. The Player vs Player edition, released later that year, was also the first fighting game to allow a two-player duel. It sold more than 30,000 arcade units, a commercial foundation that validated the genre.

    Konami's Yie Ar Kung-Fu followed in October 1984, and it shifted the genre's direction sharply. Where Karate Champ favored grounded realism, Yie Ar Kung-Fu introduced fantastical moves, high jumps, and projectile attacks. Its main player character, Oolong, was modelled after Bruce Lee. Most critically, it replaced Karate Champ's point-scoring system with a health meter, which became the standard for the genre. The Way of the Exploding Fist, released for PAL regions in May 1985, borrowed heavily from Karate Champ but became the UK's best-selling computer game of 1985. Yie Ar Kung-Fu then became the UK's best-selling computer game of 1986, making fighting games the dominant genre in Britain for two consecutive years.

    Capcom's Street Fighter arrived in 1987 and introduced several staples: the blocking technique, hidden special moves discoverable only through experimentation, and the ability for a challenger to jump in mid-match against an existing player. Pressure-sensitive controls determined attack strength, though they damaged arcade cabinets and Capcom soon replaced them with a six-button scheme offering light, medium, and hard punches and kicks.

  • Street Fighter II, released in 1991, hit the arcade industry like nothing before it. Yoshiki Okamoto's team built the most accurate joystick and button scanning routine the genre had seen, allowing players to reliably execute multi-button special moves for the first time. The game's graphics took full advantage of Capcom's CPS arcade chipset, delivering highly detailed characters and stages.

    The biggest shift was competitive play. Previous games let players fight computer-controlled opponents. Street Fighter II let players fight each other. Arcade owners bought more machines to keep up with demand. The combo mechanic, which emerged when skilled players discovered they could chain attacks that left no time for recovery, changed how players approached every match. Street Fighter II's home console release expanded the audience further and made it the defining template for fighting games going forward.

    Chicago's Midway Games achieved widespread attention when they released Mortal Kombat in 1992. The game featured digital characters drawn from real actors and introduced "Fatality" finishing moves, in which the match winner kills their defeated opponent in a brutal sequence triggered by a specific button and joystick combination. The home version launched on the 13th of September 1993, a day promoted as "Mortal Monday", generating lines outside stores and a backlash from politicians concerned about game violence. The Mortal Kombat franchise expanded into movies, television series, and extensive merchandising.

    By January 1996, GamePro magazine reported that reader surveys conducted over the previous several years had consistently found 4 out of 5 respondents naming fighting games as their favorite genre. Electronic Gaming Monthly reported that in 1996, U.S. gamers spent nearly $150 million on current-generation fighting games. In Japan that same year, fighting games accounted for over 80% of video game sales.

  • Sega AM2 changed the visual language of the genre with Virtua Fighter, released in arcades in 1993. It was the first fighting game with 3D polygon graphics and a viewpoint that zoomed and rotated with the action. Despite its three-dimensional look, players remained confined to back-and-forth motion as in earlier games. With only three buttons, it was easier to learn than Street Fighter II's six-button layout or Mortal Kombat's five-button scheme. By the time Virtua Fighter reached the Sega Saturn in Japan, the game and console were selling at nearly a one-to-one ratio.

    Namco responded in 1994 with Tekken, which introduced 60 frames per second polygon technology. Namco then released Tekken 2 in 1995, which introduced actual sidestepping. These lateral moves, exclusive in that game to Kazuya Mishima, allowed combos to be performed through crouch dashing and opened up a new dimension of positional play. The 1996 arcade game Dead or Alive added a "danger zone" mechanic, an environmental hazard outside the center of stages where knocking an opponent into it dealt extra damage.

    The Soul series, beginning with Soul Edge in 1996, pursued weapon-based combat and achieved considerable critical success through the franchise's run to Soulcalibur VI in 2018. In 1998, Bushido Blade, published by Square, abandoned time limits and health bars entirely in favor of a Body Damage System where a sword strike to a specific body part could amputate a limb or decapitate the head.

    By 1995, the dominant franchises were Mortal Kombat in America and Virtua Fighter in Japan. SNK released The King of Fighters '94 in arcades in 1994, introducing team-based play where players choose teams of three characters and eliminate opponents one by one. In 1999, Nintendo released the first Super Smash Bros., allowing characters from different franchises, including Pikachu and Mario, to compete against each other.

  • In the early 2000s, the fighting genre's dominant run ended. Multiple developers pointed to increasing complexity, specialization, and market over-saturation. Casual players were pushed out as the games grew more demanding. Arcades lost profitability across the late 1990s and early 2000s as home consoles gained power. Some members of the fighting game community labeled this period the "Dark Age" of fighting games, though the term drew heavy criticism. Maximilian Dood, a fighting game creator, argued that the label was specific to Capcom's output and reflected bias toward Street Fighter, since anime fighters, 3D Tekken games, and platform fighters including Super Smash Bros. Melee continued to attract players.

    Capcom and SNK, the two most prolific 2D fighting game developers, pooled their intellectual property. SNK released SNK vs. Capcom: The Match of the Millennium for its Neo Geo Pocket Color at the end of 1999; GameSpot called it the best fighting game ever released for a handheld console. Capcom followed with Capcom vs. SNK: Millennium Fight 2000 in 2000. Later, Capcom vs. SNK 2 EO became the first game in the genre to successfully use internet competition.

    Amid the broader decline, one moment kept the fighting game community engaged. At Evolution Championship Series 2004, a Street Fighter III: 3rd Strike semi-final between Daigo Umehara and Justin Wong produced a sequence now called "Evo Moment 37". With only one pixel of health remaining, Umehara parried 15 consecutive hits of Wong's Chun-Li "Super Art" move and went on to win the match. The moment is frequently described as the most iconic in competitive video gaming history, compared to moments such as Babe Ruth's called shot. It inspired new players to take up 3rd Strike at a time when the community was stagnating.

    Dead or Alive 4 became the first competitive esport fighting game scene to be televised, as the only fighting game in the Championship Gaming Series in 2007 and 2008. That league was broadcast by DirecTV in association with British Sky Broadcasting and STAR TV.

  • Super Smash Bros. Brawl, released in early March 2008, set a new sales record at one point selling at 120 units per minute. Street Fighter IV, released to Japanese arcades in July 2008 and to consoles in early 2009, was the series' first mainline title since Street Fighter III: 3rd Strike in 1999. The console versions of Street Fighter IV and the updated Super Street Fighter IV sold more than 6 million copies over the following years. Tekken 6 sold more than 3 million copies worldwide by August 2010, one year after its release.

    Online play, video platforms, and live streaming reduced regional disparities and broadened competitive participation beyond Japan, which had dominated the tournament scene for much of the 1990s and 2000s. Rollback netcode, often implemented using the open-source library GGPO, helped mitigate the lag that plagued online fighting games by synchronizing players through rapid rollbacks to the most recent accurate game state. Games such as Skullgirls and Street Fighter III: 3rd Strike Online Edition adopted this approach.

    The free-to-play platform fighting game Brawlhalla reached 20 million players by 2019, climbing to 80 million by 2022. Super Smash Bros. Ultimate, released for the Nintendo Switch in 2018, became the best-selling fighting game of all time with 37.76 million copies sold worldwide, featuring nearly 90 characters through its default mode and downloadable content.

    The mid-2020s brought another surge. Street Fighter 6 sold over 1 million copies within five days of launch and over 3 million by January 2024. Mortal Kombat 1 reached 3 million copies by January 2024. Tekken 8, released in January 2024, sold over 2 million copies in its first month. Among home software franchises, Mortal Kombat leads all fighting game series with 100 million units sold as of May 2025, followed by Super Smash Bros. at 78.73 million as of March 2026.

Common questions

What was the first fighting game ever made?

Sega's Heavyweight Champ, released in arcades in 1976, is considered the first video game with fist fighting, though it was still classified as a sports game. Karate Champ, released by Data East in May 1984, is credited with establishing the one-on-one fighting game genre as a distinct category.

What made Street Fighter II so important to the fighting game genre?

Street Fighter II, released in 1991, standardized the genre by allowing players to fight each other rather than only computer-controlled opponents. Its accurate joystick scanning routine let players reliably execute special moves, and it popularized the combo mechanic, which players discovered by chaining attacks that left no time for opponents to recover.

What is Evo Moment 37 in fighting game history?

Evo Moment 37, also called the Daigo Parry, occurred at Evolution Championship Series 2004 during a Street Fighter III: 3rd Strike semi-final. Daigo Umehara, with only one pixel of health remaining, parried 15 consecutive hits of Justin Wong's Chun-Li Super Art move and won the match. It is frequently described as the most iconic moment in competitive video gaming history.

What is the best-selling fighting game of all time?

Super Smash Bros. Ultimate, released for the Nintendo Switch in 2018, is the best-selling fighting game of all time with 37.76 million copies sold worldwide. It features nearly 90 characters through its default roster and downloadable content.

What is the highest-grossing fighting game franchise?

Street Fighter is the highest-grossing fighting game franchise, with total gross revenue of $10.6 billion from arcade, console, and computer games as of 2020. The franchise was created by Takashi Nishiyama and Hiroshi Matsumoto and is owned by Capcom.

What caused the decline of fighting games in the early 2000s?

Multiple developers attributed the early 2000s decline to increasing complexity and over-saturation, which pushed casual players out of the market. The simultaneous decline of arcades, as home consoles grew more powerful and popular, removed the social venues where fighting game communities had formed throughout the 1990s.

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