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Fighting game
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===Features=== Aside from restricting movement space, fighting games confine the player's actions to offensive and defensive maneuvers. Players must learn each game's effective combinations of attacks and defenses.<ref name="fundamentals" /> Blocking is a basic defense against basic attacks.<ref name="50VF">{{cite web|title=The Essential 50: Virtua Fighter|url=http://www.1up.com/features/essential-50-virtua-fighter|publisher=1UP|url-status=dead|archive-url=https://archive.today/20120719110526/http://www.1up.com/features/essential-50-virtua-fighter|archive-date=July 19, 2012|access-date=January 30, 2009}}</ref> Some games feature more advanced blocking techniques; for example, Capcom's ''[[Street Fighter III]]'' features a move termed "[[Parry (fencing)|parrying]]", which can be immediately followed by counter-attack, skipping the temporary stun a block would have put them in. A similar stun state is termed "just defended" in [[SNK Playmore|SNK]]'s ''[[Garou: Mark of the Wolves]]''.<ref>{{cite web | author = Gerstmann, Jeff | url = http://uk.gamespot.com/dreamcast/action/streetfighter3doubleimpact/review.html?tag=summary;read-review | archive-url = https://archive.today/20120715010218/http://uk.gamespot.com/dreamcast/action/streetfighter3doubleimpact/review.html?om_act=convert&om_clk=gssummary&tag=summary;read-review | url-status = dead | archive-date = July 15, 2012 | title = Street Fighter III: Double Impact Review | website = GameSpot | date = December 29, 1999 | access-date = January 15, 2009 }}</ref><ref name="ignfatal">{{cite web | author = Chau, Anthony | url = http://uk.dreamcast.ign.com/articles/166/166258p1.html | title = Fatal Review: Mark of the Wolves | website = IGN | date = December 11, 2001 | access-date = January 15, 2009 | url-status = dead | archive-url = https://web.archive.org/web/20081007042313/http://uk.dreamcast.ign.com/articles/166/166258p1.html | archive-date = October 7, 2008 }}</ref> ====Special attacks and combos==== An integral feature of fighting games is the use of "special attacks", also called "secret moves",<ref name="essential50" /> that employ combinations of directional inputs and button presses to perform a particular move beyond basic punching and kicking.<ref>{{cite web |author=Towell, Justin |title=The Best Special Attacks Ever |url=http://www.gamesradar.com/the-best-special-attacks-ever/ |url-status=live |archive-url=https://web.archive.org/web/20120126204346/http://www.gamesradar.com/the-best-special-attacks-ever/ |archive-date=January 26, 2012 |access-date=January 29, 2009 |publisher=GamesRadar}}</ref> Some special moves, which play an animation portraying an aspect of the character's personality, are referred to as [[Taunting#Video games|taunts]]. Originated by Japanese company SNK in ''[[Art of Fighting]]'' (1992),<ref>''Arcade Mania!'', pp. 100–101.</ref><ref>{{cite web |author=Park, Andrew |date=June 5, 2007 |title=Art of Fighting Anthology Review |url=http://uk.gamespot.com/ps2/action/artoffightinganthology/review.html?tag=summary;read-review |url-status=dead |archive-url=https://archive.today/20120717135451/http://uk.gamespot.com/ps2/action/artoffightinganthology/review.html?om_act=convert&om_clk=gssummary&tag=summary;read-review |archive-date=July 17, 2012 |access-date=January 11, 2009 |website=GameSpot}}</ref> these add humor, and they affect gameplay in certain games, such as improving the strength of other attacks.<ref>{{cite web |author=Rose, Martyn |title=Designing Kung-Fu Chaos, Part 3 |url=http://www.xbox.com/en-US/games/k/kungfuchaos/themakers5.htm |archive-url=https://web.archive.org/web/20081205175426/http://www.xbox.com/en-US/games/k/kungfuchaos/themakers5.htm |archive-date=December 5, 2008 |access-date=January 11, 2009 |publisher=Xbox.com}}</ref> Some characters have unusual taunts, like [[Dan Hibiki]] from ''[[Street Fighter Alpha]]''.<ref>{{cite web |title=Top 20 Street Fighter Characters of All Time |url=http://www.gamedaily.com/articles/galleries/top-20-street-fighter-characters-of-all-time/?page=3 |archive-url=https://web.archive.org/web/20090301120425/http://www.gamedaily.com/articles/galleries/top-20-street-fighter-characters-of-all-time/?page=3 |archive-date=March 1, 2009 |access-date=January 11, 2009 |publisher=[[GameDaily]]}}</ref><ref>{{cite web |title=Top 25 Most Bizarre Fighting Characters |url=http://www.gamedaily.com/articles/galleries/top-25-most-bizarre-fighting-characters/?page=24 |archive-url=https://web.archive.org/web/20090206220705/http://www.gamedaily.com/articles/galleries/top-25-most-bizarre-fighting-characters/?page=24 |archive-date=February 6, 2009 |access-date=January 11, 2009 |publisher=[[GameDaily]]}}</ref> Combos that chain several attacks are fundamental to the genre since ''Street Fighter II'' (1991).<ref name="Edge Street Fighter II">{{cite magazine |year=2003 |title=The making of ''Street Fighter II'' |magazine=Edge Presents Retro |issue='The Making of...' Special |quote=[Combos] became the base for future fighting titles}}</ref> Most fighting games display a "combo meter" of 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, requiring excellent memory and timing.<ref name="fundamentals" /> ====Counterplay==== Predicting opponents' moves and counter-attacking, known as "countering", is a common element of [[gameplay]].<ref name="xboxguide">{{cite web | author = Treit, Ryan | url = http://www.xbox.com/en-US/games/tips/noviceguides/fighting.htm | archive-url = https://web.archive.org/web/20090515013224/http://www.xbox.com/en-US/games/tips/noviceguides/fighting.htm | archive-date = May 15, 2009 | title = Novice Guides: Fighting | publisher = Xbox.com | access-date = January 15, 2009 }}</ref> Fighting games emphasize the height of blows, ranging from low to jumping attacks.<ref name="essential50">{{cite web|url=http://www.1up.com/features/essential-50-street-fighter-ii |archive-url=https://archive.today/20120720141819/http://www.1up.com/features/essential-50-street-fighter-ii |url-status=dead |archive-date=July 20, 2012 |title=The Essential 50: 32. Street Fighter II |publisher=1UP |access-date=January 15, 2009 }}</ref><ref>{{cite web | author = Ekberg, Brian | url = http://uk.gamespot.com/ds/action/k1worldgp/news.html?sid=6179720&mode=previews&tag=result;title;0 | title = TGS '07: K-1 World Grand Prix Hands-On | website = GameSpot | date = September 22, 2007 | access-date = January 15, 2009 | url-status = dead | archive-url = https://archive.today/20120715174733/http://uk.gamespot.com/ds/action/k1worldgp/news.html?sid=6179720&mode=previews&tag=result;title;0 | archive-date = July 15, 2012 }}</ref> Thus, strategy requires predicting adversarial moves, similar to [[Rock paper scissors|rock–paper–scissors]].<ref name="fundamentals" /> In addition to blows, players can utilize [[Throw (grappling)|throwing]] or grappling to circumvent blocks. Most fighting games allow 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 (franchise)|Dead or Alive]]'', have a unique button for throws and takedowns. Projectiles are primarily in 2D fighting games, like the [[Hadouken]] in ''Street Fighter''. Projectiles can simply inflict damage, or can maneuver opponents into disadvantageous positions.
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