Fighting Game mechanics

Combat Systems

A little over 5 years ago, me and Eric Williams were bored at Border's and discussing the various systems found in fighting games. Specifically Capcom 2D games. We generated a long list of what each game brought to the table for the first time. I was having a problem at work trying to remember how certain games handled things when I stumbled across this. I figured I would post it up, in case anyone else finds it helpful. This is by no means all inclusive or perhaps even accurate. More or less a brain dump we had one evening.

Unfortunately I don't have time to screen cap or vid cap what all of these things are and if you don't follow the Capcom fighting game scene I'm not sure how helpful this will be since there is a lot of jargon but if you have any questions I'll do my best to answer.

NOTE: This was originally posted on my old blog and is very out of date and wasn't even 100% correct when we did it. That being said I still go back to it from time to time as it is a handy collection of various mechanics.

Street Fighter 2: World Warrior

  • 2in1's
  • Links
  • Special Moves
  • Kara Cancel
  • Negative Edge
  • Meaties
  • Dizzies
  • Mashing
  • Projectiles
  • Short+Fierce
  • Breakable Objects
  • Bonus Stages
  • Cross ups
  • Air Throw
  • Block Damage

Street Fighter 2: Champion Edition

  • Button Charging for special moves
  • Vega's Wall Climb
  • Evade
  • Get up Animations
  • Same Player vs. Same Player

Street Fighter 2: Hyper Fighting

  • Joystick Controllable Movement Specials
  • Air Special Moves
  • True Reversals with Specials
  • Teleport
  • Air 2in1's

Super Street Fighter 2

  • Dizzy particle right away
  • Text Messages (Combo Meter)
  • Rekka Ken
  • DJ's Uppercut Punch
  • Projectile Absorption

Super Street Fighter 2 Turbo

  • Throw Techs
  • Overheads
  • Supers
  • Juggling
  • 1st game with playable hidden character(?)
  • Character Variants (old vs. new)
  • Controllable Limbs
  • Weapon Loss and Pickups
  • New Joystick Motions - Fei Long, Cammy
  • Throw Whiffs

Street Fighter Alpha 1

  • Chain Combos
  • Alpha Counter
  • 3 Part Super Meter
  • 2 on 1 (Ryu/Ken vs. Bison)
  • Command Roll
  • Friends Super
  • Hit Throw
  • Rekka Ken Options (Guy)
  • Taunts
  • Character Intros
  • Rival Fights
  • Mini Launchers (Rose's Scarf)
  • Fireball Reflect
  • Air Block
  • Block When Landing (Trip Guard)
  • Auto Block

Street Fighter Alpha 2

  • Tech Rolls
  • Custom Combos
  • Combo-able Alpha Counter (Rose)
  • Stance Changes
  • Poison Super
  • Timed Button Input Specials (Gen's Kick)
  • 2 Hit Air Jumping move (Gen)
  • Super Jump
  • Fake Special Moves

Street Fighter Alpha 3

  • Counter Hits
  • Air Techs
  • Every Move Has Potential To Juggle
  • 2 Button Throws
  • Can Combo After Throw
  • Guard Crush Meter
  • Blue Blocking
  • Damage Reduction
  • Command Counters (Karin)
  • Pushblock
  • Dodge
  • Crouch Cancelling
  • Can Be Thrown While In Block/Hit Stun
  • OTG Command Grabs
  • System Variants (X vs. A vs. V)
  • Command Dash

Capcom Vs. SNK

  • Rolls
  • Ratios/Teams
  • Running
  • Prolonging getting up Animation
  • Command Charging of Meter (S Groove)
  • Immobilizing Supers (Iori)
  • Healing
  • Infinite Low Life Supers
  • Mash Inputs to change animation (Yamazaki)
  • Bird Interaction (Nakoruru)

Capcom Vs. SNK2

  • Level 2 Cancels
  • Low Jump
  • Parry
  • Just Defend
  • Raged
  • Command Activate Meter (N Groove)
  • Counter Roll
  • Roll Cancelling
  • Helper (Chang)
  • Auto Guard

Street Fighter 3 (all of them)

  • Special Into Super
  • Parry / Red Parry
  • Universal Overhead
  • Variable Supers / Meters
  • Dizzy Meter
  • Unblockable supers (Denjin)
  • EX Specials
  • Kara Throw

Marvel Series (all of them)

  • Super Jump
  • Double Jump / Triple Jump
  • OTG
  • Flying
  • Flying Screen
  • Air Combos
  • Gems
  • Air Dashing
  • Back/Forward Dashing
  • Combo Into Throw (Air and Ground)
  • Super Armor
  • Vertical Scrolling Stages
  • Healing
  • Tagging
  • Assists
  • Team Supers
  • Snapback
  • Shuma - Super/Eyeballs/Time Gem
  • Normal Move Projectiles
  • No Continue If Hit
  • Block Damage
  • Status Upgrades
  • Stealing Of Moves

Darkstalkers (All of them)

  • Pouncing
  • 9 Supers
  • Dark Force
  • No Update On Rounds
  • Cursing

2D Misc

  • Lying Down
  • Command Dodge
  • Weapon Clash
  • Disarm
  • Unthrowable
  • Slow Down
  • Suicides
  • Destroys
  • Anti Chip Damage
  • Jump Cancelling
  • Roman Cancel