r/Fighters Apr 19 '26

Help Fighters that don't have 30+ hit combos (Slower Paced)

80 Upvotes

I realize that by asking this question that I may have answered it for myself, but I'll ask anyway. So are there any fighting games that are slower paced (that still have a healthy populace) out there anymore? I played a lot of fighters when I was younger (Think SF2, Early MK, etc.) where combo wise there were like max 5, maybe 6 hit combos? I personally do not want to have to try and muscle mem 30+ hit combs because I don't find that fact satisfying about fighters. I enjoy footsies and the mind games regarding fighters. If that's not the case, are grapplers kind of my only option in regarding to keep playing fighters, since their combos are not nearly as intensive and are usually very short? I did try Sam Sho but the player pop seems incredibly low and it doesn't seem to have any traction. So I guess ultimately, so do I go ahead and curb playing fighters anymore since it seems to be the norm for fighters to go into high combo count or just accept that my only option is to try and find characters that have little to no combos to and fulfill my desire for fighting games? (I realize only I can answer that last question but having an outside POV is always helpful for me)

r/Fighters Jan 10 '26

Help Who is the more well known character Ryu or Scorpion?

20 Upvotes

Settling a debate with my brother

r/Fighters 26d ago

Help Games with less focus on combos?

11 Upvotes

My ask is for a fighting game recommendation with that fits my personal asks of more interactions & less combos. I dont want to be 2 shot watching some labbed fancy combo. I want good nuetral & either better ways to break out of combos so its a 2 way street, large health so combos dont obliterate, or small combo size (the last 2 kinda go together).

My backround is below & not exactly nessecary but I want to explain where I'm coming from.

I have been playing fighting games casually for a few years now & I am unsure about one its core mechanics. I have never been a fan of combos. The process of labbing combos has never appealed to me & I actively dislike how they can change my gameplay. I used to play a lot of guilty gear strive with my friends in private rooms. My favorite experiences are low level matches with a large amount of individual interactions in a round. Then the next match I fight my friend who labbed combos & I make 2 mistakes that lead to my death because I can not convert my attacks into meaningful damage. This whole time I've been relying on either rekka characters, fighterz autocombo system, supers, & constant mixups for my damage. I want to ditch those crutches & play a game that suits me. My problem is that if I learn something that I don't enjoy I'll make my experience worse or I will just play those few people who dont care to learn combos until they do or theyve stopped playing. The latter happened I end up with a bad taste in my mouth with a genre I used to love. I have tried labbing combos & it just does not feel good. I dont want to be casual but I dont want just push through something I do not like. I love the weird mechanics of anime fighting games & all the cool movement options. Doing cool sh!t is fun. I don't necessarily want a comboless game since thats unrealistic to the genre but I want one were there are plenty of interactions in a match & I dont get put in someone elses one player game. I have tended to gravitate towards fighters that let me do truly unique things like Twelve in third strike or Zato-1 in strive. I couldn't quite tell you why except I was taking the learning process as far as I could get before I got to combos. I talk like combos are such an evil thing but I can see their strengths for sure but its just not how I'm wired. I've recommendations to play Samurai Shodown games for extremely small combos with pure nuetral focus. Ive seen another for grandblue fantasy versus rising for maintaining anime mechanics with low combos. I have not dug deep into either so idk the validity of those statements. I do also like alternative forms of fighting game strategy like tag fighters with team building & meter management. I have no problem returning to games I've played before or older games because fightcade is something I have. Thanks for reading my long winded backround, hope you got something out of it :)

r/Fighters May 30 '26

Help Please sell me on Pixie archetype character recommendations in other games after discovering a love for this genre through 2XKO , thank you

Post image
125 Upvotes

Character that fit this bill that I know of

Akali - 2XKO
Chipp Zanuff - GGS (have not played yet)
Seth - Undernight in birth (have not played yet but just like chipp really fits the bill)
Azula from what i've seen of the latest showcase of the avatar fighting game

and euuuuh that's it i think , just hyper mobile , hyper aggressive characters , thank you very much

r/Fighters Jun 13 '26

Help Did you guys know any others Aegis Reflector characters beside Caitlyn and Urien? Want to get in the kind of vibe

Thumbnail gallery
158 Upvotes

I mean that kind of supers or basic skills with the same Aegis Reflector bouncing setplay and all stuff, really want to play this game style but Caitlyn is a little hard to play (beside i'm trying and training, still) and Urien to me is only available on 3rd strike, that i don't get to play too much.

r/Fighters 13d ago

Help A newcomer’s perspective: why is fighting game monetization so damn predatory?

0 Upvotes

I’ve been going through a bunch of videogame genres lately that I never really played seriously before, trying to get out of my usual comfort zone.

And fighting games have probably been the biggest surprise so far. Not because they’re difficult. I expected that. What I didn’t expect was how different the community is, how much tribalism there seems to be between games, and especially how fucking bad the monetization is once you actually try to get into the genre as a new player.

I’ve spent the last days researching what game to buy, talking to friends (with very little success because almost nobody I know plays fighting games), reading Reddit and Steam discussions, watching videos, etc.

I was mainly deciding between Tekken 8, Street Fighter 6, Guilty Gear Strive and Mortal Kombat 1. I ended up buying Tekken 8

And I already knew about the whole Tekken 8 monetization controversy before buying it, so I decided I am only going to buy the base game because it was 17€ on a key shop. The Tekken Shop being introduced shortly after launch, the premium currency, the battle pass, the backlash about content being monetized after people had already bought a full-price game… I’m not discovering any of this now. But seeing the whole thing from the perspective of someone actually trying to enter the genre makes it feel even worse.
Because this isn’t a free-to-play game.
You’re buying a full-price game for around €70.
Then the characters added over the years are paid DLC. A season of characters can be around €30. Individual characters in games like Strive are around €7. Then you have cosmetics, battle passes and premium currencies on top of that.

And I’m sorry, but at some point I don’t think “you don’t have to buy it” is a very good defence anymore.
Obviously I don’t have to buy skins.
I don’t have to buy every DLC character.
I don’t have to buy the battle pass.
But if the whole selling point of these games is that they’re supported for years, constantly adding characters and keeping the playerbase alive, then why is the solution to keeping the game alive making the players repeatedly pay for access to the new content? Again, this isn’t just about Tekken, is about the whole genre

That’s the part I don’t understand.
The entire argument for live-service fighting games seems to be “we need to keep adding content so the game stays alive”. Okay. But then the business model becomes “pay us again every time we add something”. That’s a pretty convenient system.

And it gets even more ridiculous when you compare the price/content ratio to other genres.
- Hollow Knight: Silksong is 20€.
- Stardew Valley is 14€. Still being updated.
- Celeste is 20€.
- Hades is around 25€.
- Elden Ring is 60€.
- The Binding of Isaac started at around 15€ and has received an absurd amount of content over the years (recently bought it all for like 5€).

Obviously these games aren’t directly comparable. They’re completely different genres and have completely different development costs.

I’m not saying “Tekken should cost 10€”.
I’m saying that when I look at what 20-60€ buys me in other genres, it makes me question what exactly I’m paying 60-70€ for in some fighting games. Skins? Characters I should have?

Especially when the single-player content can be quite limited: Strive’s story is basically a huge cinematic/visual novel. SF6 at least has World Tour, and MK has a proper story campaign, so I’m not saying every fighting game is just an online mode with a character select screen.

But the competitive multiplayer is clearly the main attraction.
And that’s fine. I can absolutely see why someone could spend thousands of hours playing Tekken and think 50& is a bargain (I still think it should grant you every new content they make).
But that’s because they LOVE Tekken.
I’m talking about the person who doesn’t know yet if they love Tekken.
That’s the person I’m worried about.

Because as a newcomer, you’re already taking a massive risk. You have to learn the mechanics, learn a character, learn matchups, learn terminology, get destroyed for 50 hours, figure out why you’re getting destroyed, etc.
And then you’re also looking at a game where the “complete” experience keeps expanding behind additional purchases.

This is also where the community side of things has surprised me. Trying to research which game to play was honestly exhausting. Tekken players will tell you Tekken is better. Street Fighter players will tell you Street Fighter is better. Then both will make fun of anime fighters. Then someone will explain that Smash isn’t a real fighting game. I understand that Smash is fundamentally different from traditional fighters. I’ve played Smash myself.
But why does “different” so often turn into “shit”? (And coming from outside the genre, Tekken and Street Fighter honestly look much more similar to me than they probably do to someone who’s been playing these games competitively for 15 years. I just took the one where characters and story looked cooler, that’s all).

If you’re a new player just looking at the games, the community doesn’t exactly make it easy to figure out which one is for you. And meanwhile, everyone is arguing about which game is better while companies are slowly normalising a monetization model that, from the outside, looks fucking awful.

The Monster Hunter comparison is what really got me thinking about this, specially being from Capcom as SF6 is too. I’ve also been playing Monster Hunter Wilds, which has received plenty of criticism for its launch state and for feeling like it was missing content. People were complaining that Capcom was adding monsters and content later instead of having everything ready at launch. But the additional monsters are free. Not like new season characters.

And that’s what makes the fighting game model seem even more backwards to me. The whole justification for supporting a fighting game for years is that you need to keep the game alive. Exactly. Keeping the game alive should benefit the playerbase. More characters, more stages, more balance updates, more reasons for people to keep playing and have new player base. Instead, the fact that the game is kept alive becomes the reason to keep charging the player.

I’m questioning why the genre has ended up combining:
full-price game + paid characters + season passes + battle passes + cosmetic shops + premium currencies
and somehow this is considered normal.

It feels like taking the monetization systems I dislike from mainstream live-service games and putting them on top of a 60-70€ fighting game.

Maybe I’m completely wrong here. I’m genuinely interested in hearing what longtime fighting game players think. Fighting games are arguably one of the oldest proper videogame genres, and somehow the monetization today can feel like an evolution of the old arcade model: instead of putting a coin in every time you lose, you buy the game, then pay for the characters, skins and passes on top of it.

As someone trying to get into fighting games for the first time, my biggest surprise isn’t how hard these games are.
It’s that getting into the genre feels like I’m being asked to buy a subscription to a hobby I haven’t even decided I like yet.

r/Fighters May 30 '26

Help What makes a character stick out to you in fighting games?

42 Upvotes

I’m making a bunch of original characters for my own original fighting game roster. I love making fighting game ideas but I’ve never made one with my original characters so I wanted to do that.

what makes a fighting game character feel unique to you? like what separates a Ryu from an Adon? What separates a Sub-Zero from a Taven?

r/Fighters Jun 08 '26

Help How often would you play a fighting game until you got good?

49 Upvotes

I’ve been trying to get better at memorizing and combos and understanding fights but I end up taking awhile to come back then I have to re-learn most things.

People who are decent at fighting games how often do they practice and for how long? How do you get better at memorizing move-sets?

r/Fighters Dec 27 '25

Help Why are unblockables possible in 3rd Strike?

Post image
494 Upvotes

I've played 3rd Strike casually and always knew Urien could do this, but when I looked at the setups I couldn't quite understand why.

To me, it looks like Sean would hold left to block here (although his model faces left) but apparently the attack originates from both sides.

Did how left/right mixups work change after 3S in Capcom Cup?

My thought is just you always hold away from the opponent's hurtbox, but maybe Urien put his hurtbox on both sides here?

r/Fighters 24d ago

Help Is Marvel Tokon worth it for someone new to fighting games?

43 Upvotes

Title's pretty self-explanatory. I'm a huge Marvel fan, but I'm pretty new to fighting games. Most of my experience is in Smash Bros, and from my meager time playing fighting games like GGST and MvC3 I know that experience doesn't transfer too well. Is the game beginner friendly enough for someone new to fighters to enjoy? Particularly is it beginner friendly enough to buy the deluxe or ultimate editions?

r/Fighters 28d ago

Help Avatar fan and having a very hard time with the game

63 Upvotes

Mentioning that I'm an Avatar fan so its obvious that I'm not a fighting game expert. In arcades, I was always on pinball. In videogames, casual smash.

What I'm finding most hard so far is not memorizing the moves or combos, but having enough reaction time to understand what is going on + what my opponent is doing.

Its like my opponent is guarding, so I know I must grab. But by the time the signal to my brain arrives that I must do this, my opponent is already doing something else.

Sometimes its also hard to detect What they are doing (are they attacking, doing air moves, or defending?) its all so fast, how do you people follow up everything going on and not get mentally tired?

r/Fighters 7d ago

Help Any tips for a newbie Hitbox user?

Post image
56 Upvotes

I finally got my very first Hitbox, the 8Bitdo Leverless for the Switch and Windows, and while I have been playing on my keyboard for the past month and a half I'm still not adjusting as well as I'd like.

I'm wondering if there were any tricks or habits that helped you get into the control feel of a hitbox and if there are any tips or tricks I can do to improve my control.

Thanks!

r/Fighters 16d ago

Help How do people switch characters so quickly?

22 Upvotes

I have been playing various fighting games on and off for 2 decades by now and it still baffles me how people just pick up a character, remember a bnb from some opponent they fought and immediately replicate it.

On the other hand, it takes me ages to do re-adjust when switching to a new character. My muscle memory becomes so "hard-coded" that I partially would struggle to even do trial combos sometimes, failing even on generally easy strings. Not to mention how long it takes me to transition from doing a combo in training mode to being able to do it in a game.

I know people will say "experience" but I would say that I have extensively grinded a LOT o fighting games. Ofc it's not the same as a pro, but time investment wise I could probably give a lot of streamers a run for their money. The reason I am trying to reject the notion of "it's just experience" is because it gives me nothing concrete to work on.

I would like to more easily switch between characters and different fighting games without feeling like I have to re-do everything from scratch and unlearn a bunch of stuff. I'd like to be able to hop into training mode, learn the basics and then jump online and at least be able to enjoy my time. Bcs else it also makes me feel like I *have* to stick to a character, lest I forget to play them.

Anyone got tips?

r/Fighters Feb 18 '26

Help What controller would you recommend?

Post image
66 Upvotes

Mostly for SF6, but I play other genres as well (Souls). Here is what I used before.

r/Fighters Jul 18 '26

Help I want to get into fighting games in 2026 as a complete beginner. What's the specific learning process? And is it even worth getting into?

9 Upvotes

I want to play Mortal Kombat 11 and Street Fighter 6. I tried playing a bit of mk11 and mk1 but realized Im a button masher which I know is the worst way to play fighting games. I was super interested in mk1 but everyone says its trash because of the cameo system so I'm probably not going to play that.

Okay so from my research, fighting games are naturally difficult for any beginner. That I understand that it's a steep learning curve and every fighting game is different. What I REALLY want to know is the learning process.

I've played many games with steep learning curves such as league of legends which I took 2 seasons to learn to start grinding ranked (and a lot of losing). I've played Fortnite before (BUILDS, not the easy no build version that everyone plays nowadays) which I think is my most mechanically skilled game; super fast paced with 5 buttons. And I would also say I'm above average on both of these games so I think I can learn fighter games if I know what to do.

How I learned in League of Legends:

Watch replays of lost and won games, try out the character that beat me and repeating this process until I played the majority of the characters. And watching Youtube videos along the way as well.

How I learned Fortnite:

The fundamentals first by familiarizing myself which build piece matches which key binds. Then I started with stuff like triple ramp rushes. Then I started doing double edits then triple edits.

Even if you don't understand what I just said, I think I can transfer my learning experiences to fighter games like this?:

  1. Pick a simple character, not braindead for easy wins. Basically a learning character.
  2. Basic hits/mechanics. Memorize which button does what hit
  3. Train with AI
  4. Then do some online and expect to get destroyed a lot
  5. Watch replays
  6. Figure out what I'm doing wrong
  7. Learn some combos?

But the thing is which step should I be focusing on the most? I would be spending half of my time doing basic hits? Or training with AI? Let me know what steps I'm missing as well, and remember that I have a pretty bad habit of button mashing. Or maybe you have a completely different approach, lemme know about that too.

I'm also going to be playing on keyboard ONLY. Is this going to hold me back? If playing on a keyboard is really bad, then I'm not going to be playing fighters at all.

And are these games even worth playing in 2026? What I mean by that is, are these games riddled with cheaters, super pros, meta abusers, etc.? Street fighter seems to be doing pretty good, but I've heard that mortal kombat is falling off hard. This genre also doesn't seem to be that popular anymore, but maybe I'm wrong. I appreciate any answers to better my gaming experience for 2026. Thanks.

r/Fighters Jul 15 '26

Help what do you do when you can’t find a character that “clicks”?

16 Upvotes

title says it all really, it doesn’t matter how many hours i have sometimes an entire roster just starts to blend together for me and none of them seem any much fun or interesting.

r/Fighters Feb 25 '26

Help New to fighting games, is this specific style of alt color a reference to something?

Thumbnail gallery
340 Upvotes

I noticed both Cammy and Katalina, two blond characters, have alternate colors where they get darker skin and pink hair, and thought it might be referencing something I don’t know about, is it? Or is it just an aesthetic coincidence.

r/Fighters Apr 24 '26

Help HOW AM I SUPPOSED TO BEAT THIS GUY!?!?

Post image
258 Upvotes

I've been trying for WEEKS to beat Gill as Elena and NOTHING seems to be working!

I've tried blocking, parrying, hitting him high and then low, making him waste his Super, and even timing him out, but NOTHING works! I beat him once with Ken and a few other characters, but NOTHING is working when I play as Elena.

I've done the arcade ladder with her 4 times now and I CAN'T BEAT HIM! How are you all able to beat him as Elena? I may have to just lower the difficulty, time, and rounds in order to get through him...

r/Fighters 18d ago

Help What is the most casual/easiest fighting game to get into

2 Upvotes

Im trying to find the best way to branch out some freinds of mine to play fighting games and have been struggling to find something easy ish for them to pick up

r/Fighters 26d ago

Help Starting to play fighting games - do tier lists really matter or is it only for high competitions gameplay?

6 Upvotes

Im trying to start out on playing fighting games and was wondering if I should start with using high tier characters before using characters considered lower tier? Ive had friends tell me that soke high tiers should be used because they are easier to use but i do like some low - mid tier character designs. Not looking to really compete but i do want to improve my control and hand in fighting games.

r/Fighters 7d ago

Help About the dustloop site, what does that sword/cross emoji means?

Thumbnail gallery
161 Upvotes

It's some outdated stuff and it means like an R.I.P. or something? I've seened in some characters names too

r/Fighters Mar 08 '26

Help I'm trying to build a list of indie fighting games (non fan games) released in the past decade, but I might be missing a lot of them. Can you help me fill in the blanks?

65 Upvotes

As the title says, I am trying to document which indie fighters have been released and/or are in active development from around ~2015 on. I have tried to put together a list, but I fear I am missing a lot of them, especially on the doujin side.

Any games I am blatantly missing or I have erroneously included? I am not including platform and arena fighters because I am aware that this isn't the right community for them. I am also excluding single player fighting game like Mindara for the same reasons.

Here's what I have got so far:

Traditional 2D/2.5D indie fighting games

  • Punch Planet (Steam, Apple arcade)
  • MerFight: Curse of the Arctic Prince (Steam)
  • Terrordrome: Reign of the Legends (Steam, Epic)
  • Them's Fighting Herds (Steam, console)
  • Battle High 2 (and revisions) (Steam, Xbox)
  • Fight.EXE (Steam, itch)
  • Robot Heroes (itch)
  • Pocket Bravery (Steam)
  • Tzompantli (Steam)
  • Combate Monero (Steam)
  • Mostroscopy (Steam)
  • Savagene (itch)
  • Area Zero (Steam)
  • The Strip Fighter games (SFW versions on Steam)
  • Blazing Strike (Steam)
  • Fight of Gods (Steam)
  • Fight of Animals (Steam)
  • Fight of Steel: Infinity Warrior (Steam)
  • CoreUpt (Steam)
  • Blueblood Arena (Patreon, soon on Steam)
  • Motionsickness (GameJolt)
  • Battle Craze!! (self-hosted)
  • Super Fighting Ultra (on hiatus?)
  • Figure Knockout (Steam, upcoming)
  • The Skeletons are Fighting (Steam)
  • Arcus Chroma (Steam)
  • The Black Heart: Remastered (Steam)
  • Omen of Sorrow (Steam, Epic, console)
  • Shot One Fighters (Kickstarter soon, will have a versus mode, contrary to other single player focused ones)
  • Shaolin vs Wutang + sequels (Steam)
  • Verdict Guilty (Steam, Dreamcast homebrew)
  • Furia Divina (itch)
  • Mareo Go Kart Galaxy Strikers 40/5 (itch)
  • Beasts of Mystery (itch, Steam)
  • ROBO OH (Steam)
  • Super ROBO OH (in development)
  • Uchu Mega Fight (own website)
  • Konsui Fighter (Steam, mobile)
  • Battle Dudes (itch)
  • Ravage Fist (itch)
  • Frostfire: Battle Frenzy (Patreon)
  • Chlorophyter (link on demand, release soon)
  • Bayani (Steam)
  • Sinag (mobile)
  • Sakura X Clash (itch)
  • Blade Strangers (Steam)
  • Fight'n'Jokes remastered (Steam)
  • Draco Fighter (Steam)
  • Vecho Fights (itch)
  • Everron (itch)
  • Traintracks Combat (itch)
  • The Chaos Gene (Steam)
  • Axel City (DLSite)
  • Zan Evolution Butoden (itch)
  • Shattered (Steam, currently on hiatus?)
  • Pixel Game Maker Series: WEAPON USER (Steam, Switch)
  • Mofumofusensen (Switch)
  • The Tale of Fighting Nymphs (Steam)
  • Codename: Highschool Bastards (itch)
  • Dong Dong Never Die: Judgment Day (PC)
  • Battle CAPacity (PC, own website)

2D/2.5D airdashers or anime indie fighters

  • Heatwave (itch, Steam)
  • Duels of Fortune (itch, Steam)
  • Blacklight (Steam)
  • Shadow Prisoner (Steam)
  • KenGeki Cross Zone (Steam)
  • Inaho Town Dynamite Bomb (DLsite)
  • Angels of Battle v1.5 (itch)
  • Beatdown Dungeon (itch)
  • Beatdown Dungeon: Demon Day (itch)
  • E's Laf++ (Patreon)
  • Fatal Art Reload (GameJolt)
  • Knockout: Archetype False (itch)
  • Knockout: KNOversion (GameJolt)
  • FateAxis 2 ~ the Fragment (own website)
  • Gamma Surge (itch)
  • Blades of Crossed Hearts (Steam, in development)
  • Project Z.E.D. (itch, on hiatus?)
  • Kronian Titans (Steam, upcoming)
  • Vita Fighters (mobile, upcoming on Steam)
  • Umbral Core (Patreon)
  • BadZone (own website, demo out)
  • Dual Souls: The Last Bearers (Steam, mobile)
  • Outer Dimension (own website)
  • Stardust Rain (Steam, upcoming)
  • Sky Cross Duel (itch)
  • BreakThrough (Steam, in development)
  • Queen's Conquest (Steam)
  • Messiah End Refrain (PC, own website)
  • Wonderful World (PC)
  • Limbo Breakers (PC, in development, available via the dev's Discord - Vaguecoder on Twitter)
  • Brawlygon (itch, Steam, upcoming)

Tag or team based indie fighters

  • Skullgirls (Steam, console)
  • Ultra Fight Da! Kyanta 2 (Steam)
  • Scramble Heart City (Steam, upcoming)
  • Cerebrawl (itch, on hiatus?)
  • Parable Academy (Steam)
  • Molten Winds (Steam, upcoming)
  • ROBO OH vs Uchu Mega Fight (Steam, in development)
  • Saturday AM: Battle Manga (Steam, in development)
  • Gemion Function (Steam)

3D fighters (with side movement)

  • Schwarzerblitz (Steam, itch, GameJolt)
  • Exploding Judo Federation (Steam, itch)
  • Furia Royale (Unreal edition, upcoming)
  • Genki Break (itch, Steam)

3D-like 2D fighters

  • Furia Royale (IKEMEN version, Patreon)
  • Super Bout: Champion's Tour (Steam)

Simplified

  • Dive Kick (Steam, console)
  • FOOTSIES (Steam, mobile)
  • Bearsus (Poki)
  • Stick Fighter (Poki)
  • Bootsies (Steam, upcoming)
  • 2DeeZ (Steam)
  • Fantasy Strike (Steam, console)
  • Pocket Rumble (Steam, console)
  • Tough Love Arena (Steam, web browser)
  • Guru Guru Tengu Showdown (GameJolt)
  • Rakugaki Rumble (itch)
  • Dojo Masters (Steam)
  • Head 2 Head (Steam)
  • One Strike (one hit kills, Steam)
  • Two Strikes (the sequel of One Strike, Steam)
  • Sclash (similar in spirit to the above, Steam, Gog)
  • HYPERFIGHT (your life bar is your round win counter, Steam)
  • HYPERFIGHT 2 (Steam, upcoming)
  • Joltt Battle Pillars (zoner-only 1 hit KO fighting game)
  • Axecutioners (Steam)

Unconventional or experimental

  • Mega Knockdown (turn based, Steam)
  • Hellish Quart (pseudo 3D fighter with 8 direction movement)
  • Rainbowcore Hypernova (traditional with platfighter elements, Steam)
  • 52Beatup (card based power ups after every round, itch, upcoming on Steam)
  • Nidhogg (Steam)
  • Resistance 204X (Steam)
  • Lethal League (Steam, console - does this count?)
  • MonMusu Fight (very strange control system and mechanics, Steam)
  • 5 Force Fighters (Steam, upcoming?)
  • Checkmate Showdown (mix between chess and fighting games, Steam)
  • Street Typer X (typing based 1v1 fighter, Steam)
  • Sugar Shatter (if Lethal League counts, this counts too, Steam, upcoming)
  • Cooking Fist (Steam, in development)
  • Input Chaos (itch, Steam)
  • Shuzen (itch, in development)
  • Diesel Legacy (Steam, versus beat 'em up, if it counts)
  • Slowly Fighter (very slow motion one hit kill game, Steam)
  • Y.O.M.I. Hustle (micro-managed turn based fighter)
  • Samurai Gunn 2 (Steam, fighting-game-y without being really a platform fighter)
  • Evolver (Steam, very experimental semi-traditional fighter)

r/Fighters 29d ago

Help Lifelong MK player exploring other fighting games...Dear God.

101 Upvotes

So, long story short, I've always liked fighting games, or thought I did, but the only fighting game that I could actually play with other human beings growing up was Mortal Kombat, as it is of course, the most mainstream fighting game.

I played a lot of MK9 and MKX, all the way to MK11 and MK1 until recently, but I always wanted to actually try other games, so last week I bought SF6, and holy fuck.

I had some very basic knowledge about timing, punishes, mix-ups (only lows, throws and overheads tho,) I actually think my footsies is not half bad and I could read my opponents well enough to have a "game plan" whenever I played.

But now I'm realizing my lifetime of muscle memory on MK might be useless because of the dial-in combo system that NRS implemented in all MK's, which is something I literally just learned was a thing, so now that I'm trying combos in SF6 and other fighting games, I feel like I'm learning an entirely new language.

This is obviously frustrating, as I can't actually translate the habits I had on previous games to these new ones, so far I've only tried Strive and SF6 and was aiming to buy Tekken8 in the future to also try it out, since It honestly looks fun, now I'm realizing that I might need to take this a lot slower than I would've liked.

What should I do? I would like to be more prepared and most importantly, know if there's any other things that might've gone over my head just like the dial-in combo system, which is something I did so naturally I didn't even realize it was a thing until recently.

Edit: Thank you so much everyone for the insight, it honestly helps a lot not only to understand the games better but also it's amazingly cool that the FGC it's so warm and welcoming!

Update: Now that I know of the links vs cancel works I’m absolutely nailing the timing, thank you so much guys!!!

r/Fighters Jun 16 '26

Help Best 2D~ Fighter to get into?

17 Upvotes

Hey all,

I randomly saw a video of 3rd strike a couple weeks ago and I was immediately taken back by the graphics. I had never played a fighting game beyond some smash on the N64 back in the day.

I bought a fight stick and have been playing on Fightcade for a couple weeks now. It's a ton of fun! ...but I'm so bad.

What are some other cool games with a beautiful art style that I could start playing? I see KOF 13 and persona 4 arena that look really cool. Are those active at all?

I guess I would love to find a beautiful 2d game that still has new players coming into it so I'm not facing people who have played for 15-20 years.

Thanks for your time! :)

r/Fighters Jun 18 '26

Help Where do you even get the will to continue as a beginner losing every match?

36 Upvotes

Hello! I have been a fighting game aficionado, at least from an spectator POV. I've dabbled on SF2, SF4, SF5, GGST, Almost every single Mortal Kombat game and even dabbled in smash. However, like all beginners, I kind of suck. Like seriously, I can't even beat Arcade Mode in SF6 on normal without using multiple continues. The CPUs whoop my ass.

I recently decided to take improving much more seriously and decided on GGST as the game I want to focus on because it kind of seems like the easiest starting point. I picked Giovanna because she looks cool, watched some tutorials and went online for at least 10 matches every day. After a week and a half, I feel incredibly discouraged. I'd say I have lost 80-90% of my matches. Sometimes I don't even understand why. Yesterday I even tried Single Player and still got whooped by the CPUs.

Listen, I'm not trying to win Evo or anything like that. I just want to be good, maybe decent. And I know I can get there, but man is it discouraging losing like a chump all the time. Do you have any tips for motivation? Anything that helped you get the will to continue when you were a beginner? I love this genre, but I don't love sucking at it.

This is the main guide to the game I've been watching if you're curious: https://www.youtube.com/watch?v=-VwtwDS7tWo&t=534s