Summary

Modern fighting games boast significantly larger rosters than their 1990s predecessors, when the genre first gained popularity. With such a vast array of characters available, finding one that aligns with your preferred playstyle can feel overwhelming. However, understanding the archetypes within the genre can simplify this process.

Fighting game characters exhibit diverse movesets and attributes, yet many share common strategies with others. These characters typically fall into distinct archetypes, although some may blend elements from multiple archetypes. Most characters in fighting games can be categorized under one or two primary archetypes, helping players identify their strengths and playstyle preferences more easily.

Shang Tsung transformed into Rain in Mortal Kombat 3

Notable Characters

Shang Tsung, Twelve, Lowain, Valkenhayn

A rare but distinct archetype in fighting games is the morpher. These characters differ from everyone else in that they literally turn into other characters after certain conditions are met.

Usually, these characters are not practical for tournament play, butthey are still interesting and unique to play.For example, Shang Tsung fromMortal Kombatis one of the most iconic morphers. He is able to switch into any character on the roster after executing a special move command. Similarly, characters like Twelve from Street Fighter 3: Third Strike transform using a super move into whichever character their opponent is using.

Lei Wulong stance switch against Gon in Tekken 3

Gen, Maxi, Wei Wulong, Ms. Fortune

It’s challenging enough to learn the moves of one character in a fighting game, but there are characters that essentially function as two-for-one in terms of move sets. Stance characters offer different attributes and available moves depending on which stance you choose during combat, making them highly versatile and unpredictable, but also devastatingly difficult to master.

The command to switch stances is usually a moment of vulnerability for these characters, so masters of stance switching often execute switches seamlessly during combinations. Some fighting games feature characters with over ten different stances, such asTekken’s Wei Wulong.

Dio using The World in Jojos Bizarre Adventure

Zappa, Zato, Dio, Chaos

Puppeteers demonstrate the concept of “controlling two characters for the price of one” differently from stance switchers. They provide players with control over two distinct models simultaneously. Mastering puppeteer characters demands multitasking skills, attention to detail, and a high level of execution, which makes them one of the most challenging archetypes to play.

Once mastered, puppeteer characters wield devastating offensive abilities. The ability to switch between your active and inactive character grants control over a significant portion of the screen. Efficiently utilizing resources and attacks allows players to overwhelm opponents by alternating attacks between their two characters.

King throwing Paul in Tekken 3

Zangief, Potemkin, Clark Steel, King

The grappler archetype excels in close-range combat within the realm of fighting games. These characters are intentionally designed to be slower than average, offsetting this drawback with highly damaging special moves.

Lacking their own projectiles, grapplers like Zangief fromStreet Fighter, rely on techniques such as his iconic double lariat to close the gap between opponents. Their larger sprites make them susceptible to combos but grant them extended reach with their normal attacks.

Chang throwing a ball and chain at Max in The King of Fighters 2002

What sets grapplers apart and makes them formidable is their array of unblockable maneuvers with high priority. Executing these grappling techniques often demands more intricate command inputs compared to standard special moves. Moreover, grapplers typically boast higher health pools than other characters, appealing to players who favor a strategic blend of patience and aggression in gameplay.

Chang, Sentinel, Big Band, Kuma

Big Bodies are closely related to grapplers in fighting games, as many grappling characters are large and also possess long-range pokes. However, Big Bodies focus more on heavy mid-range attacks and guard-crushing strikes compared to grapplers.

While grapplers use the threat of their unblockable grappling maneuvers to prevent opponents from turtling, Big Bodies aim to keep their opponents in a defensive stance by pressuring them with powerful, long-range moves. Similar to grapplers, Big Bodies tend to be slower but compensate with higher health pools, allowing them to withstand more damage while delivering punishing strikes.

Ryu uses an haduken in Street Fighter 3 Second Impact

Ryu, Batsu, Ryo Sakazaki, Terry Bogard

The shoto archetype forms the foundation of many fighting games. The original shotos established were theiconic protagonists from the original Street Fighter, Ryu and Ken. Beginners often choose to learn a fighting game by starting with a character rooted in the shoto background.

Shotos are typically well-rounded characters with a strong projectile game. They pressure opponents with projectiles like the hadouken, aiming to force them into jumping to set up opportunities for punishment with anti-air moves such as the shoryuken. Additionally, most shotos possess a special move that travels across the screen, such as Ryu and Ken’s spinning kick.

Cable shooting Anakris in Marvel vs Capcom 2

Guile, Cable, Peacock, Athena

Zoners take the projectile element from shotos and amplify it tenfold. Their gameplay revolves around maintaining distance and overwhelming opponents with projectiles. These projectiles are often fast and numerous, or they attack from unexpected angles to trap opponents in corners.

What sets zoners apart from shotos is their lack of versatility in close-range combat. Shotos can hold their own in close quarters despite their projectile abilities, whereas zoners typically lack tools for close combat or have lower health pools. Consequently, zoners' moves are designed primarily for keeping opponents at bay. They aim to control the match by maintaining distance at all costs, whereas shotos tend to vary their strategies to keep opponents guessing.

Chip rushing down Giovanna in Guilty Gear  Strive

Magneto, Chip, Iori Yagami, Cammy

Similar to grapplers, rushdown characters strive to close the distance and engage their opponents up close at all costs. However, their approach and attributes distinguish them from grapplers. Rushdown characters rely on their speed to quickly close the gap, often sacrificing robust special moves and health in comparison to grapplers.

In many fighting games, rushdown characters require precise execution. Their high speed and focus on combos make them adept at juggling and linking damaging sequences against opponents. Typically characterized as “glass cannons,” rushdown characters possess few defensive options and must continually pressure their opponents to remain competitive.

Karen backfisting Rashid in Street Fighter 5

Chun-Li, Karin, Vega

Footsies characters excel in mid-range combat, focusing on precise, long-reaching poking attacks rather than relying on projectiles or close-range rushes. Positioned within footsie range, these fighters use the effectiveness of their normal attacks over special moves, often leveraging high-priority moves to dominate neutral exchanges.

After knocking down opponents, footsies characters showcase their versatility with a plethora of options. This unpredictability pressures opponents into making costly mistakes when they resort to desperate measures. Footsies characters appeal to players who prioritize strategic positioning and aim to assert dominance in neutral play.