Summary

Fighting gameshave become increasingly popular over the years, reaching record highs in some cases, attracting newer and younger audiences who are excited to learn about the genre for the first time and begin their climb up the ranked ladder. It brings a tear to our eye.

And while part of that is due tofighting games being inherently fun to playand improve at, the other part is likely due to the new and very attractive mechanics that can make even the most anti-fighting-game player interested in checking them out.

Seth activating Celestial Vorpal against Yuzuriha in Under Night In-Birth II Sys:Celes.

Under Night In-Birth’s unique GRD system is already extremely cool and rewarding, which got even better in Under Night In-Birth II Sys:Celes with the Celestial Vorpal mechanic, allowing a player to take over the entire GRD Gauge if they have six or more nodes filled out.

In this state, their attacks deal 20 percent more damage, and they build super meter substantially faster when using Chain Shift, allowing them to be super aggressive. We love this system because it encourages you to play smart and defensively until you can activate Celestial Vorpal, at which point you can then cut loose!

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Being based on the great Marvel vs. Capcom 2,Skullgirlsis a very intense and chaotic tag fighter that isn’t afraid to get down and dirty. However, even this game has limits, and one of them comes via its Infinite Protection System, which prevents players from executing Infinites.

Look, tag fighters are always good fun, but being trapped in an infinite, no matter how skillful it is to pull off, isn’t the best, nor should it be encouraged (looking at you, Hunter x Hunter: Nen Impact). Having a system that automatically ends combos is healthy for the game overall!

Peacock unleashing a monstrous combo on Parasoul in Skullgirls 2nd Encore.

Okay, hear us out,we also aren’t super thrilledwith the overall direction ofTekken 8at the moment either, but its Recoverable Gauge has lots of potential, especially when it comes from juggle combos, as it allows you to fight your way back into the match with smart decisions.

While taking chip damage from guarding is annoying, we love the general concept here and believe it has a place in Tekken if they can fix the other issues. Nothing is more hype than reading your opponent like a book, landing a devastating combo, and gaining nearly all your grey health back!

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Similar systems have been implemented in other titles, butGranblue Fantasy Versus: Rising’s Brave Counter mechanic just feels good to do and can swing the match in your favor if executed smartly. Pressing Triangle+Circle/Y+B during a Block or Guard Crush will push your opponent back, allowing you to recover swiftly after.

Brave Counter also costs one Bravery Point, meaning it cannot be mindlessly spammed, especially if you need that resource for something else. It makes defense viable, but also risky, as your opponent can bait it out and punish you for being overly reliant on it. It’s a fun and clever system overall!

Leroy activating Heat and chipping King’s health, leaving Recoverable Gauge behind in Tekken 8.

Roman Cancels have been in Guilty Gear forever,but the newly implemented Blue Roman Cancel withGuilty Gear Striveis particularly fun to use. you’re able to only use it while in neutral, but can backdash as soon as you use it, allowing you to use it as a way to force your opponent to whiff an attack.

Furthermore, you can use it as a way to create mix-ups, as you can execute your traditional attack strings, then toss in a BRC to slow time and throw a curveball in with a low or overhead, making it very versatile and strategic. Roman Cancels are great across the board, and this one fits right in!

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Yes, we know, the Drive Rush mechanic inStreet Fighter 6can be a bit overwhelming, but we just cannot get enough of it. It’s stylish, rewarding, and allows you to extend combos with ease and close the gap on your opponent after landing a well-timed parry.

Overall, we think some aspects need tweaking, but it’s a solid mechanic that rewards experimentation and execution. Hitting an opponent out of the air, launching them backward, and using Drive Rush to catch up to them and continue the combo is unbelievably satisfying!

Gran using his Brave Counter interrupt Katalina’s offense in Granblue Fantasy Versus: Rising.

Moon Drive is an excellent mechanic inMelty Blood: Type Lumina, essentially granting every character an install that enables super movement, allowing them to air dash twice, jump up to three times, and more.

It can even be used as a defensive tool, allowing you to use it as a reversal, while using the brief period the screen freezes to assess the situation and act accordingly. It’s a potent tool but costs lots of meter to use, so you must use it strategically if you want to get the most out of it!

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Lastly, we haveFatal Fury: City of the Wolves, featuring its innovative SPG system and mechanics. Being able to select where you want the SPG Gauge manually is an excellent idea, especially since it gives you slightly different bonuses where you decide to put it.

Gaining access to your character’s REV Blow while within your SPG Gauge is also a perfect way to gate off one of the game’s most potent attacks. If you have it at the front but get attacked first, you can no longer use it for the rest of the round. However, if you place it at the end, you can try utilizing it as a comeback mechanic to get back in the fight.It’s clever and rewarding!

Sol Badguy activating Blue Roman Cancel to slow time to react to Ky Kiske’s Foudre Arc in Guilty Gear Strive.

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