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|| ''VideoGame/BlazBlueCrossTagBattle'' (2018) || ''VideoGame/SuperSmashBrosUltimate'' (2018) || MassiveMultiplayerCrossover fighting games released six months from each other that are easy to pick up and play. || ''BBTAG'' is a 2v2 tag-team fighter featuring characters from seven different franchises: ''VideoGame/{{Blazblue}}'', ''VideoGame/Persona4'', ''VideoGame/UnderNightInBirth'', ''WebAnimation/{{RWBY}}'', ''VideoGame/ArcanaHeart'', ''VideoGame/SenranKagura'', and ''VideoGame/AkatsukiBlitzkampf''. ''Ultimate'' is more or less a PlatformFighter [[DreamMatchGame reuniting all the first- and third-party franchises represented]] in the ''VideoGame/SuperSmashBros'' series with four more universes added later on: ''VideoGame/Persona5'' (ironically enough), ''VideoGame/DragonQuest'', ''VideoGame/BanjoKazooie'', ''VideoGame/FatalFury'', ''VideoGame/{{Minecraft}}'', ''VideoGame/{{Tekken}}'', and ''VideoGame/KingdomHearts''. On a more somber note, both games were influenced by two different creators that died the same year in 2015, as ''BBTAG'' had ''RWBY'' creator Creator/MontyOum, who was a fan of ''[=BlazBlue=]'', passed away on February that year (Team RWBY and later representatives of the series were added as tribute) while ''Ultimate'' was the final request given to Creator/MasahiroSakurai by former Nintendo president Creator/SatoruIwata, though Iwata had a much longer impact on people worldwide than Oum. || ''Cross Tag Battle'', despite positive reviews, was marred at launch due to Creator/ArcSystemWorks' decision to lock half of the starting roster as DLC (though the remaining ''RWBY'' characters were free) causing poor sales at launch. ''Ultimate'' on the other hand was praised for the novelty of [[TheBusCameBack EVERYONE IS HERE!]], thus reuniting all the characters that were dropped between the last ''Smash'' games. ''Ultimate'' [[{{Pun}} ultimately]] won this duel, with 17 million copies sold worldwide making it the highest selling fighting game of all time, a feat ''Cross Tag Battle'' failed to accomplish. ||

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|| ''VideoGame/BlazBlueCrossTagBattle'' (2018) || ''VideoGame/SuperSmashBrosUltimate'' (2018) || MassiveMultiplayerCrossover fighting games released six months from each other that are easy to pick up and play. || ''BBTAG'' is a 2v2 tag-team fighter featuring characters from seven different franchises: ''VideoGame/{{Blazblue}}'', ''VideoGame/Persona4'', ''VideoGame/UnderNightInBirth'', ''WebAnimation/{{RWBY}}'', ''VideoGame/ArcanaHeart'', ''VideoGame/SenranKagura'', and ''VideoGame/AkatsukiBlitzkampf''. ''Ultimate'' is more or less a PlatformFighter [[DreamMatchGame reuniting all the first- and third-party franchises represented]] in the ''VideoGame/SuperSmashBros'' series with four more universes added later on: ''VideoGame/Persona5'' (ironically enough), ''VideoGame/DragonQuest'', ''VideoGame/BanjoKazooie'', ''VideoGame/FatalFury'', ''VideoGame/{{Minecraft}}'', ''VideoGame/{{Tekken}}'', and ''VideoGame/KingdomHearts''.''Franchise/KingdomHearts''. On a more somber note, both games were influenced by two different creators that died the same year in 2015, as ''BBTAG'' had ''RWBY'' creator Creator/MontyOum, who was a fan of ''[=BlazBlue=]'', passed away on February that year (Team RWBY and later representatives of the series were added as tribute) while ''Ultimate'' was the final request given to Creator/MasahiroSakurai by former Nintendo president Creator/SatoruIwata, though Iwata had a much longer impact on people worldwide than Oum. || ''Cross Tag Battle'', despite positive reviews, was marred at launch due to Creator/ArcSystemWorks' decision to lock half of the starting roster as DLC (though the remaining ''RWBY'' characters were free) causing poor sales at launch. ''Ultimate'' on the other hand was praised for the novelty of [[TheBusCameBack EVERYONE IS HERE!]], thus reuniting all the characters that were dropped between the last ''Smash'' games. ''Ultimate'' [[{{Pun}} ultimately]] won this duel, with 17 million copies sold worldwide making it the highest selling fighting game of all time, a feat ''Cross Tag Battle'' failed to accomplish. ||

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|| ''VideoGame/CapcomFightingEvolution'' (2004) || ''VideoGame/NeoGeoBattleColiseum'' (2005) || 2D fighting games that were made by their respective companies, Capcom and SNK, as their own respective {{Spiritual Successor}}s to the Capcom Vs SNK crossovers (and in the the case of the former, ''VideoGame/CapcomVs'' series more generally) in which the respective companies crossover their own respective franchises. || CFE features one on one fights while the latter features tag team fights done in a manner similar to SNK's own [[VideoGame/FuunSeries Kizuna Encounter]]. CFE focuses exclusively on certain fighting games (''Street Fighter II'', ''Street Fighter Alpha'', ''Street Fighter III'', ''VideoGame/{{Darkstalkers}}'', and ''VideoGame/RedEarth'' while NGBC features characters from a broad part of SNK's catalogue including those not of the fighting game genre such as ''VideoGame/MetalSlug''. In addition, each game also features some OriginalGeneration characters on their respective rosters, those being Ingrid for the former and Yuki and Ai in the latter. || ''[=NeoGeo=] Battle Coliseum'' takes the edge. Though NGBC is no critical darling by any stretch of the imagination, it is far more difficult to find any critics who have anything good to say about ''Capcom Fighting Evolution''. The fact that characters in ''CFE'' retain their respective mechanics from their original games (thus characters originating from ''Street Fighter II'' are at a disadvantage to those representing ''Street Fighter Alpha'' and ''Street Fighter III'' who have defensive maneuvers such as air guards, rolls or dashes, parries, custom combos, double meters, and other features) whereas ''NGBC'' features a fairly standardized set of mechanics contributes to this difference of critical reception. ||



|| ''VideoGame/BlazBlueCrossTagBattle'' (2018) || ''VideoGame/SuperSmashBrosUltimate'' (2018) || MassiveMultiplayerCrossover fighting games released six months from each other that are easy to pick up and play. || ''BBTAG'' is a 2v2 tag-team fighter featuring characters from seven different franchises: ''VideoGame/{{Blazblue}}'', ''VideoGame/Persona4'', ''VideoGame/UnderNightInBirth'', ''WebAnimation/{{RWBY}}'', ''VideoGame/ArcanaHeart'', ''VideoGame/SenranKagura'', and ''VideoGame/AkatsukiBlitzkampf''. ''Ultimate'' is more or less a PlatformFighter [[DreamMatchGame reuniting all the first- and third-party franchises represented]] in the ''VideoGame/SuperSmashBros'' series with four more universes added later on: ''VideoGame/Persona5'' (ironically enough), ''VideoGame/DragonQuest'', ''VideoGame/BanjoKazooie'', and ''VideoGame/FatalFury''. On a more somber note, both games were influenced by two different creators that died the same year in 2015, as ''BBTAG'' had ''RWBY'' creator Creator/MontyOum, who was a fan of ''[=BlazBlue=]'', passed away on February that year (Team RWBY and later representatives of the series were added as tribute) while ''Ultimate'' was the final request given to Creator/MasahiroSakurai by former Nintendo president Creator/SatoruIwata, though Iwata had a much longer impact on people worldwide than Oum. || ''Cross Tag Battle'', despite positive reviews, was marred at launch due to Creator/ArcSystemWorks' decision to lock half of the starting roster as DLC (though the remaining ''RWBY'' characters were free) causing poor sales at launch. ''Ultimate'' on the other hand was praised for the novelty of [[TheBusCameBack EVERYONE IS HERE!]], thus reuniting all the characters that were dropped between the last ''Smash'' games. ''Ultimate'' [[{{Pun}} ultimately]] won this duel, with 17 million copies sold worldwide making it the highest selling fighting game of all time, a feat ''Cross Tag Battle'' failed to accomplish. ||

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|| ''VideoGame/BlazBlueCrossTagBattle'' (2018) || ''VideoGame/SuperSmashBrosUltimate'' (2018) || MassiveMultiplayerCrossover fighting games released six months from each other that are easy to pick up and play. || ''BBTAG'' is a 2v2 tag-team fighter featuring characters from seven different franchises: ''VideoGame/{{Blazblue}}'', ''VideoGame/Persona4'', ''VideoGame/UnderNightInBirth'', ''WebAnimation/{{RWBY}}'', ''VideoGame/ArcanaHeart'', ''VideoGame/SenranKagura'', and ''VideoGame/AkatsukiBlitzkampf''. ''Ultimate'' is more or less a PlatformFighter [[DreamMatchGame reuniting all the first- and third-party franchises represented]] in the ''VideoGame/SuperSmashBros'' series with four more universes added later on: ''VideoGame/Persona5'' (ironically enough), ''VideoGame/DragonQuest'', ''VideoGame/BanjoKazooie'', ''VideoGame/FatalFury'', ''VideoGame/{{Minecraft}}'', ''VideoGame/{{Tekken}}'', and ''VideoGame/FatalFury''.''VideoGame/KingdomHearts''. On a more somber note, both games were influenced by two different creators that died the same year in 2015, as ''BBTAG'' had ''RWBY'' creator Creator/MontyOum, who was a fan of ''[=BlazBlue=]'', passed away on February that year (Team RWBY and later representatives of the series were added as tribute) while ''Ultimate'' was the final request given to Creator/MasahiroSakurai by former Nintendo president Creator/SatoruIwata, though Iwata had a much longer impact on people worldwide than Oum. || ''Cross Tag Battle'', despite positive reviews, was marred at launch due to Creator/ArcSystemWorks' decision to lock half of the starting roster as DLC (though the remaining ''RWBY'' characters were free) causing poor sales at launch. ''Ultimate'' on the other hand was praised for the novelty of [[TheBusCameBack EVERYONE IS HERE!]], thus reuniting all the characters that were dropped between the last ''Smash'' games. ''Ultimate'' [[{{Pun}} ultimately]] won this duel, with 17 million copies sold worldwide making it the highest selling fighting game of all time, a feat ''Cross Tag Battle'' failed to accomplish. ||



|| ''VideoGame/SamuraiShodown'' (2019) || ''VideoGame/GranblueFantasyVersus'' (2019) || 2D fighting games that return to a more classically grounded style with high damage, stricter movement and shorter combos compared to the "anime" fighting games that have dominated the genre since the late 2000s. || || Both games were well received; however, they also fell victim to the [[UsefulNotes/COVID19Pandemic COVID-19 Pandemic]]. ''Samurai Shodown'' was released in mid-2019, which allowed the game to have some offline tourney presence while being available to everyone. ''Granblue Fantasy Versus'' was released in mid-March 2020, a time when measures against the pandemic started appearing, cutting off potential offline tourney presence for the game. Compounded with both games providing a lacking online experience, the drive for both games eventually shrank; with more public attention shifting towards ''[[VideoGame/TheKingOfFighters The King of Fighters XV]]'', ''[[VideoGame/GuiltyGear Guilty Gear -STRIVE-]]'', and ''[[VideoGame/DungeonFighterOnline DNF Duel]]'' instead, only keeping attention by their DLC releases. ||
|| ''VideoGame/CapcomFightingEvolution'' (2004) || ''VideoGame/NeoGeoBattleColiseum'' (2005) || 2D fighting games that were made by their respective companies, Capcom and SNK, as their own respective {{Spiritual Successor}}s to the Capcom Vs SNK crossovers (and in the the case of the former, ''VideoGame/CapcomVs'' series more generally) in which the respective companies crossover their own respective franchises. ||CFE features one on one fights while the latter features tag team fights done in a manner similar to SNK's own [[VideoGame/FuunSeries Kizuna Encounter]]. CFE focuses exclusively on certain fightings games (''Street Fighter II'', ''Street Fighter Alpha'', ''Street Fighter III'', ''VideoGame/{{Darkstalkers}}'', and ''VideoGame/RedEarth'' while NGBC features characters from a broad part of SNK's catalogue including those not of the fighting game genre such as ''VideoGame/MetalSlug''. In addition, each game also features some OriginalGeneration characters on their respective rosters, those being Ingrid for the former and Yuki and Ai in the latter.|| ''NeoGeo Battle Coliseum'' takes the edge. Though NGBC is no critical darling by any stretch of the imagination, but it is far more difficult to find any critics who have anything good to say about ''Capcom Fighting Evolution''. The fact that characters in CFE retain their respective mechanics from their original games (thus characters originating from Street Fighter II are at a disadvantage to those representing Street Fighter Alpha and Street Fighter III who have defensive maneuvers such as air guards, rolls or dashes, parries, custom combos, double meters, and other features) whereas NGBC features a fairly standardized set of mechanics contributes to this difference of critical reception.||

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|| ''VideoGame/SamuraiShodown'' (2019) || ''VideoGame/GranblueFantasyVersus'' (2019) || 2D fighting games that return to a more classically grounded style with high damage, stricter movement and shorter combos compared to the "anime" fighting games that have dominated the genre since the late 2000s. || || Both games were well received; however, they also fell victim to the [[UsefulNotes/COVID19Pandemic COVID-19 Pandemic]]. ''Samurai Shodown'' was released in mid-2019, which allowed the game to have some offline tourney presence while being available to everyone. ''Granblue Fantasy Versus'' was released in mid-March 2020, a time when measures against the pandemic started appearing, cutting off potential offline tourney presence for the game. Compounded with both games providing a lacking online experience, the drive for both games eventually shrank; with more public attention shifting towards ''[[VideoGame/TheKingOfFighters The King of Fighters XV]]'', ''[[VideoGame/GuiltyGear Guilty Gear -STRIVE-]]'', and ''[[VideoGame/DungeonFighterOnline DNF Duel]]'' instead, and only keeping kept attention by through their DLC releases. ||
|| ''VideoGame/CapcomFightingEvolution'' (2004) || ''VideoGame/NeoGeoBattleColiseum'' (2005) || 2D fighting games that were made by their respective companies, Capcom and SNK, as their own respective {{Spiritual Successor}}s to the Capcom Vs SNK crossovers (and in the the case of the former, ''VideoGame/CapcomVs'' series more generally) in which the respective companies crossover their own respective franchises. ||CFE features one on one fights while the latter features tag team fights done in a manner similar to SNK's own [[VideoGame/FuunSeries Kizuna Encounter]]. CFE focuses exclusively on certain fightings games (''Street Fighter II'', ''Street Fighter Alpha'', ''Street Fighter III'', ''VideoGame/{{Darkstalkers}}'', and ''VideoGame/RedEarth'' while NGBC features characters from a broad part of SNK's catalogue including those not of the fighting game genre such as ''VideoGame/MetalSlug''. In addition, each game also features some OriginalGeneration characters on their respective rosters, those being Ingrid for the former and Yuki and Ai in the latter.|| ''NeoGeo Battle Coliseum'' takes the edge. Though NGBC is no critical darling by any stretch of the imagination, but it is far more difficult to find any critics who have anything good to say about ''Capcom Fighting Evolution''. The fact that characters in CFE retain their respective mechanics from their original games (thus characters originating from Street Fighter II are at a disadvantage to those representing Street Fighter Alpha and Street Fighter III who have defensive maneuvers such as air guards, rolls or dashes, parries, custom combos, double meters, and other features) whereas NGBC features a fairly standardized set of mechanics contributes to this difference of critical reception.
||
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|| ''VideoGame/CapcomFightingEvolution'' (2004) || ''VideoGame/NeoGeoBattleColiseum'' (2005) || 2D fighting games that were made by their respective companies, Capcom and SNK, as their own respective {{Spiritual Successor}}s to the Capcom Vs SNK crossovers (and in the the case of the former, ''VideoGame/CapcomVs'' series more generally) in which the respective companies crossover their own respective franchises. ||CFE features one on one fights while the latter features tag team fights done in a manner similar to SNK's own [[VideoGame/FuunSeries Kizuna Encounter]]. CFE focuses exclusively on certain fightings games (''Street Fighter II'', ''Street Fighter Alpha'', ''Street Fighter III'', ''VideoGame/{{Darkstalkers}}'', and ''VideoGame/RedEarth'' while NGBC features characters from a broad part of SNK's catalogue including those not of the fighting game genre such as ''VideoGame/MetalSlug''. In addition, each game also features some OriginalGeneration characters on their respective rosters, those being Ingrid for the former and Yuki and Ai in the latter.|| ''NeoGeo Battle Coliseum'' takes the edge. Though NGBC is no critical darling by any stretch of the imagination, but it is far more difficult to find any critics who have anything good to say about ''Capcom Fighting Evolution''. The fact that characters in CFE retain their respective mechanics from their original games (thus characters originating from Street Fighter II are at a disadvantage to those representing Street Fighter Alpha and Street Fighter III who have defensive maneuvers such as air guards, rolls or dashes, parries, custom combos, double meters, and other features) whereas NGBC features a fairly standardized set of mechanics contributes to this difference of critical reception.||

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|| ''VideoGame/CapcomFightingEvolution'' (2004) || ''VideoGame/NeoGeoBattleColiseum'' (2005) || 2D fighting games that were made by their respective companies, Capcom and SNK, as their own respective {{Spiritual Successor}}s to the Capcom Vs SNK crossovers (and in the the case of the former, ''VideoGame/CapcomVs'' series more generally) in which the respective companies crossover their own respective franchises. ||CFE features one on one fights while the latter features tag team fights done in a manner similar to SNK's own [[VideoGame/FuunSeries Kizuna Encounter]]. CFE focuses exclusively on certain fightings games (''Street Fighter II'', ''Street Fighter Alpha'', ''Street Fighter III'', ''VideoGame/{{Darkstalkers}}'', and ''VideoGame/RedEarth'' while NGBC features characters from a broad part of SNK's catalogue including those not of the fighting game genre such as ''VideoGame/MetalSlug''. In addition, each game also features some OriginalGeneration characters on their respective rosters, those being Ingrid for the former and Yuki and Ai in the latter.|| ''NeoGeo Battle Coliseum'' takes the edge. Though NGBC is no critical darling by any stretch of the imagination, but it is far more difficult to find any critics who have anything good to say about ''Capcom Fighting Evolution''. The fact that characters in CFE retain their respective mechanics from their original games (thus characters originating from Street Fighter II are at a disadvantage to those representing Street Fighter Alpha and Street Fighter III who have defensive maneuvers such as air guards, rolls or dashes, parries, custom combos, double meters, and other features) whereas NGBC features a fairly standardized set of mechanics contributes to this difference of critical reception.||
|| ''VideoGame/SuperSmashBrosUltimate'' (2018) || ''VideoGame/NickelodeonAllStarBrawl'' (2021) || The two biggest {{Platform Fighter}}s of UsefulNotes/TheNinthGenerationOfConsoleVideoGames, both of them also being {{Massive Multiplayer Crossover}}s. || The two games take different approaches to their design, with ''Super Smash Bros. Ultimate'' designed for as wide an audience as possible while ''Nickelodeon All-Star Brawl'' is aimed primarily at hardcore players, namely those who prefer the combo-based, high-execution style of ''VideoGame/SuperSmashBrosMelee''. Ludosity, creator of ''Nickelodeon All-Star Brawl'', deliberately cultivated this rivalry with its fans. By coincidence, the release of ''Nickelodeon All-Star Brawl'' was also the day of the reveal of the final character for ''Super Smash Bros. Ultimate'', [[Franchise/KingdomHearts Sora]], making that day a PassingTheTorch moment, of sorts. || Though ''Nickelodeon All-Star Brawl'' maintains a small but very dedicated base of players and sees appearances at fighting game tournaments, it has struggled to find an audience outside of it, despite the Nickelodeon branding, promotions by large retail chains, and release on many different platforms; while ''Super Smash Bros. Ultimate'' continues to be the juggernaut the series has proven itself to be since it debuted. That being said, the people at Ludosity are satisfied with the game's sales and critical reception, so in a sense, both games came out as winners in this one.
||
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|| ''VideoGame/CapcomFightingEvolution'' (2004) || ''VideoGame/NeoGeoBattleColiseum'' (2005) || 2D fighting games that were made by their respective companies, Capcom and SNK, as their own respective {{Spiritual Successor}}s to the Capcom Vs SNK crossovers (and in the the case of the former, ''VideoGame/CapcomVs'' series more generally) in which the respective companies crossover their own respective franchises. In addition, each game also features some OriginalGeneration characters on their respective rosters, those being Ingrid for the former and Yuki and Ai in the latter.||CFE features one on one fights while the latter features tag team fights done in a manner similar to SNK's own [[VideoGame/FuunSeries Kizuna Encounter]]. || ''NeoGeo Battle Coliseum'' takes the edge. Though NGBC is no critical darling by any stretch of the imagination, but it is far more difficult to find any critics who have anything good to say about ''Capcom Fighting Evolution''. The fact that characters in CFE retain their respective mechanics from their original games (thus characters originating from Street Fighter II are at a disadvantage to those representing Street Fighter Alpha and Street Fighter III who have defensive maneuvers such as air guards, rolls or dashes, parries, custom combos, double meters, and other features) whereas NGBC features a fairly standardized set of mechanics contributes to this difference of critical reception.||

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|| ''VideoGame/CapcomFightingEvolution'' (2004) || ''VideoGame/NeoGeoBattleColiseum'' (2005) || 2D fighting games that were made by their respective companies, Capcom and SNK, as their own respective {{Spiritual Successor}}s to the Capcom Vs SNK crossovers (and in the the case of the former, ''VideoGame/CapcomVs'' series more generally) in which the respective companies crossover their own respective franchises. ||CFE features one on one fights while the latter features tag team fights done in a manner similar to SNK's own [[VideoGame/FuunSeries Kizuna Encounter]]. CFE focuses exclusively on certain fightings games (''Street Fighter II'', ''Street Fighter Alpha'', ''Street Fighter III'', ''VideoGame/{{Darkstalkers}}'', and ''VideoGame/RedEarth'' while NGBC features characters from a broad part of SNK's catalogue including those not of the fighting game genre such as ''VideoGame/MetalSlug''. In addition, each game also features some OriginalGeneration characters on their respective rosters, those being Ingrid for the former and Yuki and Ai in the latter.||CFE features one on one fights while the latter features tag team fights done in a manner similar to SNK's own [[VideoGame/FuunSeries Kizuna Encounter]]. || ''NeoGeo Battle Coliseum'' takes the edge. Though NGBC is no critical darling by any stretch of the imagination, but it is far more difficult to find any critics who have anything good to say about ''Capcom Fighting Evolution''. The fact that characters in CFE retain their respective mechanics from their original games (thus characters originating from Street Fighter II are at a disadvantage to those representing Street Fighter Alpha and Street Fighter III who have defensive maneuvers such as air guards, rolls or dashes, parries, custom combos, double meters, and other features) whereas NGBC features a fairly standardized set of mechanics contributes to this difference of critical reception.||
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''VideoGame/DeadOrAlive'' (1996) || 3D {{Fighting Game}}s with an emphasis on realistic martial arts styles || ''Virtua Fighter'', like ''Street Fighter'', is considered the UrExample of 3D fighters and most games made after it deliberately ape it. ''Tekken'' combined ''VF''[='s=] realistic gameplay with a ''Street Fighter''-like cast of misfits. ''VideoGame/DeadOrAlive'' took ''VF''[='s=] gameplay, added a strange exploding arena gimmick called the "Danger Zone" in addition to traditional {{Ring Out}}s (which would be replaced by [[FreeFloorFighting more freeform stages]] in subsequent titles), and utilized [[PantyFighter some]] [[JigglePhysics very]] [[GagBoobs fascinating]] [[{{Stripperiffic}} character]] [[{{Fanservice}} concepts]]. || ''Tekken'' has remained as the top selling 3D fighting game series. ''Virtua Fighter'' is lauded by tournament players but only has a very small competitive scene in the west. ''DOA'' has slowly mounted a comeback a steadily growing competitive scene since [[VideoGame/DeadOrAlive5 its fifth installment]] came out. ||

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''VideoGame/DeadOrAlive'' (1996) || 3D {{Fighting Game}}s with an emphasis on realistic martial arts styles styles. || ''Virtua Fighter'', like ''Street Fighter'', is considered the UrExample of 3D fighters and most games made after it deliberately ape it. ''Tekken'' combined ''VF''[='s=] realistic gameplay with a ''Street Fighter''-like cast of misfits. ''VideoGame/DeadOrAlive'' took ''VF''[='s=] gameplay, added a strange exploding arena gimmick called the "Danger Zone" in addition to traditional {{Ring Out}}s (which would be replaced by [[FreeFloorFighting more freeform stages]] in subsequent titles), and utilized [[PantyFighter some]] [[JigglePhysics very]] [[GagBoobs fascinating]] [[{{Stripperiffic}} character]] [[{{Fanservice}} concepts]]. || ''Tekken'' has remained as the top selling 3D fighting game series. ''Virtua Fighter'' is lauded by tournament players but only has a very small competitive scene in the west. ''DOA'' has slowly mounted a comeback a steadily growing competitive scene since [[VideoGame/DeadOrAlive5 its fifth installment]] came out. ||
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New set of games added


|| ''VideoGame/SamuraiShodown'' (2019) || ''VideoGame/GranblueFantasyVersus'' (2019) || 2D fighting games that return to a more classically grounded style with high damage, stricter movement and shorter combos compared to the "anime" fighting games that have dominated the genre since the late 2000s. || || Both games were well received; however, they also fell victim to the [[UsefulNotes/COVID19Pandemic COVID-19 Pandemic]]. ''Samurai Shodown'' was released in mid-2019, which allowed the game to have some offline tourney presence while being available to everyone. ''Granblue Fantasy Versus'' was released in mid-March 2020, a time when measures against the pandemic started appearing, cutting off potential offline tourney presence for the game. Compounded with both games providing a lacking online experience, the drive for both games eventually shrank; with more public attention shifting towards ''[[VideoGame/TheKingOfFighters The King of Fighters XV]]'', ''[[VideoGame/GuiltyGear Guilty Gear -STRIVE-]]'', and ''[[VideoGame/DungeonFighterOnline DNF Duel]]'' instead, only keeping attention by their DLC releases. ||

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|| ''VideoGame/SamuraiShodown'' (2019) || ''VideoGame/GranblueFantasyVersus'' (2019) || 2D fighting games that return to a more classically grounded style with high damage, stricter movement and shorter combos compared to the "anime" fighting games that have dominated the genre since the late 2000s. || || Both games were well received; however, they also fell victim to the [[UsefulNotes/COVID19Pandemic COVID-19 Pandemic]]. ''Samurai Shodown'' was released in mid-2019, which allowed the game to have some offline tourney presence while being available to everyone. ''Granblue Fantasy Versus'' was released in mid-March 2020, a time when measures against the pandemic started appearing, cutting off potential offline tourney presence for the game. Compounded with both games providing a lacking online experience, the drive for both games eventually shrank; with more public attention shifting towards ''[[VideoGame/TheKingOfFighters The King of Fighters XV]]'', ''[[VideoGame/GuiltyGear Guilty Gear -STRIVE-]]'', and ''[[VideoGame/DungeonFighterOnline DNF Duel]]'' instead, only keeping attention by their DLC releases. ||
|| ''VideoGame/CapcomFightingEvolution'' (2004) || ''VideoGame/NeoGeoBattleColiseum'' (2005) || 2D fighting games that were made by their respective companies, Capcom and SNK, as their own respective {{Spiritual Successor}}s to the Capcom Vs SNK crossovers (and in the the case of the former, ''VideoGame/CapcomVs'' series more generally) in which the respective companies crossover their own respective franchises. In addition, each game also features some OriginalGeneration characters on their respective rosters, those being Ingrid for the former and Yuki and Ai in the latter.||CFE features one on one fights while the latter features tag team fights done in a manner similar to SNK's own [[VideoGame/FuunSeries Kizuna Encounter]]. || ''NeoGeo Battle Coliseum'' takes the edge. Though NGBC is no critical darling by any stretch of the imagination, but it is far more difficult to find any critics who have anything good to say about ''Capcom Fighting Evolution''. The fact that characters in CFE retain their respective mechanics from their original games (thus characters originating from Street Fighter II are at a disadvantage to those representing Street Fighter Alpha and Street Fighter III who have defensive maneuvers such as air guards, rolls or dashes, parries, custom combos, double meters, and other features) whereas NGBC features a fairly standardized set of mechanics contributes to this difference of critical reception.
||
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|| ''Franchise/StreetFighter'' (1987) || ''VideoGame/FatalFury'' (1991)\\

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|| ''Franchise/StreetFighter'' (1987) ''VideoGame/StreetFighterII'' (1991) || ''VideoGame/FatalFury'' (1991)\\

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''VideoGame/TheKingOfFighters'' (1994) || 2D {{Fighting Game}}s with a heavy emphasis on mystical and impossible special moves. Later installments of both ''Street Fighter'' and ''KOF'' involve worldwide conspiracies. || ''Street Fighter'' is the TropeMaker of {{Fighting Game}}s in the early 90s, while ''AOF'' and ''FF'' were created to ride the wave of its success. Realizing that neither series had the staying power to compete with Creator/{{Capcom}}'s flagship, Creator/{{SNK}} combined the rosters of these two titles to create ''KOF''. Both ''SF'' and ''KOF'' liberally crib ideas from one another, and [[VideoGame/SNKVsCapcom have even joined forces on some occasions]]. || ''Street Fighter'' is well known around the world, whereas outside of Japan ''KOF'' is a cult hit at best, with [[GermansLoveDavidHasselhoff a surprising following in places like Mexico]], where the low-priced UsefulNotes/NeoGeo cabinets proved to be appealing to store owners and players. ||

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''VideoGame/TheKingOfFighters'' (1994) || 2D {{Fighting Game}}s [[FightingGame Fighting Games]] developed as [[SpiritualSequel spiritual sequels]] to the first ''VideoGame/StreetFighterI'', with a heavy emphasis on mystical and impossible special moves. Later installments many former developers of both the original game moving from Creator/{{Capcom}} to Creator/{{SNK}}. || ''Street Fighter'' Fighter II'', created by Capcom developers Akira Nishitani and ''KOF'' involve Akiman (of ''VideoGame/ForgottenWorlds'' and ''VideoGame/FinalFight'' fame), was a direct sequel to the original game, with the new feature to play as eight characters instead of the original two, thus emphasizing co-op play.\\
''Fatal Fury'', directed by Creator/TakashiNishiyama of ''SFI'', developed at the same time as ''SFII'', focused on interactive stages and gimmicky enemies, at the cost of having only three playable characters.\\
''Art of Fighting'', directed by Creator/HiroshiMatsumoto of ''SFI'', emphasized a cinematic story / presentation and stamina bars -- unlike ''FF'', it came out when ''SFII'' was already a success and it was accused of being a much more direct copy.\\
The latter two had sequels which were much more similar to ''SFII'', and eventually had a crossover in ''The King of Fighters'' which would end up overshadowing both franchises. || ''Street Fighter II'' is the clear winner, since it became an instantaneous hit
worldwide conspiracies. || and the TropeCodifier of the fighting game genre, and established one of gaming's best-selling franchises.\\
SNK's games, while not on the level of ''Street Fighter'''s fame, became [[CultClassic cult classics]] in the fighting game genre and beloved in many countries, although the company would have to deal with various financial issues that kept them out of the spotlight.\\
Both companies would end up in a FriendlyRivalry which culminated in the ''VideoGame/SNKVsCapcom'' series. While
''Street Fighter'' is the TropeMaker clear winner in terms of {{Fighting Game}}s in the early 90s, while ''AOF'' pop culture relevance, nowadays both it and ''FF'' were created to ride the wave ''The King of its success. Realizing that neither Fighters'' series had the staying power to compete with Creator/{{Capcom}}'s flagship, Creator/{{SNK}} combined the rosters of these two have healthy fanbases and keep pushing titles to create ''KOF''. Both ''SF'' and ''KOF'' liberally crib ideas from one another, and [[VideoGame/SNKVsCapcom have even joined forces on some occasions]]. || ''Street Fighter'' is well known around the world, whereas outside of Japan ''KOF'' is a cult hit at best, with [[GermansLoveDavidHasselhoff a surprising following in places like Mexico]], where the low-priced UsefulNotes/NeoGeo cabinets proved to be appealing to store owners and players.out. ||
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|| ''VideoGame/SamuraiShodown'' (2019) || ''VideoGame/GranblueFantasyVersus'' (2019) || 2D fighting games that return to a more classically grounded style with high damage, stricter movement and shorter combos compared to the "anime" fighting games that have dominated the genre since the late 2000s. || || Both games were well received; however, they also fell victim to the [[UsefulNotes/COVID19Pandemic COVID-19 Pandemic]]. ''Samurai Shodown'' was released in mid-2019, which allowed the game to have some offline tourney presence while being available to everyone. ''Granblue Fantasy Versus'' was released in mid-March 2020, a time when measures against the pandemic started appearing, cutting off potential offline tourney presence for the game. Compounded with both games providing a lacking online experience, the drive for both games eventually shrank; with more public attention shifting towards ''[[VideoGame/TheKingOfFighters The King of Fighters XV]]'', ''[[VideoGame/GuiltyGearStrive Guilty Gear -STRIVE-]]'', and ''[[VideoGame/DungeonFighterOnline DNF Duel]]'' instead, only keeping attention by their DLC releases. ||

to:

|| ''VideoGame/SamuraiShodown'' (2019) || ''VideoGame/GranblueFantasyVersus'' (2019) || 2D fighting games that return to a more classically grounded style with high damage, stricter movement and shorter combos compared to the "anime" fighting games that have dominated the genre since the late 2000s. || || Both games were well received; however, they also fell victim to the [[UsefulNotes/COVID19Pandemic COVID-19 Pandemic]]. ''Samurai Shodown'' was released in mid-2019, which allowed the game to have some offline tourney presence while being available to everyone. ''Granblue Fantasy Versus'' was released in mid-March 2020, a time when measures against the pandemic started appearing, cutting off potential offline tourney presence for the game. Compounded with both games providing a lacking online experience, the drive for both games eventually shrank; with more public attention shifting towards ''[[VideoGame/TheKingOfFighters The King of Fighters XV]]'', ''[[VideoGame/GuiltyGearStrive ''[[VideoGame/GuiltyGear Guilty Gear -STRIVE-]]'', and ''[[VideoGame/DungeonFighterOnline DNF Duel]]'' instead, only keeping attention by their DLC releases. ||
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|| ''VideoGame/SuperSmashBrosUltimate'' (2018) || ''VideoGame/JumpForce'' (2019) || Crossover fighting games in which characters from Nintendo's history (''Smash Bros.'') or multiple ''Magazine/ShonenJump'' franchises (''Jump Force'') come together to fight against each other. || || ''Super Smash Bros. Ultimate'' by a country mile. While the roster of ''Smash Bros.'' welcomed back everyone included in the series, past and present, including long-awaited fighters like [[Franchise/{{Metroid}} Ridley]] and [[VideoGame/DonkeyKongCountry King K. Rool]], the roster of ''Jump Force'' was divisive from the moment that the game was finalized. This included the divisive Created Character, which people have grown tired of now, as well as original characters, Kane and Galena, which are mainly seen as expies of [[VideoGame/DragonBallXenoverse Mira and Towa]]. In terms of sales, despite ''Ultimate'' being a Switch exclusive and ''Jump Force'' coming out on every console that wasn't the Switch (namely [=PS4=], Xbox One and PC), the former managed to blow the competition out of the water in Japan by selling 1.2 million copies during its first week, eventually managing to sell over ''15.71 million'' copies by November 2019 and become '''the''' highest selling fighting game ''of all time'', while the latter could only muster barely a tenth of those figures in its launch week and despite a steady stream of DLC, has largely been forgotten by most people, only being mentioned to be made fun of. ||
|| ''VideoGame/SamuraiShodown'' (2019) || ''VideoGame/GranblueFantasyVersus'' (2019) || 2D fighting games that return to a more classically grounded style with high damage, stricter movement and shorter combos compared to the "anime" fighting games that have dominated the genre since the late 2000s. || || Both games were well received, however they also fell victim to the [[UsefulNotes/COVID19Pandemic COVID-19 Pandemic]]. ''Samurai Shodown'' was released in mid-2019, which allowed the game to have some offline tourney presence while being available to everyone. ''Granblue Fantasy Versus'' was released in mid-March 2020, a time when measures against the pandemic started appearing, cutting off potential offline tourney presence for the game. Compounded with both games providing a lacking online experience, the drive for both games eventually shrank; with more public attention shifting towards ''[[VideoGame/TheKingOfFighters The King of Fighters XV]]'', ''[[VideoGame/GuiltyGearStrive Guilty Gear -STRIVE-]]'', and ''[[VideoGame/DungeonFighterOnline DNF Duel]]'' instead. ||

to:

|| ''VideoGame/SuperSmashBrosUltimate'' (2018) || ''VideoGame/JumpForce'' (2019) || Crossover fighting games in which characters from Nintendo's history (''Smash Bros.'') or multiple ''Magazine/ShonenJump'' franchises (''Jump Force'') come together to fight against each other. || || ''Super Smash Bros. Ultimate'' by a country mile. While the roster of ''Smash Bros.'' welcomed back everyone included in the series, past and present, including long-awaited fighters like [[Franchise/{{Metroid}} Ridley]] and [[VideoGame/DonkeyKongCountry King K. Rool]], the roster of ''Jump Force'' was divisive from the moment that the game was finalized. This included the divisive Created Character, which people have grown tired of now, as well as original characters, Kane and Galena, which are mainly seen as expies of [[VideoGame/DragonBallXenoverse Mira and Towa]]. In terms of sales, despite ''Ultimate'' being a Switch exclusive and ''Jump Force'' coming out on every console that wasn't the Switch (namely [=PS4=], Xbox One and PC), the former managed to blow the competition out of the water in Japan by selling 1.2 million copies during its first week, eventually managing to sell over ''15.71 million'' copies by November 2019 and become '''the''' highest selling fighting game ''of all time'', while the latter could only muster barely a tenth of those figures in its launch week and despite a steady stream of DLC, DLC and getting a Deluxe Edition for the Switch, has largely been forgotten by most people, only being mentioned to be made fun of. ||
|| ''VideoGame/SamuraiShodown'' (2019) || ''VideoGame/GranblueFantasyVersus'' (2019) || 2D fighting games that return to a more classically grounded style with high damage, stricter movement and shorter combos compared to the "anime" fighting games that have dominated the genre since the late 2000s. || || Both games were well received, however received; however, they also fell victim to the [[UsefulNotes/COVID19Pandemic COVID-19 Pandemic]]. ''Samurai Shodown'' was released in mid-2019, which allowed the game to have some offline tourney presence while being available to everyone. ''Granblue Fantasy Versus'' was released in mid-March 2020, a time when measures against the pandemic started appearing, cutting off potential offline tourney presence for the game. Compounded with both games providing a lacking online experience, the drive for both games eventually shrank; with more public attention shifting towards ''[[VideoGame/TheKingOfFighters The King of Fighters XV]]'', ''[[VideoGame/GuiltyGearStrive Guilty Gear -STRIVE-]]'', and ''[[VideoGame/DungeonFighterOnline DNF Duel]]'' instead.instead, only keeping attention by their DLC releases. ||

Changed: 30

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|| ''VideoGame/BattleArenaToshinden'' (1995) || ''[[VideoGame/SoulSeries Soul Edge]]'' (1995) || Early 3D weapons-based fighting games. || Both were released in 1995; ''Toshinden'' for the UsefulNotes/PlayStation, ''Soul'' for arcades (and ported to [=PlayStation=] the following year, [[MarketBasedTitle rebranded as]] ''Soul Blade'' for the North American and European markets due to trademark issues). Although not obvious at first, ''Toshinden'' actually takes place in the (then-)present, while ''Soul'' takes place in the 16th century. ''Toshinden'' also has a clear anime-based style while ''Soul'' went with more stylized realism (similar to its sibling series ''VideoGame/{{Tekken}}''). || ''Soul Edge'', without a doubt. ''Battle Arena Toshinden'' gained a lot of acclaim and sales at first, thanks to novel features like sidestepping, lots of promotion by Sony and being one of the only fighting games for the [=PlayStation=] at launch. It became the official pack-in game with the [=PlayStation=] for a while, was ported to PC, UsefulNotes/SegaSaturn and UsefulNotes/GameBoy and had three sequels, the first of which even got an arcade release. Despite all this, the game was quickly forgotten. There were many internal issues regarding its development, as Takara screwed itself over by having the series developed by an umbrella of smaller developers who were severely underpaid, and that they focused more on merchandise than the actual game. As newer, better and more refined fighting games came out, the series became DeaderThanDisco. Among nostalgic early [=PlayStation=] owners, the series has a bit of a CultClassic status, though. ''Soul Edge'', on the other hand, was very successful both in arcades and on the [=PlayStation=], and, thanks to the [[EvenBetterSequel awesome]] [[UsefulNotes/SegaDreamcast Dreamcast]] sequel ''Soulcalibur'', managed to keep the momentum going and has become one of the most popular and beloved fighting game series around. ||

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|| ''VideoGame/BattleArenaToshinden'' (1995) || ''[[VideoGame/SoulSeries Soul Edge]]'' (1995) || Early 3D weapons-based fighting games. || Both were released in 1995; ''Toshinden'' for the UsefulNotes/PlayStation, ''Soul'' for arcades (and ported to [=PlayStation=] the following year, [[MarketBasedTitle rebranded as]] ''Soul Blade'' for the North American and European markets due to trademark issues). Although not obvious at first, ''Toshinden'' actually takes place in the (then-)present, while ''Soul'' takes place in the 16th century. ''Toshinden'' also has a clear anime-based style while ''Soul'' went with more stylized realism (similar to its sibling series ''VideoGame/{{Tekken}}''). || ''Soul Edge'', without a doubt. ''Battle Arena Toshinden'' gained a lot of acclaim and sales at first, thanks to novel features like sidestepping, lots of promotion by Sony and being one of the only fighting games for the [=PlayStation=] at launch. It became the official pack-in game with the [=PlayStation=] for a while, was ported to PC, UsefulNotes/SegaSaturn and UsefulNotes/GameBoy and had three sequels, the first of which even got an arcade release. Despite all this, the game was quickly forgotten. There were many internal issues regarding its development, as Takara screwed itself over by having the series developed by an umbrella of smaller developers who were severely underpaid, and that they focused more on merchandise than the actual game. As newer, better and more refined fighting games came out, the series became DeaderThanDisco.faded into obscurity. Among nostalgic early [=PlayStation=] owners, the series has a bit of a CultClassic status, though. ''Soul Edge'', on the other hand, was very successful both in arcades and on the [=PlayStation=], and, thanks to the [[EvenBetterSequel awesome]] [[UsefulNotes/SegaDreamcast Dreamcast]] sequel ''Soulcalibur'', managed to keep the momentum going and has become one of the most popular and beloved fighting game series around. ||
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|| Initiator || Imitators/Competitors || Description || Misc. || Winner? ||

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|| Initiator || Imitators/Competitors || Description || Misc. Implementation || Winner? ||
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|| ''VideoGame/StreetFighterII'' (1991) || ''VideoGame/MortalKombat'' (1992) || The Samurai vs. Knight of fighting games. ''Mortal Kombat'' brought a BloodierAndGorier style, [[FinishingMove Fatalities]], and a much more brutal combat system. During their heyday in the early 90s, "SF vs. MK" was the equivalent of "WRPG vs JRPG" nowadays, with the same amount of prevalent (and annoying) topics devoted to it. || ''Mortal Kombat'' had more unique games churned out for it than ''Street Fighter''. || ''VideoGame/MortalKombat1'' did well initially, and ''VideoGame/MortalKombat2'' saw it briefly take the lead in the fighters' market. In the long term though, ''Street Fighter'' was the winner by a long shot as most of the ''Mortal Kombat'' games after the second proved to be the laughing stock for competitive fighting game players due to poor balancing of its characters and the series was later fed to the PolygonCeiling, further destroying its reputation with casual gamers. However, ''VideoGame/MortalKombat9'' not only cleared that reputation away but also proved to be ''not'' a laughing stock for competitive fighting game players, effectively bringing the bloodbath back to square one. ||

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|| ''VideoGame/StreetFighterII'' (1991) || ''VideoGame/MortalKombat'' ''VideoGame/MortalKombat1'' (1992) || The Samurai vs. Knight of fighting games. ''Mortal Kombat'' brought a BloodierAndGorier style, [[FinishingMove Fatalities]], and a much more brutal combat system. During their heyday in the early 90s, "SF vs. MK" was the equivalent of "WRPG vs JRPG" nowadays, with the same amount of prevalent (and annoying) topics devoted to it. || ''Mortal Kombat'' had more unique games churned out for it than ''Street Fighter''. || ''VideoGame/MortalKombat1'' did well initially, and ''VideoGame/MortalKombat2'' saw it briefly take the lead in the fighters' market. In the long term though, ''Street Fighter'' was the winner by a long shot as most of the ''Mortal Kombat'' games after the second proved to be the laughing stock for competitive fighting game players due to poor balancing of its characters and the series was later fed to the PolygonCeiling, further destroying its reputation with casual gamers. However, ''VideoGame/MortalKombat9'' not only cleared that reputation away but also proved to be ''not'' a laughing stock for competitive fighting game players, effectively bringing the bloodbath back to square one. ||



|| ''[[VideoGame/SoulSeries Soul Edge]]'' (1995) || ''VideoGame/MaceTheDarkAge'' (1997) || Arcade weapons-based fighting games in a HistoricalFantasy setting revolving around a titular ArtifactOfDoom weapon. || East vs. West, ''[[Creator/BandaiNamcoEntertainment Namco]]'' vs. ''[[Creator/MidwayGames Midway]]'', Samurai vs. Knight (literally, in this case). To oversimplify: ''Soul Edge'' is ''VideoGame/{{Tekken}}'' with swords, ''Mace'' is ''VideoGame/MortalKombat'' with swords. It's also worth noting that the home port of each game was released exclusively on the UsefulNotes/PlayStation and UsefulNotes/{{Nintendo 64}} respectively. || ''Soul Edge'' spawned a very successful franchise still going strong. ''Mace'' was largely overlooked and had no sequel. ||

to:

|| ''[[VideoGame/SoulSeries Soul Edge]]'' (1995) || ''VideoGame/MaceTheDarkAge'' (1997) || Arcade weapons-based fighting games in a HistoricalFantasy setting revolving around a titular ArtifactOfDoom weapon. || East vs. West, ''[[Creator/BandaiNamcoEntertainment Namco]]'' vs. ''[[Creator/MidwayGames Midway]]'', Samurai vs. Knight (literally, in this case). To oversimplify: ''Soul Edge'' is ''VideoGame/{{Tekken}}'' with swords, ''Mace'' is ''VideoGame/MortalKombat'' ''Franchise/MortalKombat'' with swords. It's also worth noting that the home port of each game was released exclusively on the UsefulNotes/PlayStation and UsefulNotes/{{Nintendo 64}} respectively. || ''Soul Edge'' spawned a very successful franchise still going strong. ''Mace'' was largely overlooked and had no sequel. ||



|| ''[[UpdatedRerelease (Ultimate)]] VideoGame/MarvelVsCapcom3'' (2011) || ''VideoGame/InjusticeGodsAmongUs'' (2013) || TwoAndAHalfD Fighting games with rosters featuring comic book superheroes and supervillains. || Another Marvel vs. DC squabble, akin to ''Marvel vs. Capcom'' and ''Mortal Kombat vs. DC Universe'' above. While ''[=MvC3=]'' crosses the Marvel universe with a cast of Capcom characters, ''Injustice'' has a roster composed entirely of DC characters [[note]]with the exception of ''VideoGame/MortalKombat''[='s=] mascot character, Scorpion, as a downloadable character[[/note]], despite being made by the studio behind ''VideoGame/MortalKombat9''. ''[=MvC3=]'' is more of a traditional VideoGame/CapcomVs fighting game, while ''Injustice'' experiments with a number of gimmicks that are either uncommon in fighting games or new to the genre as a whole. || ''Marvel vs. Capcom 3'' has a several-year lead and a very strong franchise history to back it up, but ''Injustice'' may have time to grow its fandom, as ''Marvel vs. Capcom 3''[='s=] update cycle has ceased and its core development team members have moved on to other projects. Both games have received similarly high critical acclaim from reviewers, although the fighting game community is more wary of ''Injustice''[='s=] viability as a competitive fighter due to its stage-based gimmicks. ||

to:

|| ''[[UpdatedRerelease (Ultimate)]] VideoGame/MarvelVsCapcom3'' (2011) || ''VideoGame/InjusticeGodsAmongUs'' (2013) || TwoAndAHalfD Fighting games with rosters featuring comic book superheroes and supervillains. || Another Marvel vs. DC squabble, akin to ''Marvel vs. Capcom'' and ''Mortal Kombat vs. DC Universe'' above. While ''[=MvC3=]'' crosses the Marvel universe with a cast of Capcom characters, ''Injustice'' has a roster composed entirely of DC characters [[note]]with the exception of ''VideoGame/MortalKombat''[='s=] ''Franchise/MortalKombat''[='s=] mascot character, Scorpion, as a downloadable character[[/note]], despite being made by the studio behind ''VideoGame/MortalKombat9''. ''[=MvC3=]'' is more of a traditional VideoGame/CapcomVs fighting game, while ''Injustice'' experiments with a number of gimmicks that are either uncommon in fighting games or new to the genre as a whole. || ''Marvel vs. Capcom 3'' has a several-year lead and a very strong franchise history to back it up, but ''Injustice'' may have time to grow its fandom, as ''Marvel vs. Capcom 3''[='s=] update cycle has ceased and its core development team members have moved on to other projects. Both games have received similarly high critical acclaim from reviewers, although the fighting game community is more wary of ''Injustice''[='s=] viability as a competitive fighter due to its stage-based gimmicks. ||
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|| ''VideoGame/SamuraiShodown'' (2019) || ''VideoGame/GranblueFantasyVersus'' (2019) || 2D fighting games that return to a more classically grounded style with high damage, stricter movement and shorter combos compared to the "anime" fighting games that have dominated the genre since the late 2000s. || || Both games were well received, however they also fell victim to the [[UsefulNotes/COVID19Pandemic COVID-19 Pandemic]]. ''Samurai Shodown'' was released in mid-2019, which allowed the game to have some offline tourney presence while being available to everyone. ''Granblue Fantasy Versus'' was released in mid-March 2020, a time when measures against the pandemic started appearing, cutting off potential offline tourney presence for the game. Compounded with both games proving a lacking online experience, the drive for both games eventually shrank; with more public attention shifting towards ''[[VideoGame/TheKingOfFighters The King of Fighters XV]]'', ''[[VideoGame/GuiltyGearStrive Guilty Gear -STRIVE-]]'', and ''[[VideoGame/DungeonFighterOnline DNF Duel]]'' instead. ||

to:

|| ''VideoGame/SamuraiShodown'' (2019) || ''VideoGame/GranblueFantasyVersus'' (2019) || 2D fighting games that return to a more classically grounded style with high damage, stricter movement and shorter combos compared to the "anime" fighting games that have dominated the genre since the late 2000s. || || Both games were well received, however they also fell victim to the [[UsefulNotes/COVID19Pandemic COVID-19 Pandemic]]. ''Samurai Shodown'' was released in mid-2019, which allowed the game to have some offline tourney presence while being available to everyone. ''Granblue Fantasy Versus'' was released in mid-March 2020, a time when measures against the pandemic started appearing, cutting off potential offline tourney presence for the game. Compounded with both games proving providing a lacking online experience, the drive for both games eventually shrank; with more public attention shifting towards ''[[VideoGame/TheKingOfFighters The King of Fighters XV]]'', ''[[VideoGame/GuiltyGearStrive Guilty Gear -STRIVE-]]'', and ''[[VideoGame/DungeonFighterOnline DNF Duel]]'' instead. ||
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|| ''VideoGame/SamuraiShodown'' (2019) || ''VideoGame/GranblueFantasyVersus'' (2019) || 2D fighting games that return to a more classically grounded style with high damage, stricter movement and shorter combos compared to the "anime" fighting games that have dominated the genre since the late 2000s. || || Both games were well received, however they also fell victim to the [[UsefulNotes/COVID19Pandemic COVID-19 Pandemic]]. ''Samurai Shodown'' was released in mid-2019, which allowed the game to have some offline tourney presence while being available to everyone. ‘’Granblue Fantasy Versus’’ was released in mid-March 2020, a time when measures against the pandemic started appearing, cutting off potential offline tourney presence for the game. Compounded with both games proving a lacking online experience, the drive for both games eventually shrank; with more public attention shifting towards ''[[VideoGame/TheKingOfFighters The King of Fighters XV]]'', ''[[VideoGame/GuiltyGearStrive Guilty Gear -STRIVE-]]'', and ''[[VideoGame/DungeonFighterOnline DNF Duel]]'' instead. ||

to:

|| ''VideoGame/SamuraiShodown'' (2019) || ''VideoGame/GranblueFantasyVersus'' (2019) || 2D fighting games that return to a more classically grounded style with high damage, stricter movement and shorter combos compared to the "anime" fighting games that have dominated the genre since the late 2000s. || || Both games were well received, however they also fell victim to the [[UsefulNotes/COVID19Pandemic COVID-19 Pandemic]]. ''Samurai Shodown'' was released in mid-2019, which allowed the game to have some offline tourney presence while being available to everyone. ‘’Granblue ''Granblue Fantasy Versus’’ Versus'' was released in mid-March 2020, a time when measures against the pandemic started appearing, cutting off potential offline tourney presence for the game. Compounded with both games proving a lacking online experience, the drive for both games eventually shrank; with more public attention shifting towards ''[[VideoGame/TheKingOfFighters The King of Fighters XV]]'', ''[[VideoGame/GuiltyGearStrive Guilty Gear -STRIVE-]]'', and ''[[VideoGame/DungeonFighterOnline DNF Duel]]'' instead. ||
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|| ''VideoGame/SamuraiShodown'' (2019) || ''VideoGame/GranblueFantasyVersus'' (2019) || 2D fighting games that return to a more classically grounded style with high damage, stricter movement and shorter combos compared to the "anime" fighting games that have dominated the genre since the late 2000s. || || Both games were well received, however they also fell victim to the COVID-19 pandemic. ''Samurai Shodown'' was released in mid-2019, which allowed the game to have some offline tourney presence while being available to everyone. ‘’Granblue Fantasy Versus’’ was released in mid-March 2020, a time when measures against the pandemic started appearing, cutting off potential offline tourney presence for the game. Compounded with both games proving a lacking online experience, the drive for both games eventually shrank; with more public attention shifting towards ''[[VideoGame/TheKingOfFighters The King of Fighters XV]]'', ''[[VideoGame/GuiltyGearStrive Guilty Gear -STRIVE-]]'', and ''[[VideoGame/DungeonFighterOnline DNF Duel]]'' instead. ||

to:

|| ''VideoGame/SamuraiShodown'' (2019) || ''VideoGame/GranblueFantasyVersus'' (2019) || 2D fighting games that return to a more classically grounded style with high damage, stricter movement and shorter combos compared to the "anime" fighting games that have dominated the genre since the late 2000s. || || Both games were well received, however they also fell victim to the [[UsefulNotes/COVID19Pandemic COVID-19 pandemic.Pandemic]]. ''Samurai Shodown'' was released in mid-2019, which allowed the game to have some offline tourney presence while being available to everyone. ‘’Granblue Fantasy Versus’’ was released in mid-March 2020, a time when measures against the pandemic started appearing, cutting off potential offline tourney presence for the game. Compounded with both games proving a lacking online experience, the drive for both games eventually shrank; with more public attention shifting towards ''[[VideoGame/TheKingOfFighters The King of Fighters XV]]'', ''[[VideoGame/GuiltyGearStrive Guilty Gear -STRIVE-]]'', and ''[[VideoGame/DungeonFighterOnline DNF Duel]]'' instead. ||
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Changed Samurai Shodown vs Granblue Fantasy Versus since results don't line up with what actually happened.


|| ''VideoGame/SamuraiShodown'' (2019) || ''VideoGame/GranblueFantasyVersus'' (2019) || 2D fighting games that return to a more classically grounded style with high damage, stricter movement and shorter combos compared to the "anime" fighting games that have dominated the genre since the late 2000s. || || While both games were very well received, ''Granblue'' has been the more successful of the two. Casual players can enjoy a stronger single player experience than ''Shodown'' offers, complete with a very unique RPG mode and a sizable amount of unlockable content, while the tourney scene for Creator/ArcSystemWorks games is much larger and more competitive than the one for SNK's. Furthermore, ''Shodown''[='s=] PC port was delayed indefinitely while ''Granblue''[='s=] released a mere week after its console launch. While ''Samurai Shodown'' does have a following, it's ultimately more niche than the combined numbers of the ''VideoGame/GranblueFantasy'' fandom and the UsefulNotes/FightingGameCommunity. ||

to:

|| ''VideoGame/SamuraiShodown'' (2019) || ''VideoGame/GranblueFantasyVersus'' (2019) || 2D fighting games that return to a more classically grounded style with high damage, stricter movement and shorter combos compared to the "anime" fighting games that have dominated the genre since the late 2000s. || || While both Both games were very well received, ''Granblue'' has been however they also fell victim to the more successful of the two. Casual players can enjoy a stronger single player experience than ''Shodown'' offers, complete with a very unique RPG mode and a sizable amount of unlockable content, while the tourney scene for Creator/ArcSystemWorks games is much larger and more competitive than the one for SNK's. Furthermore, ''Shodown''[='s=] PC port was delayed indefinitely while ''Granblue''[='s=] released a mere week after its console launch. While COVID-19 pandemic. ''Samurai Shodown'' does was released in mid-2019, which allowed the game to have some offline tourney presence while being available to everyone. ‘’Granblue Fantasy Versus’’ was released in mid-March 2020, a following, it's ultimately time when measures against the pandemic started appearing, cutting off potential offline tourney presence for the game. Compounded with both games proving a lacking online experience, the drive for both games eventually shrank; with more niche than the combined numbers public attention shifting towards ''[[VideoGame/TheKingOfFighters The King of the ''VideoGame/GranblueFantasy'' fandom Fighters XV]]'', ''[[VideoGame/GuiltyGearStrive Guilty Gear -STRIVE-]]'', and the UsefulNotes/FightingGameCommunity.''[[VideoGame/DungeonFighterOnline DNF Duel]]'' instead. ||
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|| ''VideoGame/MarvelVsCapcomInfinite'' (2017) || ''VideoGame/BlazBlueCrossTagBattle'' (2018) || 2v2 tag-team tournament-competitive fighting games featuring ensemble casts of super-powered characters from multiple different properties || Coming onto the scene a month before EVO 2018 is due and with ''[=FighterZ=]'' is still hugely popular, ''BBTAG'' is the second Creator/ArcSystemWorks game to be competing with ''[=MvCI=]''. ''BBTAG'' is also a 2v2 crossover fighter featuring an ensemble cast from four popular anime franchises: ''Franchise/BlazBlue'', ''VideoGame/{{Persona 4}}'', ''VideoGame/UnderNightInBirth'' and the highly popular Creator/RoosterTeeth anime-styled web animation series ''WebAnimation/{{RWBY}}''. [[note]]''RWBY's'' [[Creator/MontyOum sadly now late creator]] and ''[=BlazBlue=]'''s creator Toshimichi Mori were big fans of each others' work and the two planned for an eventual crossover, and here the four heroines of ''RWBY'' make their fighting game debut.[[/note]] || The announcement that ''BBTAG'' would be present at EVO 2018 and ''[=MvCI=]'' would not when the former hadn't even been released came as a massive shock to the [[UsefulNotes/FightingGameCommunity FGC]]. Though early hype for ''BBTAG'' was damaged by a controversy surrounding DLC practices, reception to early release builds and demos were highly positive with players praising the new ''RWBY'' characters, the netcode and online play, the combat system (which is said to be very easy to pick up for new players but offers a surprising degree of depth to veterans due to character interplay) and the voice acting [[note]]with the casts of ''BB'', ''Persona 4'' and ''RWBY'' reprising their roles and a slew of recognized anime and video game voice actors lending their talents to the ''UNIB'' cast who have never before had English voices[[/note]]. In the end, though, while both series underperformed, the fact that ''Cross Tag Battle'' had better reception and slightly better sales than ''Infinite'' makes it the clear winner, even if it was an AcclaimedFlop. ||
|| ''VideoGame/BlazBlueCrossTagBattle'' (2018) || ''VideoGame/SuperSmashBrosUltimate'' (2018) || MassiveMultiplayerCrossover fighting games released six months from each other that are easy to pick up and play. || ''BBTAG'' is a 2v2 tag-team fighter featuring characters from six different franchises: ''VideoGame/{{Blazblue}}'', ''VideoGame/Persona4'', ''VideoGame/UnderNightInBirth'', ''WebAnimation/{{RWBY}}'', ''VideoGame/ArcanaHeart'', ''VideoGame/SenranKagura'', and ''VideoGame/AkatsukiBlitzkampf''. ''Ultimate'' is more or less a PlatformFighter [[DreamMatchGame reuniting all the first- and third-party franchises represented]] in the ''VideoGame/SuperSmashBros'' series with four more universes added later on: ''VideoGame/Persona5'' (ironically enough), ''VideoGame/DragonQuest'', ''VideoGame/BanjoKazooie'', and ''VideoGame/FatalFury''. On a more somber note, both games were influenced by two different creators that died the same year in 2015, as ''BBTAG'' had ''RWBY'' creator Creator/MontyOum, who was a fan of ''[=BlazBlue=]'', passed away on February that year (Team RWBY and later representatives of the series were added as tribute) while ''Ultimate'' was the final request given to Creator/MasahiroSakurai by former Nintendo president Creator/SatoruIwata, though Iwata had a much longer impact on people worldwide than Oum. || ''Cross Tag Battle'', despite positive reviews, was marred at launch due to Creator/ArcSystemWorks' decision to lock half of the starting roster as DLC (though the remaining ''RWBY'' characters were free) causing poor sales at launch. ''Ultimate'' on the other hand was praised for the novelty of [[TheBusCameBack EVERYONE IS HERE!]], thus reuniting all the characters that were dropped between the last ''Smash'' games. ''Ultimate'' [[{{Pun}} ultimately]] won this duel, with 17 million copies sold worldwide making it the highest selling fighting game of all time, a feat ''Cross Tag Battle'' failed to accomplish. ||

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|| ''VideoGame/MarvelVsCapcomInfinite'' (2017) || ''VideoGame/BlazBlueCrossTagBattle'' (2018) || 2v2 tag-team tournament-competitive fighting games featuring ensemble casts of super-powered characters from multiple different properties || Coming onto the scene a month before EVO 2018 is due and with ''[=FighterZ=]'' is still hugely popular, ''BBTAG'' is the second Creator/ArcSystemWorks game to be competing with ''[=MvCI=]''. ''BBTAG'' is also a 2v2 crossover fighter featuring an ensemble cast from four of their popular anime fighting game franchises: ''Franchise/BlazBlue'', ''VideoGame/{{Persona 4}}'', ''VideoGame/UnderNightInBirth'' and the highly popular Creator/RoosterTeeth anime-styled web animation series ''WebAnimation/{{RWBY}}''. [[note]]''RWBY's'' [[Creator/MontyOum sadly now late creator]] and ''[=BlazBlue=]'''s creator Toshimichi Mori were big fans of each others' work and the two planned for an eventual crossover, and here the four heroines of ''RWBY'' make their fighting game debut.[[/note]] || The announcement that ''BBTAG'' would be present at EVO 2018 and ''[=MvCI=]'' would not when the former hadn't even been released came as a massive shock to the [[UsefulNotes/FightingGameCommunity FGC]]. Though early hype for ''BBTAG'' was damaged by a controversy surrounding DLC practices, reception to early release builds and demos were highly positive with players praising the new ''RWBY'' characters, the netcode and online play, the combat system (which is said to be very easy to pick up for new players but offers a surprising degree of depth to veterans due to character interplay) and the voice acting [[note]]with the casts of ''BB'', ''Persona 4'' and ''RWBY'' reprising their roles and a slew of recognized anime and video game voice actors lending their talents to the ''UNIB'' cast who have never before had English voices[[/note]]. In the end, though, while both series underperformed, the fact that ''Cross Tag Battle'' had better reception and slightly better sales than ''Infinite'' makes it the clear winner, even if it was an AcclaimedFlop. ||
|| ''VideoGame/BlazBlueCrossTagBattle'' (2018) || ''VideoGame/SuperSmashBrosUltimate'' (2018) || MassiveMultiplayerCrossover fighting games released six months from each other that are easy to pick up and play. || ''BBTAG'' is a 2v2 tag-team fighter featuring characters from six seven different franchises: ''VideoGame/{{Blazblue}}'', ''VideoGame/Persona4'', ''VideoGame/UnderNightInBirth'', ''WebAnimation/{{RWBY}}'', ''VideoGame/ArcanaHeart'', ''VideoGame/SenranKagura'', and ''VideoGame/AkatsukiBlitzkampf''. ''Ultimate'' is more or less a PlatformFighter [[DreamMatchGame reuniting all the first- and third-party franchises represented]] in the ''VideoGame/SuperSmashBros'' series with four more universes added later on: ''VideoGame/Persona5'' (ironically enough), ''VideoGame/DragonQuest'', ''VideoGame/BanjoKazooie'', and ''VideoGame/FatalFury''. On a more somber note, both games were influenced by two different creators that died the same year in 2015, as ''BBTAG'' had ''RWBY'' creator Creator/MontyOum, who was a fan of ''[=BlazBlue=]'', passed away on February that year (Team RWBY and later representatives of the series were added as tribute) while ''Ultimate'' was the final request given to Creator/MasahiroSakurai by former Nintendo president Creator/SatoruIwata, though Iwata had a much longer impact on people worldwide than Oum. || ''Cross Tag Battle'', despite positive reviews, was marred at launch due to Creator/ArcSystemWorks' decision to lock half of the starting roster as DLC (though the remaining ''RWBY'' characters were free) causing poor sales at launch. ''Ultimate'' on the other hand was praised for the novelty of [[TheBusCameBack EVERYONE IS HERE!]], thus reuniting all the characters that were dropped between the last ''Smash'' games. ''Ultimate'' [[{{Pun}} ultimately]] won this duel, with 17 million copies sold worldwide making it the highest selling fighting game of all time, a feat ''Cross Tag Battle'' failed to accomplish. ||
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|| ''VideoGame/MarvelVsCapcom'' (1996) || ''VideoGame/MortalKombatVsDCUniverse'' (2008) || Established fighting franchise [[IntercontinuityCrossover crossing over]] with established comic universe. Capcom achieved such success with this formula back in TheNineties. ||W hile Capcom lost the rights to make more games a few years back, they were finally able to convince Marvel to let them make ''VideoGame/MarvelVsCapcom3''. Midway's ''Mortal Kombat'' staff, on the other hand was bought by Creator/WarnerBros, DC's parent company, shortly after ''[=MKvsDCU=]'' came out. || No contest. ''Marvel vs. Capcom'', specifically ''VideoGame/MarvelVsCapcom2'', has been a tournament staple for over a decade now and still sees more serious (and casual) play than ''[=MKvsDCU=]'' ever did. In fact, ''VideoGame/TatsunokoVsCapcom'' on one side and ''VideoGame/MortalKombat9'' on the other are seen as bigger and more comparable rivals to ''VideoGame/MarvelVsCapcom3'' (though more so the latter because of release time frames) in the competitive community than ''[=MKvsDCU=]''. ||

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|| ''VideoGame/MarvelVsCapcom'' (1996) || ''VideoGame/MortalKombatVsDCUniverse'' (2008) || Established fighting franchise [[IntercontinuityCrossover crossing over]] with established comic universe. Capcom achieved such success with this formula back in TheNineties. ||W hile || While Capcom lost the rights to make more games a few years back, they were finally able to convince Marvel to let them make ''VideoGame/MarvelVsCapcom3''. Midway's ''Mortal Kombat'' staff, on the other hand was bought by Creator/WarnerBros, DC's parent company, shortly after ''[=MKvsDCU=]'' came out. || No contest. ''Marvel vs. Capcom'', specifically ''VideoGame/MarvelVsCapcom2'', has been a tournament staple for over a decade now and still sees more serious (and casual) play than ''[=MKvsDCU=]'' ever did. In fact, ''VideoGame/TatsunokoVsCapcom'' on one side and ''VideoGame/MortalKombat9'' on the other are seen as bigger and more comparable rivals to ''VideoGame/MarvelVsCapcom3'' (though more so the latter because of release time frames) in the competitive community than ''[=MKvsDCU=]''. ||
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Corrected Street Fighter II's date.


|| ''VideoGame/StreetFighterII'' (1987) || ''VideoGame/MortalKombat'' (1992) || The Samurai vs. Knight of fighting games. ''Mortal Kombat'' brought a BloodierAndGorier style, [[FinishingMove Fatalities]], and a much more brutal combat system. During their heyday in the early 90s, "SF vs. MK" was the equivalent of "WRPG vs JRPG" nowadays, with the same amount of prevalent (and annoying) topics devoted to it. || ''Mortal Kombat'' had more unique games churned out for it than ''Street Fighter''. || ''VideoGame/MortalKombat1'' did well initially, and ''VideoGame/MortalKombat2'' saw it briefly take the lead in the fighters' market. In the long term though, ''Street Fighter'' was the winner by a long shot as most of the ''Mortal Kombat'' games after the second proved to be the laughing stock for competitive fighting game players due to poor balancing of its characters and the series was later fed to the PolygonCeiling, further destroying its reputation with casual gamers. However, ''VideoGame/MortalKombat9'' not only cleared that reputation away but also proved to be ''not'' a laughing stock for competitive fighting game players, effectively bringing the bloodbath back to square one. ||

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|| ''VideoGame/StreetFighterII'' (1987) (1991) || ''VideoGame/MortalKombat'' (1992) || The Samurai vs. Knight of fighting games. ''Mortal Kombat'' brought a BloodierAndGorier style, [[FinishingMove Fatalities]], and a much more brutal combat system. During their heyday in the early 90s, "SF vs. MK" was the equivalent of "WRPG vs JRPG" nowadays, with the same amount of prevalent (and annoying) topics devoted to it. || ''Mortal Kombat'' had more unique games churned out for it than ''Street Fighter''. || ''VideoGame/MortalKombat1'' did well initially, and ''VideoGame/MortalKombat2'' saw it briefly take the lead in the fighters' market. In the long term though, ''Street Fighter'' was the winner by a long shot as most of the ''Mortal Kombat'' games after the second proved to be the laughing stock for competitive fighting game players due to poor balancing of its characters and the series was later fed to the PolygonCeiling, further destroying its reputation with casual gamers. However, ''VideoGame/MortalKombat9'' not only cleared that reputation away but also proved to be ''not'' a laughing stock for competitive fighting game players, effectively bringing the bloodbath back to square one. ||
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|| ''VideoGame/SuperSmashBrosUltimate'' (2018) || ''VideoGame/JumpForce'' (2019) || Crossover fighting games in which characters from Nintendo's history (''Smash Bros.'') or multiple ''Magazine/ShonenJump'' franchises (''Jump Force'') come together to fight against each other. || || ''Super Smash Bros. Ultimate'' by a country mile. While the roster of ''Smash Bros.'' welcomed back everyone included in the series, past and present, including long-awaited fighters like [[Franchise/{{Metroid}} Ridley]] and [[VideoGame/DonkeyKongCountry King K. Rool]], the roster of ''Jump Force'' was divisive from the moment that the game was finalized. This included the divisive Created Character, which people have grown tired of now, as well as original characters, Kane and Galena, which are mainly seen as expies of [[VideoGame/DragonBallXenoverse Mira and Towa]]. In terms of sales, despite ''Ultimate'' being a Switch exclusive and ''Jump Force'' coming out on every console that wasn't the Switch (namely [=PS4=], Xbox One and PC), the former managed to blow the competition out of the water in Japan by selling 1.2 million copies during its first week, eventually managing to sell over ''15.71 million'' copies by November 2019 and become '''the''' highest selling fighting game ''of all time'', while the latter could only muster barely a tenth of those figures in its launch week and despite a steady stream of DLC, has largely been forgotten by most people, only being mentioned [[SnarkBait to be made fun of]]. ||

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|| ''VideoGame/SuperSmashBrosUltimate'' (2018) || ''VideoGame/JumpForce'' (2019) || Crossover fighting games in which characters from Nintendo's history (''Smash Bros.'') or multiple ''Magazine/ShonenJump'' franchises (''Jump Force'') come together to fight against each other. || || ''Super Smash Bros. Ultimate'' by a country mile. While the roster of ''Smash Bros.'' welcomed back everyone included in the series, past and present, including long-awaited fighters like [[Franchise/{{Metroid}} Ridley]] and [[VideoGame/DonkeyKongCountry King K. Rool]], the roster of ''Jump Force'' was divisive from the moment that the game was finalized. This included the divisive Created Character, which people have grown tired of now, as well as original characters, Kane and Galena, which are mainly seen as expies of [[VideoGame/DragonBallXenoverse Mira and Towa]]. In terms of sales, despite ''Ultimate'' being a Switch exclusive and ''Jump Force'' coming out on every console that wasn't the Switch (namely [=PS4=], Xbox One and PC), the former managed to blow the competition out of the water in Japan by selling 1.2 million copies during its first week, eventually managing to sell over ''15.71 million'' copies by November 2019 and become '''the''' highest selling fighting game ''of all time'', while the latter could only muster barely a tenth of those figures in its launch week and despite a steady stream of DLC, has largely been forgotten by most people, only being mentioned [[SnarkBait to be made fun of]].of. ||
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|| ''VideoGame/SuperSmashFlash 2'' (Began 2007) || ''VideoGame/SuperSmashBrosCrusade'' (Began 2014) || Fan-made ''VideoGame/SuperSmashBros'' games. || ''VideoGame/SuperSmashFlash 2'' is a sequel to ''VideoGame/SuperSmashFlash'', which [[SeinfeldIsUnfunny hasn't aged well]] and [[CanonDiscontinuity is best forgotten]]. || Both games are [[SugarWiki/GeniusProgramming very impressive replications of]] ''VideoGame/SuperSmashBros'' gameplay, especially in the case of ''Super Smash Flash 2'', which runs UsefulNotes/AdobeFlash. Overall, ''[=SSF2=]'' has more polished graphics, well-balanced game-play, and is more well known. ''Super Smash Bros. Crusade'' has a stronger GameEngine, having a larger roster that includes gimmicky, memory-intensive fighters such as the VideoGame/{{Ice Climber}}s and [[VideoGame/{{Pikmin}} Capt. Olimar]]. ||

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|| ''VideoGame/SuperSmashFlash 2'' (Began 2007) || ''VideoGame/SuperSmashBrosCrusade'' (Began 2014) || Fan-made ''VideoGame/SuperSmashBros'' games. || ''VideoGame/SuperSmashFlash 2'' is a sequel to ''VideoGame/SuperSmashFlash'', which [[SeinfeldIsUnfunny hasn't aged well]] and [[CanonDiscontinuity is best forgotten]]. || Both games are [[SugarWiki/GeniusProgramming very impressive replications of]] ''VideoGame/SuperSmashBros'' gameplay, especially in the case of ''Super Smash Flash 2'', which runs UsefulNotes/AdobeFlash. Overall, ''[=SSF2=]'' has more polished graphics, well-balanced game-play, and is more well known. ''Super Smash Bros. Crusade'' has a stronger GameEngine, UsefulNotes/GameEngine, having a larger roster that includes gimmicky, memory-intensive fighters such as the VideoGame/{{Ice Climber}}s and [[VideoGame/{{Pikmin}} Capt. Olimar]]. ||
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|| ''VideoGame/SlapCity'' (2018) || ''Icons: Combat Arena'' (2018) || PlatformFighter games developed by independent teams, intended to become a PC alternative for the Nintendo-exclusive ''VideoGame/SuperSmashBros'' series, while also appealing to its competitive scene. Both were also first released as Early Access. || ''VideoGame/SlapCity'', much like ''Super Smash Bros.'', is a MascotFighter featuring many of the developer's characters. ''Icons'', on the other hand, has its roster entirely composed of original characters. Notably, the latter's development team had people that previously worked on the famous GameMod ''VideoGame/ProjectM''. || ''Slap City'', no contest. Winning fans over with its fresh characters and creative game modes, it's remained overwhelmingly praised since its release. ''Icons'' instead was heavily criticized for aspects such as a roster mostly composed of expies of ''Smash'' fighters, matches being exclusively 1v1, and an abusive microtransaction system. Because of that, the game struggled with a shrinking playerbase, and its servers were put down on November 2018, rendering it unplayable since then. ||

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|| ''VideoGame/SlapCity'' (2018) || ''Icons: Combat Arena'' (2018) || PlatformFighter games developed by independent teams, intended to become a PC alternative for the Nintendo-exclusive ''VideoGame/SuperSmashBros'' series, while also appealing to its competitive scene. Both were also first released as Early Access. || ''VideoGame/SlapCity'', much like ''Super Smash Bros.'', is a MascotFighter featuring many of the developer's characters. ''Icons'', on the other hand, has its roster entirely composed of original characters. Notably, the latter's development team had people that previously worked on the famous GameMod ''VideoGame/ProjectM''. || ''Slap City'', no contest. Winning fans over with its fresh characters and creative game modes, it's and having its own unique identity to distinguish it from Smash, it has remained overwhelmingly praised since its release. ''Icons'' instead was heavily criticized for aspects such as very blatantly trying to copy ''Super Smash Bros. Melee''[='=]s gameplay, having a small roster mostly composed of very blatant expies of ''Smash'' fighters, ''Melee''[='=]s fighters that even straightup copied many moves from the characters they were cribbing, its sterile and unimaginative art direction with characters that looked like they were from a bootleg ''League Of Legends'', having janky-looking move animations and terrible sound effects with no impact whatsoever, matches being exclusively 1v1, and an abusive microtransaction system. Because of that, the game had pretty much nothing to appeal to people that didn't play competitive ''Melee'', while most of those that did had little interest in playing a third rate knockoff of the game they were already playing and enjoying for years, so Icons flopped out of the gate and struggled with a perpetually shrinking playerbase, and playerbase in its short lifespan. Ultimately its servers were put down on November 2018, rendering it unplayable since then. ||
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|| ''VideoGame/MarvelVsCapcom'' (1996) || ''VideoGame/MortalKombatVsDCUniverse'' (2008) || Established fighting franchise [[IntercontinuityCrossover crossing over]] with established comic universe. Capcom achieved such success with this formula back in TheNineties. ||While Capcom lost the rights to make more games a few years back, they were finally able to convince Marvel to let them make ''VideoGame/MarvelVsCapcom3''. Midway's ''Mortal Kombat'' staff, on the other hand was bought by Creator/WarnerBros, DC's parent company, shortly after ''[=MKvsDCU=]'' came out. || No contest. ''Marvel vs. Capcom'', specifically ''VideoGame/MarvelVsCapcom2'', has been a tournament staple for over a decade now and still sees more serious (and casual) play than ''[=MKvsDCU=]'' ever did. In fact, ''VideoGame/TatsunokoVsCapcom'' on one side and ''VideoGame/MortalKombat9'' on the other are seen as bigger and more comparable rivals to ''VideoGame/MarvelVsCapcom3'' (though more so the latter because of release time frames) in the competitive community than ''[=MKvsDCU=]''. ||

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|| ''VideoGame/MarvelVsCapcom'' (1996) || ''VideoGame/MortalKombatVsDCUniverse'' (2008) || Established fighting franchise [[IntercontinuityCrossover crossing over]] with established comic universe. Capcom achieved such success with this formula back in TheNineties. ||While ||W hile Capcom lost the rights to make more games a few years back, they were finally able to convince Marvel to let them make ''VideoGame/MarvelVsCapcom3''. Midway's ''Mortal Kombat'' staff, on the other hand was bought by Creator/WarnerBros, DC's parent company, shortly after ''[=MKvsDCU=]'' came out. || No contest. ''Marvel vs. Capcom'', specifically ''VideoGame/MarvelVsCapcom2'', has been a tournament staple for over a decade now and still sees more serious (and casual) play than ''[=MKvsDCU=]'' ever did. In fact, ''VideoGame/TatsunokoVsCapcom'' on one side and ''VideoGame/MortalKombat9'' on the other are seen as bigger and more comparable rivals to ''VideoGame/MarvelVsCapcom3'' (though more so the latter because of release time frames) in the competitive community than ''[=MKvsDCU=]''. ||



''[[VideoGame/FatalFury Garou: Mark of the Wolves]]'' (1999) || After playing it safe for several years, in the brave new year of 1997 the premier fighting game series were ready to take their next installment in bold new directions. Two years later, SNK followed suit with the final game in their earliest fighting game franchise. || ''Mortal Kombat 4'' took the step into the third dimension, while ''Street Fighter III'' stayed in and perfected 2D (it was one of the best-looking 2D games ever at the time of its release). Both games did away with a substantial part of their established cast in favor of new faces, but ''Street Fighter III'' especially so (only Ryu and Ken returned, although later updates reintroduced Akuma and Chun-Li). While ''Mortal Kombat 4'' was now 3D, [[TwoAndAHalfD the gameplay still largely took place on a two-dimensional playing field]] and, with the exception of a sidestep maneuver and the introduction of a weapon system, the gameplay was largely unchanged. ''Street Fighter III'' on the other hand had substantially altered gameplay with the introduction of dashing, "Super Arts" (players were given a choice of one of three Super Combos pre-match, with their selection also affecting how large their super gauge was and how many supers they could stock), and the new [[PunchParry parry]] system. Meanwhile, ''Garou: Mark of the Wolves'' followed in ''Street Fighter III''[='s=] footsteps, replacing the roster with a new generation of fighters (with Terry being the only returning character) and featuring some beautifully animated 2D artwork. The game also forsook ''Fatal Fury''[='s=] iconic plane-shifting mechanic in favor of traditional 2D movement, and also features a "Just Defense" mechanic similar to ''Street Fighter III''[='s=] parrying.|| At the time of release, ''Mortal Kombat 4'' was the winner, performing well in arcades and being a financial success for Midway. ''Street Fighter III'' on the other hand was met with widespread apathy, with factors including it coming out too late after the Street Fighter-craze had largely died off, being a 2D-game at the height of the VideoGame3DLeap, having a really expensive arcade board meaning few arcade operators could afford it, being too inaccessible for beginners, and players finding it too different and with almost no familiar characters ([[UnpleasableFanbase ironically the very things people had complained about with the countless updates for]] ''VideoGame/StreetFighterII''). It also didn't help matters that ''Mortal Kombat 4'' was ported to every system available at the time but ''Street Fighter III'' was originally only ported to the ill-fated Dreamcast more than two years after its release. In the long run, the situation has reversed. ''Mortal Kombat 4'' did not age well and is now regarded as the weakest entry in the series due to the PolygonCeiling and Narm-filled cutscenes, while ''Street Fighter III'' has become VindicatedByHistory is now an incredibly well-regarded game, a TournamentPlay staple and a CultClassic. It goes to tell when ''Mortal Kombat 4'' was excluded from the digital compilation ''Mortal Kombat Arcade Kollection'' whereas ''Street Fighter III'' is one of the consistently best-selling digital download-titles around. ''Garou: Mark of the Wolves'', meanwhile, quietly picked up its status as a CultClassic, regarded as one of the best fighters SNK ever made, and regularly maintains its presence at EVO tournaments, but unfortunately SNK as a whole wouldn't gain widespread recognition in the western market like the other two properties would until 2 years later with ''VideoGame/CapcomVsSNK2MarkOfTheMillennium''. ''Street Fighter III'' is the clear winner against ''Mortal Kombat 4'', but with ''Garou: Mark of the Wolves'' it wins more on the basis of being the more recognizable brand. ||

to:

''[[VideoGame/FatalFury Garou: Mark of the Wolves]]'' (1999) || After playing it safe for several years, in the brave new year of 1997 the premier fighting game series were ready to take their next installment in bold new directions. Two years later, SNK followed suit with the final game in their earliest fighting game franchise. || ''Mortal Kombat 4'' took the step into the third dimension, while ''Street Fighter III'' stayed in and perfected 2D (it was one of the best-looking 2D games ever at the time of its release). Both games did away with a substantial part of their established cast in favor of new faces, but ''Street Fighter III'' especially so (only Ryu and Ken returned, although later updates reintroduced Akuma and Chun-Li). While ''Mortal Kombat 4'' was now 3D, [[TwoAndAHalfD the gameplay still largely took place on a two-dimensional playing field]] and, with the exception of a sidestep maneuver and the introduction of a weapon system, the gameplay was largely unchanged. ''Street Fighter III'' on the other hand had substantially altered gameplay with the introduction of dashing, "Super Arts" (players were given a choice of one of three Super Combos pre-match, with their selection also affecting how large their super gauge was and how many supers they could stock), and the new [[PunchParry parry]] system. Meanwhile, ''Garou: Mark of the Wolves'' followed in ''Street Fighter III''[='s=] footsteps, replacing the roster with a new generation of fighters (with Terry being the only returning character) and featuring some beautifully animated 2D artwork. The game also forsook ''Fatal Fury''[='s=] iconic plane-shifting mechanic in favor of traditional 2D movement, and also features a "Just Defense" mechanic similar to ''Street Fighter III''[='s=] parrying. || At the time of release, ''Mortal Kombat 4'' was the winner, performing well in arcades and being a financial success for Midway. ''Street Fighter III'' on the other hand was met with widespread apathy, with factors including it coming out too late after the Street Fighter-craze had largely died off, being a 2D-game at the height of the VideoGame3DLeap, having a really expensive arcade board meaning few arcade operators could afford it, being too inaccessible for beginners, and players finding it too different and with almost no familiar characters ([[UnpleasableFanbase ironically the very things people had complained about with the countless updates for]] ''VideoGame/StreetFighterII''). It also didn't help matters that ''Mortal Kombat 4'' was ported to every system available at the time but ''Street Fighter III'' was originally only ported to the ill-fated Dreamcast more than two years after its release. In the long run, the situation has reversed. ''Mortal Kombat 4'' did not age well and is now regarded as the weakest entry in the series due to the PolygonCeiling and Narm-filled cutscenes, while ''Street Fighter III'' has become VindicatedByHistory is now an incredibly well-regarded game, a TournamentPlay staple and a CultClassic. It goes to tell when ''Mortal Kombat 4'' was excluded from the digital compilation ''Mortal Kombat Arcade Kollection'' whereas ''Street Fighter III'' is one of the consistently best-selling digital download-titles around. ''Garou: Mark of the Wolves'', meanwhile, quietly picked up its status as a CultClassic, regarded as one of the best fighters SNK ever made, and regularly maintains its presence at EVO tournaments, but unfortunately SNK as a whole wouldn't gain widespread recognition in the western market like the other two properties would until 2 years later with ''VideoGame/CapcomVsSNK2MarkOfTheMillennium''. ''Street Fighter III'' is the clear winner against ''Mortal Kombat 4'', but with ''Garou: Mark of the Wolves'' it wins more on the basis of being the more recognizable brand. ||



|| ''VideoGame/MarvelVsCapcomInfinite'' (2017) || ''VideoGame/BlazBlueCrossTagBattle'' (2018) || 2v2 tag-team tournament-competitive fighting games featuring ensemble casts of super-powered characters from multiple different properties || Coming onto the scene a month before EVO 2018 is due and with ''[=FighterZ=]'' is still hugely popular, ''BBTAG'' is the second Creator/ArcSystemWorks game to be competing with ''[=MvCI=]''. ''BBTAG'' is also a 2v2 crossover fighter featuring an ensemble cast from four popular anime franchises: ''Franchise/BlazBlue'', ''VideoGame/{{Persona 4}}'', ''VideoGame/UnderNightInBirth'' and the highly popular Creator/RoosterTeeth anime-styled web animation series ''WebAnimation/{{RWBY}}''. [[note]]''RWBY's'' [[Creator/MontyOum sadly now late creator]] and ''[=BlazBlue=]'''s creator Toshimichi Mori were big fans of each others' work and the two planned for an eventual crossover, and here the four heroines of ''RWBY'' make their fighting game debut.[[/note]] || The announcement that ''BBTAG'' would be present at EVO 2018 and ''[=MvCI=]'' would not when the former hadn't even been released came as a massive shock to the [[UsefulNotes/FightingGameCommunity FGC]]. Though early hype for ''BBTAG'' was damaged by a controversy surrounding DLC practices, reception to early release builds and demos were highly positive with players praising the new ''RWBY'' characters, the netcode and online play, the combat system (which is said to be very easy to pick up for new players but offers a surprising degree of depth to veterans due to character interplay) and the voice acting [[note]]with the casts of ''BB'', ''Persona 4'' and ''RWBY'' reprising their roles and a slew of recognized anime and video game voice actors lending their talents to the ''UNIB'' cast who have never before had English voices[[/note]]. In the end, though, while both series underperformed, the fact that ''Cross Tag Battle'' had better reception and slightly better sales than ''Infinite'' makes it the clear winner, even if it was an AcclaimedFlop.||
|| ''VideoGame/BlazBlueCrossTagBattle'' (2018) || ''VideoGame/SuperSmashBrosUltimate'' (2018) || MassiveMultiplayerCrossover fighting games released six months from each other that are easy to pick up and play. || ''BBTAG'' is a 2v2 tag-team fighter featuring characters from six different franchises: ''VideoGame/{{Blazblue}}'', ''VideoGame/Persona4'', ''VideoGame/UnderNightInBirth'', ''WebAnimation/{{RWBY}}'', ''VideoGame/ArcanaHeart'', ''VideoGame/SenranKagura'', and ''VideoGame/AkatsukiBlitzkampf''. ''Ultimate'' is more or less a PlatformFighter [[DreamMatchGame reuniting all the first- and third-party franchises represented]] in the ''VideoGame/SuperSmashBros'' series with four more universes added later on: ''VideoGame/Persona5'' (ironically enough), ''VideoGame/DragonQuest'', ''VideoGame/BanjoKazooie'', and ''VideoGame/FatalFury''. On a more somber note, both games were influenced by two different creators that died the same year in 2015, as ''BBTAG'' had ''RWBY'' creator Creator/MontyOum, who was a fan of ''[=BlazBlue=]'', passed away on February that year (Team RWBY and later representatives of the series were added as tribute) while ''Ultimate'' was the final request given to Creator/MasahiroSakurai by former Nintendo president Creator/SatoruIwata, though Iwata had a much longer impact on people worldwide than Oum. || ''Cross Tag Battle'', despite positive reviews, was marred at launch due to Creator/ArcSystemWorks' decision to lock half of the starting roster as DLC (though the remaining ''RWBY'' characters were free) causing poor sales at launch. ''Ultimate'' on the other hand was praised for the novelty of [[TheBusCameBack EVERYONE IS HERE!]], thus reuniting all the characters that were dropped between the last ''Smash'' games. ''Ultimate'' [[{{Pun}} ultimately]] won this duel, with 17 million copies sold worldwide making it the highest selling fighting game of all time, a feat ''Cross Tag Battle'' failed to accomplish.||
|| ''VideoGame/SlapCity'' (2018) || ''Icons: Combat Arena'' (2018) || PlatformFighter games developed by independent teams, intended to become a PC alternative for the Nintendo-exclusive ''VideoGame/SuperSmashBros'' series, while also appealing to its competitive scene. Both were also first released as Early Access. || ''VideoGame/SlapCity'', much like ''Super Smash Bros.'', is a MascotFighter featuring many of the developer's characters. ''Icons'', on the other hand, has its roster entirely composed of original characters. Notably, the latter's development team had people that previously worked on the famous GameMod ''VideoGame/ProjectM''. || ''Slap City'', no contest. Winning fans over with its fresh characters and creative game modes, it's remained overwhelmingly praised since its release. ''Icons'' instead was heavily criticized for aspects such as a roster mostly composed of expies of ''Smash'' fighters, matches being exclusively 1v1, and an abusive microtransaction system. Because of that, the game struggled with a shrinking playerbase, and its servers were put down on November 2018, rendering it unplayable since then.||
|| ''VideoGame/SoulcaliburVI'' (2018) || ''VideoGame/DeadOrAlive6'' (2019) || 3D fighting games from series that are ''very'' well-known for {{fanservice}}, coming off a SequelGap with both having their last mainline installment in 2012, and set to be the big comeback for both franchises. || Both games feature new graphics, new gameplay mechanics, and are the sixth numbered sequel of their respective series, but a major difference in terms of execution is how they go about their trademark fanservice -- Whereas ''Dead or Alive 6'' chose to [[TamerAndChaster severely cut back on the sex appeal in hopes of being taken more seriously]], ''Soulcalibur VI'' decided to [[HotterAndSexier fully embrace it as a core part of its identity]]. || ''Soulcalibur VI''. Upon release, ''Soulcalibur VI'' received positive reviews across the board and became widely celebrated by fans, and having practically no real controversy to deter it, whereas ''Dead or Alive 6'' had considerably less favorable reviews and all the way up to launch was OvershadowedByControversy over many things including the tamer fanservice, the constant FlipFlopOfGod, the shady tactics used to drive sales (including a ''93 dollar season pass'' at launch), and missing core features, among others, [[ItsTheSameNowItSucks while changing very little in any positive way]]. ''Soulcalibur VI'' got an easy ticket to [[UsefulNotes/FightingGameCommunity EVO 2019]], whereas ''Dead or Alive 6'' was completely passed up by EVO despite specifically aiming for it, effectively killing its tournament scene before it could begin, and sales were not good as it debuted at a mere ''#21'' on the UK charts alone, compared to ''SCVI'' reaching #5 and ''[=DOA6=]'''s direct predecessor selling over twice as much. The US wasn't much kinder, either -- whereas ''SCVI'' placed at #8 on the monthly NPD Top 10 chart for October, ''[=DOA6=]'' failed to even make the Top 10 at all. Japan was slightly more favorable, as ''[=DOA6=]'' launched at #1 but only at just over 26,000 retail copies (considerably lower than past games), and only 2,000 more than what ''SCVI'' launched with, but the difference is very negligible overall as digital isn't counted in the equation. Ultimately, ''SCVI'' performed far better than ''[=DOA6=]'', selling over 400,000 units in the first week and over a million after a month. In comparison, ''[=DOA6=]'' merely ''shipped'' 350,000 units within nearly ''two months'' after the game's release.
|| ''VideoGame/SuperSmashBrosUltimate'' (2018) || ''VideoGame/JumpForce'' (2019) || Crossover fighting games in which characters from Nintendo's history (''Smash Bros.'') or multiple ''Magazine/ShonenJump'' franchises (''Jump Force'') come together to fight against each other. || ||''Super Smash Bros. Ultimate'' by a country mile. While the roster of ''Smash Bros.'' welcomed back everyone included in the series, past and present, including long-awaited fighters like [[Franchise/{{Metroid}} Ridley]] and [[VideoGame/DonkeyKongCountry King K. Rool]], the roster of ''Jump Force'' was divisive from the moment that the game was finalized. This included the divisive Created Character, which people have grown tired of now, as well as original characters, Kane and Galena, which are mainly seen as expies of [[VideoGame/DragonBallXenoverse Mira and Towa]]. In terms of sales, despite ''Ultimate'' being a Switch exclusive and ''Jump Force'' coming out on every console that wasn't the Switch (namely [=PS4=], Xbox One and PC), the former managed to blow the competition out of the water in Japan by selling 1.2 million copies during its first week, eventually managing to sell over ''15.71 million'' copies by November 2019 and become '''the''' highest selling fighting game ''of all time'', while the latter could only muster barely a tenth of those figures in its launch week and despite a steady stream of DLC, has largely been forgotten by most people, only being mentioned [[SnarkBait to be made fun of]].
|| ''VideoGame/SamuraiShodown'' (2019) || ''VideoGame/GranblueFantasyVersus'' (2019) || 2D fighting games that return to a more classically grounded style with high damage, stricter movement and shorter combos compared to the "anime" fighting games that have dominated the genre since the late 2000s. || ||While both games were very well received, ''Granblue'' has been the more successful of the two. Casual players can enjoy a stronger single player experience than ''Shodown'' offers, complete with a very unique RPG mode and a sizable amount of unlockable content, while the tourney scene for Creator/ArcSystemWorks games is much larger and more competitive than the one for SNK's. Furthermore, ''Shodown''[='s=] PC port was delayed indefinitely while ''Granblue''[='s=] released a mere week after its console launch. While ''Samurai Shodown'' does have a following, it's ultimately more niche than the combined numbers of the ''VideoGame/GranblueFantasy'' fandom and the UsefulNotes/FightingGameCommunity.

to:

|| ''VideoGame/MarvelVsCapcomInfinite'' (2017) || ''VideoGame/BlazBlueCrossTagBattle'' (2018) || 2v2 tag-team tournament-competitive fighting games featuring ensemble casts of super-powered characters from multiple different properties || Coming onto the scene a month before EVO 2018 is due and with ''[=FighterZ=]'' is still hugely popular, ''BBTAG'' is the second Creator/ArcSystemWorks game to be competing with ''[=MvCI=]''. ''BBTAG'' is also a 2v2 crossover fighter featuring an ensemble cast from four popular anime franchises: ''Franchise/BlazBlue'', ''VideoGame/{{Persona 4}}'', ''VideoGame/UnderNightInBirth'' and the highly popular Creator/RoosterTeeth anime-styled web animation series ''WebAnimation/{{RWBY}}''. [[note]]''RWBY's'' [[Creator/MontyOum sadly now late creator]] and ''[=BlazBlue=]'''s creator Toshimichi Mori were big fans of each others' work and the two planned for an eventual crossover, and here the four heroines of ''RWBY'' make their fighting game debut.[[/note]] || The announcement that ''BBTAG'' would be present at EVO 2018 and ''[=MvCI=]'' would not when the former hadn't even been released came as a massive shock to the [[UsefulNotes/FightingGameCommunity FGC]]. Though early hype for ''BBTAG'' was damaged by a controversy surrounding DLC practices, reception to early release builds and demos were highly positive with players praising the new ''RWBY'' characters, the netcode and online play, the combat system (which is said to be very easy to pick up for new players but offers a surprising degree of depth to veterans due to character interplay) and the voice acting [[note]]with the casts of ''BB'', ''Persona 4'' and ''RWBY'' reprising their roles and a slew of recognized anime and video game voice actors lending their talents to the ''UNIB'' cast who have never before had English voices[[/note]]. In the end, though, while both series underperformed, the fact that ''Cross Tag Battle'' had better reception and slightly better sales than ''Infinite'' makes it the clear winner, even if it was an AcclaimedFlop. ||
|| ''VideoGame/BlazBlueCrossTagBattle'' (2018) || ''VideoGame/SuperSmashBrosUltimate'' (2018) || MassiveMultiplayerCrossover fighting games released six months from each other that are easy to pick up and play. || ''BBTAG'' is a 2v2 tag-team fighter featuring characters from six different franchises: ''VideoGame/{{Blazblue}}'', ''VideoGame/Persona4'', ''VideoGame/UnderNightInBirth'', ''WebAnimation/{{RWBY}}'', ''VideoGame/ArcanaHeart'', ''VideoGame/SenranKagura'', and ''VideoGame/AkatsukiBlitzkampf''. ''Ultimate'' is more or less a PlatformFighter [[DreamMatchGame reuniting all the first- and third-party franchises represented]] in the ''VideoGame/SuperSmashBros'' series with four more universes added later on: ''VideoGame/Persona5'' (ironically enough), ''VideoGame/DragonQuest'', ''VideoGame/BanjoKazooie'', and ''VideoGame/FatalFury''. On a more somber note, both games were influenced by two different creators that died the same year in 2015, as ''BBTAG'' had ''RWBY'' creator Creator/MontyOum, who was a fan of ''[=BlazBlue=]'', passed away on February that year (Team RWBY and later representatives of the series were added as tribute) while ''Ultimate'' was the final request given to Creator/MasahiroSakurai by former Nintendo president Creator/SatoruIwata, though Iwata had a much longer impact on people worldwide than Oum. || ''Cross Tag Battle'', despite positive reviews, was marred at launch due to Creator/ArcSystemWorks' decision to lock half of the starting roster as DLC (though the remaining ''RWBY'' characters were free) causing poor sales at launch. ''Ultimate'' on the other hand was praised for the novelty of [[TheBusCameBack EVERYONE IS HERE!]], thus reuniting all the characters that were dropped between the last ''Smash'' games. ''Ultimate'' [[{{Pun}} ultimately]] won this duel, with 17 million copies sold worldwide making it the highest selling fighting game of all time, a feat ''Cross Tag Battle'' failed to accomplish. ||
|| ''VideoGame/SlapCity'' (2018) || ''Icons: Combat Arena'' (2018) || PlatformFighter games developed by independent teams, intended to become a PC alternative for the Nintendo-exclusive ''VideoGame/SuperSmashBros'' series, while also appealing to its competitive scene. Both were also first released as Early Access. || ''VideoGame/SlapCity'', much like ''Super Smash Bros.'', is a MascotFighter featuring many of the developer's characters. ''Icons'', on the other hand, has its roster entirely composed of original characters. Notably, the latter's development team had people that previously worked on the famous GameMod ''VideoGame/ProjectM''. || ''Slap City'', no contest. Winning fans over with its fresh characters and creative game modes, it's remained overwhelmingly praised since its release. ''Icons'' instead was heavily criticized for aspects such as a roster mostly composed of expies of ''Smash'' fighters, matches being exclusively 1v1, and an abusive microtransaction system. Because of that, the game struggled with a shrinking playerbase, and its servers were put down on November 2018, rendering it unplayable since then. ||
|| ''VideoGame/SoulcaliburVI'' (2018) || ''VideoGame/DeadOrAlive6'' (2019) || 3D fighting games from series that are ''very'' well-known for {{fanservice}}, coming off a SequelGap with both having their last mainline installment in 2012, and set to be the big comeback for both franchises. || Both games feature new graphics, new gameplay mechanics, and are the sixth numbered sequel of their respective series, but a major difference in terms of execution is how they go about their trademark fanservice -- Whereas ''Dead or Alive 6'' chose to [[TamerAndChaster severely cut back on the sex appeal in hopes of being taken more seriously]], ''Soulcalibur VI'' decided to [[HotterAndSexier fully embrace it as a core part of its identity]]. || ''Soulcalibur VI''. Upon release, ''Soulcalibur VI'' received positive reviews across the board and became widely celebrated by fans, and having practically no real controversy to deter it, whereas ''Dead or Alive 6'' had considerably less favorable reviews and all the way up to launch was OvershadowedByControversy over many things including the tamer fanservice, the constant FlipFlopOfGod, the shady tactics used to drive sales (including a ''93 dollar season pass'' at launch), and missing core features, among others, [[ItsTheSameNowItSucks while changing very little in any positive way]]. ''Soulcalibur VI'' got an easy ticket to [[UsefulNotes/FightingGameCommunity EVO 2019]], whereas ''Dead or Alive 6'' was completely passed up by EVO despite specifically aiming for it, effectively killing its tournament scene before it could begin, and sales were not good as it debuted at a mere ''#21'' on the UK charts alone, compared to ''SCVI'' reaching #5 and ''[=DOA6=]'''s direct predecessor selling over twice as much. The US wasn't much kinder, either -- whereas ''SCVI'' placed at #8 on the monthly NPD Top 10 chart for October, ''[=DOA6=]'' failed to even make the Top 10 at all. Japan was slightly more favorable, as ''[=DOA6=]'' launched at #1 but only at just over 26,000 retail copies (considerably lower than past games), and only 2,000 more than what ''SCVI'' launched with, but the difference is very negligible overall as digital isn't counted in the equation. Ultimately, ''SCVI'' performed far better than ''[=DOA6=]'', selling over 400,000 units in the first week and over a million after a month. In comparison, ''[=DOA6=]'' merely ''shipped'' 350,000 units within nearly ''two months'' after the game's release.
release. ||
|| ''VideoGame/SuperSmashBrosUltimate'' (2018) || ''VideoGame/JumpForce'' (2019) || Crossover fighting games in which characters from Nintendo's history (''Smash Bros.'') or multiple ''Magazine/ShonenJump'' franchises (''Jump Force'') come together to fight against each other. || ||''Super || ''Super Smash Bros. Ultimate'' by a country mile. While the roster of ''Smash Bros.'' welcomed back everyone included in the series, past and present, including long-awaited fighters like [[Franchise/{{Metroid}} Ridley]] and [[VideoGame/DonkeyKongCountry King K. Rool]], the roster of ''Jump Force'' was divisive from the moment that the game was finalized. This included the divisive Created Character, which people have grown tired of now, as well as original characters, Kane and Galena, which are mainly seen as expies of [[VideoGame/DragonBallXenoverse Mira and Towa]]. In terms of sales, despite ''Ultimate'' being a Switch exclusive and ''Jump Force'' coming out on every console that wasn't the Switch (namely [=PS4=], Xbox One and PC), the former managed to blow the competition out of the water in Japan by selling 1.2 million copies during its first week, eventually managing to sell over ''15.71 million'' copies by November 2019 and become '''the''' highest selling fighting game ''of all time'', while the latter could only muster barely a tenth of those figures in its launch week and despite a steady stream of DLC, has largely been forgotten by most people, only being mentioned [[SnarkBait to be made fun of]].
of]]. ||
|| ''VideoGame/SamuraiShodown'' (2019) || ''VideoGame/GranblueFantasyVersus'' (2019) || 2D fighting games that return to a more classically grounded style with high damage, stricter movement and shorter combos compared to the "anime" fighting games that have dominated the genre since the late 2000s. || ||While || While both games were very well received, ''Granblue'' has been the more successful of the two. Casual players can enjoy a stronger single player experience than ''Shodown'' offers, complete with a very unique RPG mode and a sizable amount of unlockable content, while the tourney scene for Creator/ArcSystemWorks games is much larger and more competitive than the one for SNK's. Furthermore, ''Shodown''[='s=] PC port was delayed indefinitely while ''Granblue''[='s=] released a mere week after its console launch. While ''Samurai Shodown'' does have a following, it's ultimately more niche than the combined numbers of the ''VideoGame/GranblueFantasy'' fandom and the UsefulNotes/FightingGameCommunity. ||

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|| ''StreetFighter'' (1987) || ''VideoGame/FatalFury'' (1991)\\

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|| ''StreetFighter'' ''Franchise/StreetFighter'' (1987) || ''VideoGame/FatalFury'' (1991)\\



''VideoGame/TheKingOfFighters'' (1994) || 2D {{Fighting Game}}s with a heavy emphasis on mystical and impossible special moves. Later installments of both ''Street Fighter'' and ''KOF'' involve worldwide conspiracies. || ''StreetFighter'' the TropeMaker of {{Fighting Game}}s in the early 90s, and AOF and FF were created to ride the wave of its success. Realizing that neither series had the staying power to compete with Capcom's flagship, Creator/{{SNK}} combined the rosters of these two titles to create ''KOF''. Both ''SF'' and ''KOF'' liberally crib ideas from one another, and [[VideoGame/SNKVsCapcom have even joined forces on some occasions]]. || ''StreetFighter'' is well known around the world, whereas outside of Japan ''KOF'' is a cult hit at best, with [[GermansLoveDavidHasselhoff a surprising following in places like Mexico]], where the low-priced UsefulNotes/NeoGeo cabinets proved to be appealing to store owners and players. ||

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''VideoGame/TheKingOfFighters'' (1994) || 2D {{Fighting Game}}s with a heavy emphasis on mystical and impossible special moves. Later installments of both ''Street Fighter'' and ''KOF'' involve worldwide conspiracies. || ''StreetFighter'' ''Street Fighter'' is the TropeMaker of {{Fighting Game}}s in the early 90s, while ''AOF'' and AOF and FF ''FF'' were created to ride the wave of its success. Realizing that neither series had the staying power to compete with Capcom's Creator/{{Capcom}}'s flagship, Creator/{{SNK}} combined the rosters of these two titles to create ''KOF''. Both ''SF'' and ''KOF'' liberally crib ideas from one another, and [[VideoGame/SNKVsCapcom have even joined forces on some occasions]]. || ''StreetFighter'' ''Street Fighter'' is well known around the world, whereas outside of Japan ''KOF'' is a cult hit at best, with [[GermansLoveDavidHasselhoff a surprising following in places like Mexico]], where the low-priced UsefulNotes/NeoGeo cabinets proved to be appealing to store owners and players. ||



''VideoGame/DeadOrAlive'' (1996) || 3D {{Fighting Game}}s with an emphasis on realistic martial arts styles || ''Virtua Fighter'', like ''StreetFighter'', is considered the UrExample of 3D fighters and most games made after it deliberately ape it. ''Tekken'' combined VF's realistic gameplay with a ''Street Fighter''-like cast of misfits. ''VideoGame/DeadOrAlive'' took VF's gameplay, added a dopey exploding arena gimmick, and utilized some [[JigglePhysics very]] [[GagBoobs fascinating]] [[{{Stripperiffic}} character]] [[FanService concepts]]. || ''Tekken'' has remained as the top selling 3D fighting game series. ''Virtua Fighter'' is lauded by tournament players but only has a very small competitive scene in the west. ''DOA'' has slowly mounted a comeback a steadily growing competitive scene since [[VideoGame/DeadOrAlive5 its fifth installment]] came out. ||
|| ''VideoGame/EternalChampions'' (1993) || ''VideoGame/KillerInstinct'' (1994) || [[DarkerAndEdgier Dark]], [[BloodierAndGorier violent]] fighting games made by the leading console manufacturers at the time as a FollowTheLeader answer to ''VideoGame/MortalKombat1'', with outlandish character designs and gallons of RuleOfCool. || Though spearheaded by Creator/{{Sega}} and Creator/{{Nintendo}}, respectively, each game was actually made by a western developer (''Eternal Champions'' was developed by Sega's America-based Interactive Development Division, whereas ''Killer Instinct'' was made by Nintendo's newly-acquired second-party developer Rare.) ''Eternal Champions'' was developed specifically for the Mega Drive/Genesis, while ''Killer Instinct'' was released in arcades first, and later ported to the SNES (rather ironic, since Sega's primary market have always been arcades, whereas Nintendo had otherwise stopped making arcade games by that point). Gameplay-wise, ''Killer Instinct'' relied heavily on {{combo}}s, while ''Eternal Champions'' played more similarly to ''VideoGame/StreetFighterII'' with the addition of a "special attack meter" to prevent players from abusing special attacks. In lieu of ''Mortal Kombat'', both games also had violent {{Finishing Move}}s, though the ones in ''Killer Instict'', while featuring large amounts of blood, had relatively little gore compared to both ''Mortal Kombat'' and ''Eternal Champions''. || ''Killer Instinct''. Both games followed a similar curve after release (a highly successful original game, a single sequel that wasn't as well received, and then promptly disappearing off the face of the Earth). In terms of legacy, ''Killer Instinct'' is much better remembered and retains a cult following, while ''Eternal Champions'' is largely forgotten and is usually only brought up in "AnyoneRememberPogs" kind of conversations. ''Killer Instinct'' was also successfully revived in 2013, further cementing this. ||

to:

''VideoGame/DeadOrAlive'' (1996) || 3D {{Fighting Game}}s with an emphasis on realistic martial arts styles || ''Virtua Fighter'', like ''StreetFighter'', ''Street Fighter'', is considered the UrExample of 3D fighters and most games made after it deliberately ape it. ''Tekken'' combined VF's ''VF''[='s=] realistic gameplay with a ''Street Fighter''-like cast of misfits. ''VideoGame/DeadOrAlive'' took VF's ''VF''[='s=] gameplay, added a dopey strange exploding arena gimmick, gimmick called the "Danger Zone" in addition to traditional {{Ring Out}}s (which would be replaced by [[FreeFloorFighting more freeform stages]] in subsequent titles), and utilized some [[PantyFighter some]] [[JigglePhysics very]] [[GagBoobs fascinating]] [[{{Stripperiffic}} character]] [[FanService [[{{Fanservice}} concepts]]. || ''Tekken'' has remained as the top selling 3D fighting game series. ''Virtua Fighter'' is lauded by tournament players but only has a very small competitive scene in the west. ''DOA'' has slowly mounted a comeback a steadily growing competitive scene since [[VideoGame/DeadOrAlive5 its fifth installment]] came out. ||
|| ''VideoGame/EternalChampions'' (1993) || ''VideoGame/KillerInstinct'' (1994) || [[DarkerAndEdgier Dark]], [[BloodierAndGorier violent]] fighting games made by the leading console manufacturers at the time as a FollowTheLeader answer to ''VideoGame/MortalKombat1'', with outlandish character designs and gallons of RuleOfCool. || Though spearheaded by Creator/{{Sega}} and Creator/{{Nintendo}}, respectively, each game was actually made by a western developer (''Eternal Champions'' was developed by Sega's America-based Interactive Development Division, whereas ''Killer Instinct'' was made by Nintendo's newly-acquired second-party developer Rare.) ''Eternal Champions'' was developed specifically for the [[UsefulNotes/SegaGenesis Mega Drive/Genesis, Drive/Genesis]], while ''Killer Instinct'' was released in arcades first, and later ported to the SNES [[UsefulNotes/SuperNintendoEntertainmentSystem SNES]] (rather ironic, since Sega's primary market have always been arcades, whereas Nintendo had otherwise stopped making arcade games by that point). Gameplay-wise, ''Killer Instinct'' relied heavily on {{combo}}s, while ''Eternal Champions'' played more similarly to ''VideoGame/StreetFighterII'' with the addition of a "special attack meter" to prevent players from abusing special attacks. In lieu of ''Mortal Kombat'', both games also had violent {{Finishing Move}}s, though the ones in ''Killer Instict'', while featuring large amounts of blood, had relatively little gore compared to both ''Mortal Kombat'' and ''Eternal Champions''. || ''Killer Instinct''. Both games followed a similar curve after release (a highly successful original game, a single sequel that wasn't as well received, and then promptly disappearing off the face of the Earth). In terms of legacy, ''Killer Instinct'' is much better remembered and retains a cult following, while ''Eternal Champions'' is largely forgotten and is usually only brought up in "AnyoneRememberPogs" kind of conversations. ''Killer Instinct'' was also successfully revived in 2013, further cementing this. ||



|| ''VideoGame/MarvelSuperHeroes'' (1995) || ''Avengers in Galactic Storm'' (1995) || Arcade fighting games based on Creator/MarvelComics. || Something so unusual as dueling titles made by rivaling companies (Creator/{{Capcom}} and Creator/DataEast, respectively) based around the same license. Both games featured ComicBook/CaptainAmerica and ComicBook/IronMan as playable characters, but otherwise had very little in common. ''Marvel Super Heroes'' was a sequel to ''VideoGame/XMenChildrenOfTheAtom'', was loosely based on the ''[[ComicBook/TheInfinityGauntlet Infinity Gauntlet]]'' storyline from the comics, had traditional sprite-based 2D graphics, and a special "gem" system that gave your character temporary perks by fulfilling certain criteria during the match. ''Avengers in Galactic Storm'' was based on the ''[[ComicBook/OperationGalacticStorm Operation: Galactic Storm]]'' storyline, had pre-rendered CG characters and backgrounds on a two-dimensional playing field and was the first fighting game to feature {{Assist Character}}s. || ''Marvel Super Heroes'' by far: its success eventually led to the beloved ''VideoGame/MarvelVsCapcom'' games. ''Avengers in Galactic Storm'' slipped by almost unnoticed, and didn't even receive a home port. ||

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|| ''VideoGame/MarvelSuperHeroes'' (1995) || ''Avengers in Galactic Storm'' (1995) || Arcade fighting games based on Creator/MarvelComics. || Something so unusual as dueling titles made by rivaling companies (Creator/{{Capcom}} and Creator/DataEast, respectively) based around the same license. Both games featured ComicBook/CaptainAmerica and ComicBook/IronMan as playable characters, but otherwise had very little in common. ''Marvel Super Heroes'' was a sequel to ''VideoGame/XMenChildrenOfTheAtom'', was loosely based on the ''[[ComicBook/TheInfinityGauntlet Infinity Gauntlet]]'' storyline from the comics, had traditional sprite-based 2D graphics, and a special "gem" "Gem" system that gave your character temporary perks by fulfilling certain criteria during the match. ''Avengers in Galactic Storm'' was based on the ''[[ComicBook/OperationGalacticStorm Operation: Galactic Storm]]'' storyline, had pre-rendered CG characters and backgrounds on a two-dimensional playing field and was the first fighting game to feature {{Assist Character}}s. || ''Marvel Super Heroes'' by far: its success eventually led to the beloved ''VideoGame/MarvelVsCapcom'' games. ''Avengers in Galactic Storm'' slipped by almost unnoticed, and didn't even receive a home port. ||



''[[VideoGame/FatalFury Garou: Mark of the Wolves]]'' (1999) || After playing it safe for several years, in the brave new year of 1997 the premier fighting game series were ready to take their next installment in bold new directions. Two years later, SNK followed suit with the final game in their earliest fighting game franchise. || ''Mortal Kombat 4'' took the step into the third dimension, while ''Street Fighter III'' stayed in and perfected 2D (it was one of the best-looking 2D-games ever at the time of its release). Both games did away with a substantial part of their established cast in favor of new faces, but ''Street Fighter III'' especially so (only Ryu and Ken returned, although later updates reintroduced Akuma and Chun-Li). While ''Mortal Kombat 4'' was now 3D, the gameplay still largely took place on a two-dimensional playing field and with the exception of a sidestep maneuver and the introduction of a weapon-system, the gameplay was largely unchanged. ''Street Fighter III'' on the other hand had substantially altered gameplay with the introduction of dashing, "super arts" and the new parry-system. Meanwhile, ''Garou: Mark of the Wolves'' followed in ''Street Fighter III''[='s=] footsteps, replacing the roster with a new generation of fighters (with Terry being the only returning character) and featuring some beautifully animated 2D artwork. The game also forsook ''Fatal Fury''[='s=] iconic plane-shifting mechanic in favor of traditional 2D movement, and also features a "Just Defense" mechanic similar to ''Street Fighter III''[='s=] parrying.|| At the time of release, ''Mortal Kombat 4'' was the winner, performing well in arcades and being a financial success for Midway. ''Street Fighter III'' on the other hand was met with widespread apathy, with factors including it coming out too late after the Street Fighter-craze had largely died off, being a 2D-game at the height of the VideoGame3DLeap, having a really expensive arcade board meaning few arcade operators could afford it, being too inaccessible for beginners, and players finding it too different and with almost no familiar characters ([[UnpleasableFanbase ironically the very things people had complained about with the countless updates for]] ''VideoGame/StreetFighterII''). It also didn't help matters that ''Mortal Kombat 4'' was ported to every system available at the time but ''Street Fighter III'' was originally only ported to the ill-fated Dreamcast more than two years after its release. In the long run, the situation has reversed. ''Mortal Kombat 4'' did not age well and is now regarded as the weakest entry in the series due to the PolygonCeiling and Narm-filled cutscenes, while ''Street Fighter III'' has become VindicatedByHistory is now an incredibly well-regarded game, a TournamentPlay staple and a CultClassic. It goes to tell when ''Mortal Kombat 4'' was excluded from the digital compilation ''Mortal Kombat Arcade Kollection'' whereas ''Street Fighter III'' is one of the consistently best-selling digital download-titles around. ''Garou: Mark of the Wolves'', meanwhile, quietly picked up its status as a CultClassic, regarded as one of the best fighters SNK ever made, and regularly maintains its presence at EVO tournaments, but unfortunately SNK as a whole wouldn't gain widespread recognition in the western market like the other two properties would until 2 years later with ''VideoGame/CapcomVsSNK2MarkOfTheMillennium''. ''Street Fighter III'' is the clear winner against ''Mortal Kombat 4'', but with ''Garou: Mark of the Wolves'' it wins more on the basis of being the more recognizable brand. ||

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''[[VideoGame/FatalFury Garou: Mark of the Wolves]]'' (1999) || After playing it safe for several years, in the brave new year of 1997 the premier fighting game series were ready to take their next installment in bold new directions. Two years later, SNK followed suit with the final game in their earliest fighting game franchise. || ''Mortal Kombat 4'' took the step into the third dimension, while ''Street Fighter III'' stayed in and perfected 2D (it was one of the best-looking 2D-games 2D games ever at the time of its release). Both games did away with a substantial part of their established cast in favor of new faces, but ''Street Fighter III'' especially so (only Ryu and Ken returned, although later updates reintroduced Akuma and Chun-Li). While ''Mortal Kombat 4'' was now 3D, [[TwoAndAHalfD the gameplay still largely took place on a two-dimensional playing field and field]] and, with the exception of a sidestep maneuver and the introduction of a weapon-system, weapon system, the gameplay was largely unchanged. ''Street Fighter III'' on the other hand had substantially altered gameplay with the introduction of dashing, "super arts" "Super Arts" (players were given a choice of one of three Super Combos pre-match, with their selection also affecting how large their super gauge was and how many supers they could stock), and the new parry-system.[[PunchParry parry]] system. Meanwhile, ''Garou: Mark of the Wolves'' followed in ''Street Fighter III''[='s=] footsteps, replacing the roster with a new generation of fighters (with Terry being the only returning character) and featuring some beautifully animated 2D artwork. The game also forsook ''Fatal Fury''[='s=] iconic plane-shifting mechanic in favor of traditional 2D movement, and also features a "Just Defense" mechanic similar to ''Street Fighter III''[='s=] parrying.|| At the time of release, ''Mortal Kombat 4'' was the winner, performing well in arcades and being a financial success for Midway. ''Street Fighter III'' on the other hand was met with widespread apathy, with factors including it coming out too late after the Street Fighter-craze had largely died off, being a 2D-game at the height of the VideoGame3DLeap, having a really expensive arcade board meaning few arcade operators could afford it, being too inaccessible for beginners, and players finding it too different and with almost no familiar characters ([[UnpleasableFanbase ironically the very things people had complained about with the countless updates for]] ''VideoGame/StreetFighterII''). It also didn't help matters that ''Mortal Kombat 4'' was ported to every system available at the time but ''Street Fighter III'' was originally only ported to the ill-fated Dreamcast more than two years after its release. In the long run, the situation has reversed. ''Mortal Kombat 4'' did not age well and is now regarded as the weakest entry in the series due to the PolygonCeiling and Narm-filled cutscenes, while ''Street Fighter III'' has become VindicatedByHistory is now an incredibly well-regarded game, a TournamentPlay staple and a CultClassic. It goes to tell when ''Mortal Kombat 4'' was excluded from the digital compilation ''Mortal Kombat Arcade Kollection'' whereas ''Street Fighter III'' is one of the consistently best-selling digital download-titles around. ''Garou: Mark of the Wolves'', meanwhile, quietly picked up its status as a CultClassic, regarded as one of the best fighters SNK ever made, and regularly maintains its presence at EVO tournaments, but unfortunately SNK as a whole wouldn't gain widespread recognition in the western market like the other two properties would until 2 years later with ''VideoGame/CapcomVsSNK2MarkOfTheMillennium''. ''Street Fighter III'' is the clear winner against ''Mortal Kombat 4'', but with ''Garou: Mark of the Wolves'' it wins more on the basis of being the more recognizable brand. ||



|| ''VideoGame/SuperSmashFlash 2'' (Began 2007) || ''VideoGame/SuperSmashBrosCrusade'' (Began 2014) || Fan-made ''VideoGame/SuperSmashBros'' games. || ''VideoGame/SuperSmashFlash 2'' is a sequel to ''VideoGame/SuperSmashFlash'', which [[SeinfeldIsUnfunny hasn't aged well]] and [[CanonDiscontinuity is best forgotten]]. || Both games are [[SugarWiki/GeniusProgramming very impressive replications of]] ''VideoGame/SuperSmashBros'' game-play, especially in the case of ''Super Smash Flash 2'', which runs UsefulNotes/AdobeFlash. Overall, ''[=SSF2=]'' has more polished graphics, well-balanced game-play, and is more well known. ''Super Smash Bros. Crusade'' has a stronger GameEngine, having a larger roster that includes gimmicky, memory-intensive fighters such as the VideoGame/{{Ice Climber}}s and [[VideoGame/{{Pikmin}} Capt. Olimar]]. ||
|| ''[[VideoGame/BrawlMinus Brawl-]]'' (Verison 1.0, 2010) || ''VideoGame/ProjectM'' (Version 1.0, 2011) || {{Game Mod}}s of ''VideoGame/SuperSmashBrosBrawl'' that seek to [[CompetitiveBalance create more dynamic game-=play and better balance the roster]]. || Both Mods rose from the failed ''Brawl+'', the first attempt at a major ''Brawl'' Mod. ''Brawl-'', created by a standalone team, seeks to balance the game by making '''everything''' a GameBreaker. ''VideoGame/ProjectM'', made by former ''Brawl+'' modders, more-or-less embraced the "''Melee'' 2.0" criticisms aimed at ''Brawl+'' by replicating the more MetaGame-oriented physics of ''VideoGame/SuperSmashBrosMelee'', and re-balancing the cast to match. ''VideoGame/ProjectM'' also goes even further by restoring removed stages, creating new alt-costumes, and even bringing back two characters cut from ''Brawl'', Roy and Mewtwo. ''Brawl-'' followed suit by restoring Roy and Pichu. || ''VideoGame/ProjectM'' wins by a country mile, if its coverage by major gaming news sites and appearance in tournaments is any indication. This ended up being its undoing, though, as it got so big that the makers ended up shutting ''Project M'' down upon learning that Nintendo would now have grounds to ''sue'' instead of issuing a Cease and Desist. So in terms of longevity, ''Brawl-'' wins. ||

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|| ''VideoGame/SuperSmashFlash 2'' (Began 2007) || ''VideoGame/SuperSmashBrosCrusade'' (Began 2014) || Fan-made ''VideoGame/SuperSmashBros'' games. || ''VideoGame/SuperSmashFlash 2'' is a sequel to ''VideoGame/SuperSmashFlash'', which [[SeinfeldIsUnfunny hasn't aged well]] and [[CanonDiscontinuity is best forgotten]]. || Both games are [[SugarWiki/GeniusProgramming very impressive replications of]] ''VideoGame/SuperSmashBros'' game-play, gameplay, especially in the case of ''Super Smash Flash 2'', which runs UsefulNotes/AdobeFlash. Overall, ''[=SSF2=]'' has more polished graphics, well-balanced game-play, and is more well known. ''Super Smash Bros. Crusade'' has a stronger GameEngine, having a larger roster that includes gimmicky, memory-intensive fighters such as the VideoGame/{{Ice Climber}}s and [[VideoGame/{{Pikmin}} Capt. Olimar]]. ||
|| ''[[VideoGame/BrawlMinus Brawl-]]'' (Verison 1.0, 2010) || ''VideoGame/ProjectM'' (Version 1.0, 2011) || {{Game Mod}}s of ''VideoGame/SuperSmashBrosBrawl'' that seek to [[CompetitiveBalance create more dynamic game-=play and better balance the roster]]. || Both Mods rose from the failed ''Brawl+'', the first attempt at a major ''Brawl'' Mod. ''Brawl-'', created by a standalone team, seeks to balance the game by making '''everything''' a GameBreaker. ''VideoGame/ProjectM'', made by former ''Brawl+'' modders, more-or-less more or less embraced the "''Melee'' 2.0" criticisms aimed at ''Brawl+'' by replicating the more MetaGame-oriented {{Metagame}}-oriented physics of ''VideoGame/SuperSmashBrosMelee'', and re-balancing the cast to match. ''VideoGame/ProjectM'' also goes even further by restoring removed stages, creating new alt-costumes, and even bringing back two characters cut from ''Brawl'', Roy and Mewtwo. ''Brawl-'' followed suit by restoring Roy and Pichu. || ''VideoGame/ProjectM'' wins by a country mile, if its coverage by major gaming news sites and appearance in tournaments is any indication. This ended up being its undoing, though, as it got so big that the makers ended up shutting ''Project M'' down upon learning that Nintendo would now have grounds to ''sue'' instead of issuing a Cease and Desist. So in terms of longevity, ''Brawl-'' wins. ||



|| ''VideoGame/BlazblueCrossTagBattle'' (2018) || ''VideoGame/SuperSmashBrosUltimate'' (2018) || MassiveMultiplayerCrossover fighting games released six months from each other that are easy to pick up and play. || ''BBTAG'' is a 2v2 tag-team fighter featuring characters from six different franchises: ''VideoGame/{{Blazblue}}'', ''VideoGame/Persona4'', ''VideoGame/UnderNightInBirth'', ''WebAnimation/{{RWBY}}'', ''VideoGame/ArcanaHeart'', ''VideoGame/SenranKagura'', and ''VideoGame/AkatsukiBlitzkampf''. Ultimate is more or less a PlatformFighter reuniting all the First and Third-Party franchises represented in the ''VideoGame/SuperSmashBros'' series with four more universes added later on: ''VideoGame/Persona5'' ironically, ''VideoGame/DragonQuest'', ''VideoGame/BanjoKazooie'', and ''VideoGame/FatalFury''. On a more somber note, both games were influenced by two different creators that died the same year in 2015, as ''BBTAG'' had RWBY creator Creator/MontyOum who was a fan of ''Blazblue'' and the girls were added as tribute, passed away on February that year while ''Ultimate'' was the final request given to Creator/MasahiroSakurai by former Nintendo president Creator/SatoruIwata, though Iwata had a much longer impact on people worldwide than Oum. || ''Cross Tag Battle'', despite positive reviews, was marred at launch due to Creator/ArcSystemWorks' decision to lock half of the starting roster as DLC (though the remaining ''[=RWBY=]'' characters were free) causing poor sales at launch. ''Ultimate'' on the other hand was praised for the novelty of [[TheBusCameBack EVERYONE IS HERE!]], thus reuniting all the characters that were dropped between the last ''Smash'' games. ''Ultimate'' [[{{Pun}} ultimately]] won this duel, with 17 million copies sold worldwide making it the highest selling fighting game of all time, a feat ''Cross Tag Battle'' failed to accomplish.||
|| ''VideoGame/SlapCity'' (2018) || ''Icons: Combat Arena'' (2018) || PlatformFighter games developed by independent teams, intended to become a PC alternative for the Nintendo-exclusive ''VideoGame/SuperSmashBros'' series, while also appealing to its competetive scene. Both were also first released as Early Access. || ''VideoGame/SlapCity'', much like ''Super Smash Bros.'', is a MascotFighter featuring many of the developer's characters. ''Icons'', on the other hand, has its roster entirely composed of original characters. Notably, the latter's development team had people that previously worked on the famous GameMod ''VideoGame/ProjectM''|| ''Slap City'', no contest. Winning fans over with its fresh characters and creative game modes, it's remained overwhelmingly praised since its release. ''Icons'', instead, got heavily criticized for aspects such as a roster mostly composed of expies of ''Smash'' fighters, matches being exclusively 1v1, and an abusive microtransaction system. Because of that, the game struggled with a shrinking playerbase, and its servers were put down on November 2018, rendering it unplayable since then.||
|| ''VideoGame/SoulcaliburVI'' (2018) || ''VideoGame/DeadOrAlive6'' (2019) || 3D fighting games from series that are ''very'' well-known for {{fanservice}}, coming off a SequelGap with both having their last mainline installment in 2012, and set to be the big comeback for both franchises. || Both games feature new graphics, new gameplay mechanics, and are the sixth numbered sequel of their respective series, but a major difference in terms of execution is how they go about their trademark fanservice -- Whereas ''Dead or Alive 6'' is choosing to [[TamerAndChaster severely cut back on the sex appeal in hopes of being taken more seriously]], ''Soulcalibur VI'' has decided to [[HotterAndSexier fully embrace it as a core part of its identity]]. || ''Soulcalibur VI''. Upon release, ''Soulcalibur VI'' received positive reviews across the board and became widely celebrated by fans, and having practically no real controversy to deter it, whereas ''Dead or Alive 6'' had considerably less favorable reviews and all the way up to launch was OvershadowedByControversy over many things including the tamer fanservice, the constant FlipFlopOfGod, the shady tactics used to drive sales (including a ''93 dollar season pass'' at launch), and missing core features, among others, [[ItsTheSameNowItSucks while changing very little in any positive way]]. ''Soulcalibur VI'' got an easy ticket to [[UsefulNotes/FightingGameCommunity EVO 2019]], whereas ''Dead or Alive 6'' was completely passed up by EVO despite specifically aiming for it, effectively killing its tournament scene before it could begin, and sales were not good as it debuted at a mere ''#21'' on the UK charts alone, compared to ''SCVI'' reaching #5 and ''[=DOA6=]'''s direct predecessor selling over twice as much. The US wasn't much kinder, either -- whereas ''SCVI'' placed at #8 on the monthly NPD Top 10 chart for October, ''[=DOA6=]'' failed to even make the Top 10 at all. Japan was slightly more favorable, as ''[=DOA6=]'' launched at #1 but only at just over 26,000 retail copies (considerably lower than past games), and only 2,000 more than what ''SCVI'' launched with, but the difference is very negligible overall as digital isn't counted in the equation. Ultimately, ''SCVI'' performed far better than ''[=DOA6=]'', selling over 400,000 units in the first week and over a million after a month. In comparison, ''[=DOA6=]'' merely ''shipped'' 350,000 units within nearly ''two months'' after the game's release.

to:

|| ''VideoGame/BlazblueCrossTagBattle'' ''VideoGame/BlazBlueCrossTagBattle'' (2018) || ''VideoGame/SuperSmashBrosUltimate'' (2018) || MassiveMultiplayerCrossover fighting games released six months from each other that are easy to pick up and play. || ''BBTAG'' is a 2v2 tag-team fighter featuring characters from six different franchises: ''VideoGame/{{Blazblue}}'', ''VideoGame/Persona4'', ''VideoGame/UnderNightInBirth'', ''WebAnimation/{{RWBY}}'', ''VideoGame/ArcanaHeart'', ''VideoGame/SenranKagura'', and ''VideoGame/AkatsukiBlitzkampf''. Ultimate ''Ultimate'' is more or less a PlatformFighter [[DreamMatchGame reuniting all the First first- and Third-Party third-party franchises represented represented]] in the ''VideoGame/SuperSmashBros'' series with four more universes added later on: ''VideoGame/Persona5'' ironically, (ironically enough), ''VideoGame/DragonQuest'', ''VideoGame/BanjoKazooie'', and ''VideoGame/FatalFury''. On a more somber note, both games were influenced by two different creators that died the same year in 2015, as ''BBTAG'' had RWBY ''RWBY'' creator Creator/MontyOum Creator/MontyOum, who was a fan of ''Blazblue'' and the girls were added as tribute, ''[=BlazBlue=]'', passed away on February that year (Team RWBY and later representatives of the series were added as tribute) while ''Ultimate'' was the final request given to Creator/MasahiroSakurai by former Nintendo president Creator/SatoruIwata, though Iwata had a much longer impact on people worldwide than Oum. || ''Cross Tag Battle'', despite positive reviews, was marred at launch due to Creator/ArcSystemWorks' decision to lock half of the starting roster as DLC (though the remaining ''[=RWBY=]'' ''RWBY'' characters were free) causing poor sales at launch. ''Ultimate'' on the other hand was praised for the novelty of [[TheBusCameBack EVERYONE IS HERE!]], thus reuniting all the characters that were dropped between the last ''Smash'' games. ''Ultimate'' [[{{Pun}} ultimately]] won this duel, with 17 million copies sold worldwide making it the highest selling fighting game of all time, a feat ''Cross Tag Battle'' failed to accomplish.||
|| ''VideoGame/SlapCity'' (2018) || ''Icons: Combat Arena'' (2018) || PlatformFighter games developed by independent teams, intended to become a PC alternative for the Nintendo-exclusive ''VideoGame/SuperSmashBros'' series, while also appealing to its competetive competitive scene. Both were also first released as Early Access. || ''VideoGame/SlapCity'', much like ''Super Smash Bros.'', is a MascotFighter featuring many of the developer's characters. ''Icons'', on the other hand, has its roster entirely composed of original characters. Notably, the latter's development team had people that previously worked on the famous GameMod ''VideoGame/ProjectM''|| ''VideoGame/ProjectM''. || ''Slap City'', no contest. Winning fans over with its fresh characters and creative game modes, it's remained overwhelmingly praised since its release. ''Icons'', instead, got ''Icons'' instead was heavily criticized for aspects such as a roster mostly composed of expies of ''Smash'' fighters, matches being exclusively 1v1, and an abusive microtransaction system. Because of that, the game struggled with a shrinking playerbase, and its servers were put down on November 2018, rendering it unplayable since then.||
|| ''VideoGame/SoulcaliburVI'' (2018) || ''VideoGame/DeadOrAlive6'' (2019) || 3D fighting games from series that are ''very'' well-known for {{fanservice}}, coming off a SequelGap with both having their last mainline installment in 2012, and set to be the big comeback for both franchises. || Both games feature new graphics, new gameplay mechanics, and are the sixth numbered sequel of their respective series, but a major difference in terms of execution is how they go about their trademark fanservice -- Whereas ''Dead or Alive 6'' is choosing chose to [[TamerAndChaster severely cut back on the sex appeal in hopes of being taken more seriously]], ''Soulcalibur VI'' has decided to [[HotterAndSexier fully embrace it as a core part of its identity]]. || ''Soulcalibur VI''. Upon release, ''Soulcalibur VI'' received positive reviews across the board and became widely celebrated by fans, and having practically no real controversy to deter it, whereas ''Dead or Alive 6'' had considerably less favorable reviews and all the way up to launch was OvershadowedByControversy over many things including the tamer fanservice, the constant FlipFlopOfGod, the shady tactics used to drive sales (including a ''93 dollar season pass'' at launch), and missing core features, among others, [[ItsTheSameNowItSucks while changing very little in any positive way]]. ''Soulcalibur VI'' got an easy ticket to [[UsefulNotes/FightingGameCommunity EVO 2019]], whereas ''Dead or Alive 6'' was completely passed up by EVO despite specifically aiming for it, effectively killing its tournament scene before it could begin, and sales were not good as it debuted at a mere ''#21'' on the UK charts alone, compared to ''SCVI'' reaching #5 and ''[=DOA6=]'''s direct predecessor selling over twice as much. The US wasn't much kinder, either -- whereas ''SCVI'' placed at #8 on the monthly NPD Top 10 chart for October, ''[=DOA6=]'' failed to even make the Top 10 at all. Japan was slightly more favorable, as ''[=DOA6=]'' launched at #1 but only at just over 26,000 retail copies (considerably lower than past games), and only 2,000 more than what ''SCVI'' launched with, but the difference is very negligible overall as digital isn't counted in the equation. Ultimately, ''SCVI'' performed far better than ''[=DOA6=]'', selling over 400,000 units in the first week and over a million after a month. In comparison, ''[=DOA6=]'' merely ''shipped'' 350,000 units within nearly ''two months'' after the game's release.



|| ''VideoGame/SamuraiShodown'' (2019) || ''VideoGame/GranblueFantasyVersus'' (2019) || 2D fighting games that return to a more classically grounded style with high damage, stricter movement and shorter combos compared to the "anime" fighting games that have dominated the genre since the late 2000s. || ||While both games were very well received, ''Granblue'' has been the more successful of the two. Casual players can enjoy a stronger single player experience than ''Shodown'' offers, complete with a very unique RPG mode and a sizable amount of unlockable content, while the tourney scene for [[Creator/ArcSystemWorks Arc System Works]] games is much larger and more competitive than the one for SNK's. Furthermore, ''Shodown's'' PC port was delayed indefinitely while ''Granblue's'' released a mere week after its console launch. While ''Samurai Shodown'' does have its following, it's ultimately more niche than the combined numbers of the ''VideoGame/GranblueFantasy'' fandom and the UsefulNotes/FightingGameCommunity.

to:

|| ''VideoGame/SamuraiShodown'' (2019) || ''VideoGame/GranblueFantasyVersus'' (2019) || 2D fighting games that return to a more classically grounded style with high damage, stricter movement and shorter combos compared to the "anime" fighting games that have dominated the genre since the late 2000s. || ||While both games were very well received, ''Granblue'' has been the more successful of the two. Casual players can enjoy a stronger single player experience than ''Shodown'' offers, complete with a very unique RPG mode and a sizable amount of unlockable content, while the tourney scene for [[Creator/ArcSystemWorks Arc System Works]] Creator/ArcSystemWorks games is much larger and more competitive than the one for SNK's. Furthermore, ''Shodown's'' ''Shodown''[='s=] PC port was delayed indefinitely while ''Granblue's'' ''Granblue''[='s=] released a mere week after its console launch. While ''Samurai Shodown'' does have its a following, it's ultimately more niche than the combined numbers of the ''VideoGame/GranblueFantasy'' fandom and the UsefulNotes/FightingGameCommunity.
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|| ''VideoGame/BlazblueCrossTagBattle'' (2018) || ''VideoGame/SuperSmashBrosUltimate'' (2018) || MassiveMultiplayerCrossover fighting games released six months from each other that are easy to pick up and play. || ''BBTAG'' is a 2v2 tag-team fighter featuring characters from six different franchises: ''VideoGame/{{Blazblue}}'', ''VideoGame/Persona4'', ''VideoGame/UnderNightInBirth'', ''WebAnimation/{{RWBY}}'', ''VideoGame/ArcanaHeart'', ''VideoGame/SenranKagura'', and ''VideoGame/AkatsukiBlitzkampf''. Ultimate is more or less a PlatformFighter reuniting all the First and Third-Party franchises represented in the ''VideoGame/SuperSmashBros'' series with four more universes added later on: ''VideoGame/Persona5'' ironically, ''VideoGame/DragonQuest'', ''VideoGame/BanjoKazooie'', and ''VideoGame/FatalFury''. On a more somber note, both games were influenced by two different creators that died the same year in 2015, as ''BBTAG'' had RWBY creator Creator/MontyOum who was a fan of ''Blazblue'' and the girls were added as tribute, passed away on February that year while ''Ultimate'' was the final request given to Creator/MasahiroSakurai by former Nintendo president Creator/SatoruIwata, though Iwata had a much longer impact on people worldwide than Oum. || ''Cross Tag Battle'', despite positive reviews, was marred at launch due to Creator/ArcSystemsWorks' decision to lock half of the starting roster as DLC (though the remaining ''[=RWBY=]'' characters were free) causing poor sales at launch. ''Ultimate'' on the other hand was praised for the novelty of [[TheBusCameBack EVERYONE IS HERE!]], thus reuniting all the characters that were dropped between the last ''Smash'' games. ''Ultimate'' [[{{Pun}} ultimately]] won this duel, with 17 million copies sold worldwide making it the highest selling fighting game of all time, a feat ''Cross Tag Battle'' failed to accomplish.||

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|| ''VideoGame/BlazblueCrossTagBattle'' (2018) || ''VideoGame/SuperSmashBrosUltimate'' (2018) || MassiveMultiplayerCrossover fighting games released six months from each other that are easy to pick up and play. || ''BBTAG'' is a 2v2 tag-team fighter featuring characters from six different franchises: ''VideoGame/{{Blazblue}}'', ''VideoGame/Persona4'', ''VideoGame/UnderNightInBirth'', ''WebAnimation/{{RWBY}}'', ''VideoGame/ArcanaHeart'', ''VideoGame/SenranKagura'', and ''VideoGame/AkatsukiBlitzkampf''. Ultimate is more or less a PlatformFighter reuniting all the First and Third-Party franchises represented in the ''VideoGame/SuperSmashBros'' series with four more universes added later on: ''VideoGame/Persona5'' ironically, ''VideoGame/DragonQuest'', ''VideoGame/BanjoKazooie'', and ''VideoGame/FatalFury''. On a more somber note, both games were influenced by two different creators that died the same year in 2015, as ''BBTAG'' had RWBY creator Creator/MontyOum who was a fan of ''Blazblue'' and the girls were added as tribute, passed away on February that year while ''Ultimate'' was the final request given to Creator/MasahiroSakurai by former Nintendo president Creator/SatoruIwata, though Iwata had a much longer impact on people worldwide than Oum. || ''Cross Tag Battle'', despite positive reviews, was marred at launch due to Creator/ArcSystemsWorks' Creator/ArcSystemWorks' decision to lock half of the starting roster as DLC (though the remaining ''[=RWBY=]'' characters were free) causing poor sales at launch. ''Ultimate'' on the other hand was praised for the novelty of [[TheBusCameBack EVERYONE IS HERE!]], thus reuniting all the characters that were dropped between the last ''Smash'' games. ''Ultimate'' [[{{Pun}} ultimately]] won this duel, with 17 million copies sold worldwide making it the highest selling fighting game of all time, a feat ''Cross Tag Battle'' failed to accomplish.||
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|| ''VideoGame/BlazblueCrossTagBattle'' (2018) || ''VideoGame/SuperSmashBrosUltimate'' (2018) || MassiveMultiplayerCrossover fighting games released six months from each other that are easy to pick up and play. || ''BBTAG'' is a 2v2 tag-team fighter featuring characters from six different franchises: ''VideoGame/{{Blazblue}}'', ''VideoGame/Persona4'', ''VideoGame/UnderNightInBirth'', ''WebAnimation/{{RWBY}}, ''VideoGame/ArcanaHeart'' , ''VideoGame/SenranKagura'', and ''VideoGame/AkatsukiBlitzkampf''. Ultimate is more or less a PlatformFighter reuniting all the First and Third-Party franchises represented in the ''Video/Game/SuperSmashBros'' series with four more universes added later on: ''VideoGame/Persona5'' ironically, ''VideoGame/DragonQuest'', ''VideoGame/BanjoKazooie'', and ''VideoGame/FatalFury''. On a more somber note, both games were influenced by two different creators that died the same year in 2015, as ''BBTAG'' had RWBY creator Creator/MontyOum who was a fan of ''Blazblue'' and the girls were added as tribute, passed away on February that year while ''Ultimate'' was the final request given to Creator/MasahiroSakurai by former Nintendo president Creator/SatoruIwata, though Iwata had a much longer impact on people worldwide than Oum. || ''Cross Tag Battle'', despite positive reviews, was marred at launch due to ArcSystemsWorks decision to lock half of the starting roster as DLC (though the remaining RWBY characters were free) causing poor sales at launch. ''Ultimate'' on the other hand was praised for the novelty of [[TheBusCameBack EVERYONE IS HERE!]], thus reuniting all the characters tjhat were dropped inbetween the last ''Smash'' games. ''Ultimate'' [[{{Pun}} ultimatly]] won this duel, with 17 million copies sold worldwide making it the highest selling fighting game of all time, a feat ''Cross Tag Battle'' fail to accomplished. ||

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|| ''VideoGame/BlazblueCrossTagBattle'' (2018) || ''VideoGame/SuperSmashBrosUltimate'' (2018) || MassiveMultiplayerCrossover fighting games released six months from each other that are easy to pick up and play. || ''BBTAG'' is a 2v2 tag-team fighter featuring characters from six different franchises: ''VideoGame/{{Blazblue}}'', ''VideoGame/Persona4'', ''VideoGame/UnderNightInBirth'', ''WebAnimation/{{RWBY}}, ''VideoGame/ArcanaHeart'' , ''WebAnimation/{{RWBY}}'', ''VideoGame/ArcanaHeart'', ''VideoGame/SenranKagura'', and ''VideoGame/AkatsukiBlitzkampf''. Ultimate is more or less a PlatformFighter reuniting all the First and Third-Party franchises represented in the ''Video/Game/SuperSmashBros'' ''VideoGame/SuperSmashBros'' series with four more universes added later on: ''VideoGame/Persona5'' ironically, ''VideoGame/DragonQuest'', ''VideoGame/BanjoKazooie'', and ''VideoGame/FatalFury''. On a more somber note, both games were influenced by two different creators that died the same year in 2015, as ''BBTAG'' had RWBY creator Creator/MontyOum who was a fan of ''Blazblue'' and the girls were added as tribute, passed away on February that year while ''Ultimate'' was the final request given to Creator/MasahiroSakurai by former Nintendo president Creator/SatoruIwata, though Iwata had a much longer impact on people worldwide than Oum. || ''Cross Tag Battle'', despite positive reviews, was marred at launch due to ArcSystemsWorks Creator/ArcSystemsWorks' decision to lock half of the starting roster as DLC (though the remaining RWBY ''[=RWBY=]'' characters were free) causing poor sales at launch. ''Ultimate'' on the other hand was praised for the novelty of [[TheBusCameBack EVERYONE IS HERE!]], thus reuniting all the characters tjhat that were dropped inbetween between the last ''Smash'' games. ''Ultimate'' [[{{Pun}} ultimatly]] ultimately]] won this duel, with 17 million copies sold worldwide making it the highest selling fighting game of all time, a feat ''Cross Tag Battle'' fail failed to accomplished. accomplish.||
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|| ''VideoGame/SamuraiShodown'' (2019) || ''VideoGame/GranblueFantasyVersus'' (2019) || 2D fighting games that return to a more classically grounded style with high damage, stricter movement and shorter combos compared to the "anime" fighting games that have dominated the genre since the late 2000s. || ||As of this writing, ''Granblue'' has not been released yet, so a winner cannot be determined. However, both games have allowed players to get an early hands on in the form of demo builds and betas, leading to positive impressions to both from players that have tried them. Despite this, ''Granblue'' seems to have mounted a very slight lead thanks to the gorgeous graphics from Creator/ArcSystemWorks and the now-beloved characters and universe of ''VideoGame/GranblueFantasy.'' Additionally, ''Shodown'' and other games from Creator/{{SNK}} tend to have more of a cult following compared to the mainstream success of ASW titles.

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|| ''VideoGame/SamuraiShodown'' (2019) || ''VideoGame/GranblueFantasyVersus'' (2019) || 2D fighting games that return to a more classically grounded style with high damage, stricter movement and shorter combos compared to the "anime" fighting games that have dominated the genre since the late 2000s. || ||As of this writing, ||While both games were very well received, ''Granblue'' has not been released yet, so a winner cannot be determined. However, both games have allowed the more successful of the two. Casual players to get an early hands on in the form of demo builds and betas, leading to positive impressions to both from players that have tried them. Despite this, ''Granblue'' seems to have mounted can enjoy a very slight lead thanks to the gorgeous graphics from Creator/ArcSystemWorks and the now-beloved characters and universe of ''VideoGame/GranblueFantasy.'' Additionally, stronger single player experience than ''Shodown'' offers, complete with a very unique RPG mode and other a sizable amount of unlockable content, while the tourney scene for [[Creator/ArcSystemWorks Arc System Works]] games from Creator/{{SNK}} tend to is much larger and more competitive than the one for SNK's. Furthermore, ''Shodown's'' PC port was delayed indefinitely while ''Granblue's'' released a mere week after its console launch. While ''Samurai Shodown'' does have its following, it's ultimately more of a cult following compared to niche than the mainstream success combined numbers of ASW titles.the ''VideoGame/GranblueFantasy'' fandom and the UsefulNotes/FightingGameCommunity.
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|| ''VideoGame/BlazblueCrossTagBattle'' (2018) || ''VideoGame/SuperSmashBrosUltimate'' (2018) || MassiveMultiplayerCrossover fighting games released six months from each other that are easy to pick up and play. || ''BBTAG'' is a 2v2 tag-team fighter featuring characters from six different franchises: ''VideoGame/{{Blazblue}}'', ''VideoGame/Persona4'', ''VideoGame/UnderNightInBirth'', ''WebAnimation/{{RWBY}}, ''VideoGame/ArcanaHeart'' , ''VideoGame/SenranKagura'', and ''VideoGame/AkatsukiBlitzkampf''. Ultimate is more or less a PlatformFighter reuniting all the First and Third-Party franchises represented in the ''Video/Game/SuperSmashBros'' series with four more universes added later on: ''VideoGame/Persona5'' ironically, ''VideoGame/DragonQuest'', ''VideoGame/BanjoKazooie'', and ''VideoGame/FatalFury''. On a more somber note, both games were influenced by two different creators that died the same year in 2015, as ''BBTAG'' had RWBY creator Creator/MontyOum who was a fan of ''Blazblue'' and the girls were added as tribute, passed away on February that year while ''Ultimate'' was the final request given to Creator/MasahiroSakurai by former Nintendo president Creator/SatoruIwata, though Iwata had a much longer impact on people worldwide than Oum. || ''Cross Tag Battle'', despite positive reviews, was marred at launch due to ArcSystemsWorks decision to lock half of the starting roster as DLC (though the remaining RWBY characters were free) causing poor sales at launch. ''Ultimate'' on the other hand was praised for the novelty of [[TheBusCameBack EVERYONE IS HERE!]], thus reuniting all the characters tjhat were dropped inbetween the last ''Smash'' games. ''Ultimate'' [[{{Pun}} ultimatly]] won this duel, with 17 million copies sold worldwide making it the highest selling fighting game of all time, a feat ''Cross Tag Battle'' fail to accomplished. ||
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|| ''[[UpdatedRerelease (Ultimate)]] VideoGame/MarvelVsCapcom3'' (2011) || ''VideoGame/InjusticeGodsAmongUs'' (2013) || TwoAndAHalfD Fighting games with rosters featuring comic book superheroes and supervillains. || Another Marvel vs. DC squabble, akin to ''Marvel vs. Capcom'' and ''Mortal Kombat vs. DC Universe'' above. While ''[=MvC3=]'' crosses the Marvel universe with a cast of Capcom characters, ''Injustice'' has a roster composed entirely of DC characters [[note]]with the exception of ''VideoGame/MortalKombat''[='s=] mascot character, Scorpion, as a downloadable character[[/note]], despite being made by the studio behind ''VideoGame/MortalKombat9''. ''[=MvC3=]'' is more of a traditional VideoGame/CapcomVsWhatever fighting game, while ''Injustice'' experiments with a number of gimmicks that are either uncommon in fighting games or new to the genre as a whole. || ''Marvel vs. Capcom 3'' has a several-year lead and a very strong franchise history to back it up, but ''Injustice'' may have time to grow its fandom, as ''Marvel vs. Capcom 3''[='s=] update cycle has ceased and its core development team members have moved on to other projects. Both games have received similarly high critical acclaim from reviewers, although the fighting game community is more wary of ''Injustice''[='s=] viability as a competitive fighter due to its stage-based gimmicks. ||

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|| ''[[UpdatedRerelease (Ultimate)]] VideoGame/MarvelVsCapcom3'' (2011) || ''VideoGame/InjusticeGodsAmongUs'' (2013) || TwoAndAHalfD Fighting games with rosters featuring comic book superheroes and supervillains. || Another Marvel vs. DC squabble, akin to ''Marvel vs. Capcom'' and ''Mortal Kombat vs. DC Universe'' above. While ''[=MvC3=]'' crosses the Marvel universe with a cast of Capcom characters, ''Injustice'' has a roster composed entirely of DC characters [[note]]with the exception of ''VideoGame/MortalKombat''[='s=] mascot character, Scorpion, as a downloadable character[[/note]], despite being made by the studio behind ''VideoGame/MortalKombat9''. ''[=MvC3=]'' is more of a traditional VideoGame/CapcomVsWhatever VideoGame/CapcomVs fighting game, while ''Injustice'' experiments with a number of gimmicks that are either uncommon in fighting games or new to the genre as a whole. || ''Marvel vs. Capcom 3'' has a several-year lead and a very strong franchise history to back it up, but ''Injustice'' may have time to grow its fandom, as ''Marvel vs. Capcom 3''[='s=] update cycle has ceased and its core development team members have moved on to other projects. Both games have received similarly high critical acclaim from reviewers, although the fighting game community is more wary of ''Injustice''[='s=] viability as a competitive fighter due to its stage-based gimmicks. ||

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