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We all thought that making a list of the best fighting games of all time would be violent. Samuel was immediately spewing out frame data like some sort of holy scripture. Joe was passionately defending Sega’s 3D approach while also discrediting every single thing that Capcom has done since 1991. Marcus began calculating the frames of recovery from hits on his phone. Elena was demanding we recognise the superior design philosophy of SNK’s fighting games. David said that mainstream popularity is far more important than technical precision. John was advocating for obscure gems that no one else remembered playing.

We fought over this topic for three weeks. Samuel actually had to threaten to leave our group chat twice. Joe accused Elena of being biased towards anything that was more complicated. MARCUS was constantly correcting people’s terminology until we muted him. David brought up sales figures that none of us wanted to know. John refused to stop promoting underdogs that were worthy of recognition. We almost cancelled the whole project.

Eventually, we established criteria that worked for everybody – although it was not a perfect solution: technical innovation, lasting influence, competitive depth, and sheer entertainment value. We weighed “arcade authenticity” very heavily because fighting games are supposed to be in arcades; even if the majority of us played them on a console. We looked at how games felt to both new and veteran players. We discussed whether broken mechanics were features or bugs. We spent forever debating which was superior: 2D or 3D.

Fighting games represent gaming in its most purest form. Take away the story modes, unlock systems, and all of the cosmetic stuff. What you are left with is the ultimate question: can you interpret your opponent’s actions, and then react quicker than he/she can adjust to your reaction? The greatest fighting games create moments of absolute clarity where a player’s muscle memory, tactical thinking, and psychological manipulation come together to create something akin to art.

These games developed the culture of arcades, created the basis for competitive gaming, and formed communities that have lasted for decades. These games also demonstrated that simple concepts executed flawlessly are greater than complex systems executed poorly. Also, these games demonstrated that the most effective multiplayer experience comes from providing players with tools, and allowing them to find possible strategies that developers did not intend.

Quick Rankings

1. Street Fighter II Turbo – The first game to develop the basic fighting game mechanics.
2. Tekken 3 – The first 3D fighting game to prove that 2D fighters were not the only ones that could be deep.
3. King of Fighters ’98 – A true masterpiece by SNK that perfected the concept of team-based fighting.
4. Virtua Fighter 2 – The 3D fighter that proved that 3D fighting games could be technically proficient.
5. Soul Calibur – The 3D fighting game that justified the purchase of expensive hardware.
6. Marvel vs Capcom – A chaotic crossover that broke every single rule that fighting games had previously established.
7. Mortal Kombat II – The first game to bring mainstream acceptance to the fighting genre through its graphic violence.
8. King of Fighters ’98 – Elena’s selection that deserved to be ranked as number two.
9. Power Stone – An arena fighting game that nobody played, but everyone should have played.
10. Virtua Fighter 2 – Joe’s passionate defence of Sega’s innovative ideas.

1. Street Fighter II Turbo (1993)

Genre Fighting Game
Developer Capcom

Street Fighter II Turbo tops the list due to its development of everything that continues to define the fighting game genre today. Capcom took their groundbreaking original and perfected it to the point that every system in the game works exactly as it should. It wasn’t iteration – it was perfection of form.

What makes it untouchable: The six-button layout that became the standard for all subsequent 2D fighters, the exact spacing of characters that rewards patience over button mashing, and the roster of characters where each character is uniquely playable yet perfectly balanced against the other characters. Ryu’s fireballs establish the foundational zoning game that every projectile character has since referenced. Ken’s aggressive rush down establishes the offensive pressure that continues to influence modern fighting games. Chun-Li’s speed demonstrates how mobility can overcome brute force. The inputs for special moves that require practice but ultimately feel natural to learn.

Is it still good today? Yes. Modern fighting games continue to use Street Fighter II’s core systems as nothing has been improved upon by Capcom. The six-button layout remains the best for 2D fighters. The quarter circle motions feel perfect. The spacing of characters creates a consistent reward for skill over luck.

Read Samuel’s review of Street Fighter II Turbo and how it made controllers fear for their lives →

2. Tekken 3 (1998)

Genre 3D Fighting Game
Developer Namco

Tekken 3 proved that 3D fighting games could be as deep as 2D fighting games and provide something truly unique to the genre. Namco realised that three dimensions provided more than just prettier graphics – it provided entirely new ways of tactically manoeuvring.

What makes it untouchable: The side-stepping mechanic that allows players to move in three dimensions in a way that adds to positioning battles in a way that traditional 2D fighters cannot. The juggling system that rewards creative combos without turning into an endless mess. The character movesets that feel like actual martial arts instead of random button presses. Jin’s traditional karate moves connect to real fighting techniques. King’s wrestling throws require timing and setup rather than simply remembering the sequence of buttons to press. The PlayStation conversion that allowed for arcade-quality gameplay at home with zero compromises.

Does it still hold up? The core systems are still solidly great – the graphics are extremely dated, however. The movement system still feels much more natural than many of the modern 3D fighters. Combos still require strategy and timing and not simply memorising the sequence. While the character designs may seem old-fashioned, the underlying systems of the game work perfectly.

Read Samuel’s argument for why Tekken 3 proved 3D could compete with 2D →

3. King of Fighters ’98 (1998)

Genre Team Fighting Game
Developer SNK

King of Fighters ’98 is SNK’s magnum opus, refining the team-based fighting game format that nobody else has been able to equal. This was SNK demonstrating to Capcom how to improve fighting games beyond one-on-one combat.

What makes it untouchable: The three-character team system that creates a layer of strategic depth beyond the individual matchup, requiring players to think about team composition, character order, and resource management over the course of multiple matches. The rolling mechanic that gives players additional defensive options without making the game overly defensive. The super metre system that builds as the team progresses, creating momentum that can turn the tide of a match. The sprites for the characters are some of the most beautiful in 2D fighting history. The balance of the rosters ensures that every character is viable while maintaining their own playstyle.

Does it still hold up? The team system is unmatched in terms of strategic depth. Modern team fighters such as Marvel vs Capcom provide chaos, but KOF ’98 offers tactical complexity. The graphics held up remarkably well, since sprite art does not go out of style in the same manner as early 3D graphics. The controls still feel precise and responsive on modern hardware.

Read Elena’s praise for how SNK perfected the team fighter formula →

4. Virtua Fighter 2 (1995)

Genre 3D Fighting Game
Developer Sega AM2

Virtua Fighter 2 showed that 3D fighting games were legitimate competitors to 2D fighting classics. Sega AM2 showed that polygons could accurately convey the feeling of weight and impact of punches and kicks.

What makes it untouchable: The fighting system that is grounded in actual martial arts theory – where timing and positioning matter more than memorised combos. The throw system that requires reading opponents rather than just rapidly pressing buttons. Character movesets that reflect authentic fighting styles, resulting in each character feeling like a representation of a legitimate martial arts discipline. Jin’s karate moves are based on actual karate techniques. King’s wrestling throws require timing and preparation rather than just knowing the sequence of buttons to enter the throw. The graphics of Virtua Fighter 2 were some of the first examples of what dedicated 3D hardware could accomplish when pushed to the limit.

Does it still hold up? The base systems are still highly advanced and rewarding. Those that dismiss it as too simple miss the layer of depth that develops from the seemingly basic systems. The realistic approach to fighting feels refreshing in comparison to modern fighters filled with supernatural powers. The graphics are certainly outdated, but the quality of the animations is still impressive today.

Read MARCUS’s evaluation of how Virtua Fighter 2 proved that polygons could compete →

5. Soul Calibur (1999)

Genre 3D Weapon Fighting Game
Developer Namco

Soul Calibur demonstrated that weapons-based fighting could be accomplished in three dimensions and showed off the capabilities of the Dreamcast perfectly. Namco produced a game that felt like a choreographed sword fight, rather than mindless button smashing.

What makes it untouchable: The weapon-based combat system that makes each character’s fighting style unique based on the type of weapon they use, creating a wide variety of matchups that feel like entirely separate games. The eight-way running system that provides true 3D movement around opponents. Graphics that are still visually impressive today because of the focus on style over raw polygon counts. The impact system that makes every hit feel significant through exceptional animation and sound effects.

Does it still hold up? The core systems of Soul Calibur have aged amazingly well. The graphics have aged better than most early 3D games because of the focus on visual style. The weapon-based system still feels unique compared to the rest of the fighting game genre. Some of the character designs appear dated, but the core gameplay remains enjoyable.

Read Samuel’s argument for why Soul Calibur justified purchasing expensive hardware →

6. Marvel vs Capcom (1999)

Genre Crossover Fighting Game
Developer Capcom

The assist system that made tag-team combos impossible in other fighters enabled endless combination opportunities to keep every fight unpredictable. The super metre system that encouraged aggressive gameplay through spectacular special moves created an environment where players had to be constantly on their toes to succeed. The ability to blend Capcom’s classic fighters with Marvel heroes was also brilliant, and the fast-paced gameplay made every match a thrilling highlight reel rather than a careful tactical battle.

While the core systems are still entertaining, with time, the lack of balance between characters becomes more evident. The graphics have held up surprisingly well due to the nature of sprite art, which is not bound by the limitations of the hardware used to create them.

Competitive players may find it frustratingly unbalanced, while casual players will enjoy the unpredictability of the game.

Read Samuel’s look at the crossover fighter that created infinite chaos →

7. Mortal Kombat II (1994)

Genre Fighting Game
Developer Midway

Mortal Kombat II showed that you can combine legitimate quality with controversy. Midway took the violent concept of the first game and developed it into a fighting game that was both spectacular and seriously challenging, creating the model for mature-rated games.

The Fatality system that made the ending of every match potentially spectacular and memorable beyond simply a victory screen was genius. The digitised sprite artwork that created realistic weight and presence for each fighter that would not have been possible with cartoon-style artwork was amazing. The block button system that felt different from all other fighting games without being inferior was clever. And the mythology that turned the fighters into real people rather than just archetypes was brilliant.

The violence may seem quaint now compared to modern video games, but the fighting system itself works extremely well. The block button system still polarises players, however it adds great depth to the strategy of the game. And although the graphics are obviously outdated, the character designs are still iconic.

Some mechanics feel clumsy, however the overall experience of Mortal Kombat II is still entertaining.

Read David’s look at the arcade fighting game that made violence mainstream →

8. King of Fighters ’98 (1998)

Genre Team Fighting Game
Developer SNK

Yes, King of Fighters ’98 shows up twice here; John advocated for its inclusion, and Elena loved it just as much. Because we couldn’t decide between their views, we decided to include both. This represents the pinnacle of SNK’s team fighting concept.

The perfect balance of individual character strengths and team synergy to create strategic depth that rewards both tactical thinking and individual skill was brilliant. The advanced mode that provided multiple options for using the super metres was genius. The roster of characters included fighters from all of the major SNK franchises without feeling forced, which was a huge achievement. And the sprites were so well animated that they represent the peak of visual quality for traditional 2D fighting games.

Even more so than before, modern fighting games rarely attempt to match the level of strategic complexity that King of Fighters ’98 achieved. The team system creates a level of strategy that no single-character fighting game can match. The graphics remain beautiful because excellent sprites don’t age. The learning curve is steep, but the reward justifies the investment.

Read John’s appreciation of SNK’s team fighter that perfected the formula →

9. Power Stone (2000)

Genre 3D Arena Fighting Game
Developer Capcom

Power Stone earns an honourable mention due to its ability to do something entirely different than any other traditional fighting game and succeed with flying colours. Capcom created arena combat that felt like playing with action figures in the best possible way.

The fully 3D arenas that encouraged players to move around and interact with their environment rather than simply staying still were revolutionary. The weapon system that distributed interactive objects throughout levels making stage knowledge as important as character knowledge was incredible. The power-up system that could completely change the dynamics of a match when players collected enough Power Stones was amazing. And the four player support that created unbelievable amounts of chaos impossible in one-on-one fighting games was unbeatable.

The concept remains unique and entertaining today. Modern arena fighting games are more complex, however less pure than Power Stone’s approach. The graphics have held up reasonably well given how early it was released in 3D. The simple controls make it accessible while the environmental interactions provide a great deal of depth. It deserves recognition as a worthy alternative to traditional fighting games.

Read John’s case for the 3D fighting game that nobody remembers but should →

10. Virtua Fighter 2 (1995)

Genre 3D Fighting Game
Developer Sega AM2

Virtua Fighter 2 appears again here due to Joe’s passionate defence of why it deserved to be included separately. He wanted us to recognise his focus on Sega’s technical innovation as worthy of being considered alongside MARCUS’s analysis.

The precise hit detection that made every attack feel meaningful rather than random was brilliant. The defensive options that rewarded skilled players without making matches boring were great. The character balance that avoided cheap tactics yet maintained distinct playstyles was brilliant. The hardware showcase that proved dedicated arcade boards could produce experiences that would not have been possible on home consoles was mind-blowing.

The realistic approach to fighting games feels timeless compared to flashier competitors. The focus on fundamentals rather than complex systems creates a lasting appeal. Modern players may find it too subtle initially, however the depth emerges with practice. It set the stage for the principles of 3D fighting games that are still valid today.

Read Joe’s passionate argument for Sega’s polygon-based innovation →

Almost Made the Cut

Street Fighter III: Third Strike – MARCUS advocated endlessly for the parry system and the deep technical play of Street Fighter III: Third Strike. The animation quality surpassed every other 2D fighter, but the limited roster hurt its mainstream popularity.

Fatal Fury Special – Joe championed SNK’s plane-shifting mechanics and Terry Bogard’s iconic moves. The two-plane system created tactical options that no other fighter successfully replicated.

Guilty Gear XX – Elena fought for Guilty Gear XX’s deep systems and incredible sprite animation. The Roman Cancel system added a layer of complexity that rewarded dedicated players, however the learning curve deterred casual play.

Dead or Alive 2 – Samuel loved Dead or Alive 2’s counter system and impressive graphics. The environmental interactions were innovative, however some dismissed them as style over substance.

Darkstalkers 3 – John advocated for Capcom’s horror-themed classic that significantly influenced the design of fighting games. The unique characters and animation quality deserved recognition, however the limited arcade distribution hurt its impact.

We argued about each and every choice. Joe said any list that did not include more Sega representation was automatically flawed. MARCUS demanded frame-perfect analysis of each ranking decision. Elena fought for greater recognition of SNK beyond King of Fighters. David wanted more consideration for cultural impact rather than just mechanical innovation. John championed forgotten gems that deserved rediscovery. Samuel continued calculating damage scaling formulas that nobody else understood.

Our debates never really ended. We just stopped arguing long enough to publish something. Your favourite probably got left off, and we’re ready for the angry comments explaining why we’re totally wrong about everything. The beauty of fighting games is that everyone has passionate opinions backed by hundreds of hours of practice. These games created communities that lasted decades exactly because they reward dedication and inspire endless discussion of what makes competition exciting.


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