Follow TV Tropes

Following

History DuelingWorks / FightingGame

Go To

OR

Is there an issue? Send a MessageReason:
None


* ''VideoGame/StreetFighterIII'' (February 1997) & ''VideoGame/Tekken3'' (March 1997) / ''VideoGame/MortalKombat4'' (September 1997) & ''VideoGame/GarouMarkOfTheWolves'' (1999)

to:

* ''VideoGame/StreetFighterIII'' (February 1997) & / ''VideoGame/Tekken3'' (March 1997) / & ''VideoGame/MortalKombat4'' (September 1997) & ''VideoGame/GarouMarkOfTheWolves'' (1999)
Is there an issue? Send a MessageReason:
None


* ''VideoGame/StreetFighterIII'' (February 1997) / ''VideoGame/MortalKombat4'' (September 1997) & ''VideoGame/GarouMarkOfTheWolves'' (1999)

to:

* ''VideoGame/StreetFighterIII'' (February 1997) & ''VideoGame/Tekken3'' (March 1997) / ''VideoGame/MortalKombat4'' (September 1997) & ''VideoGame/GarouMarkOfTheWolves'' (1999)



** '''Implementation:''' ''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 ''VideoGame/FatalFury''[='s=] iconic plane-shifting mechanic in favor of traditional 2D movement, and also features a "Just Defense" mechanic similar to ''Street Fighter III''[='s=] [[PunchParry parrying]].

to:

** '''Implementation:''' ''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. ''Tekken 3'' added more three dimensional movement by allowing characters to step in and out of the background. It also made reversals available to all characters and introduced the "Tekken Force" beat-em-up mini game. 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 ''VideoGame/FatalFury''[='s=] iconic plane-shifting mechanic in favor of traditional 2D movement, and also features a "Just Defense" mechanic similar to ''Street Fighter III''[='s=] [[PunchParry parrying]].
Is there an issue? Send a MessageReason:
None


* ''VideoGame/StreetFighter6'' (June 2023) / ''VideoGame/MortalKombat1'' (September 2023) / VideoGame/Tekken8 (January 2024)

to:

* ''VideoGame/StreetFighter6'' (June 2023) / ''VideoGame/MortalKombat1'' (September 2023) / VideoGame/Tekken8 ''VideoGame/Tekken8'' (January 2024)
Is there an issue? Send a MessageReason:
None


** '''Implementation:''' All three games break new ground for the narratives of their respective stories: ''SF[=6=]'' explicitly takes place after ''VideoGame/StreetFighterIII'', a notable divergence from the [[VideoGame/StreetFighterIV previous]] [[VideoGame/StreetFighterV games]] being {{Interquel}}s set between ''VideoGame/StreetFighterII'' and ''III''. ''[=MK1=]'', meanwhile, is a ContinuityReboot taking place after the CosmicRetcon at the end of ''VideoGame/MortalKombat11: Aftermath''. ''Tekken 8'', itself, bills its story as the GrandFinale in the greater ongoing tale of the world-altering family feud amongst the Mishima bloodline. All three games also introduce new mechanics that help them stand out from previous titles; ''[=SF6=]'' has the Drive System, a set of universal skills that add a more strategic flair to fights; ''[=MK1=]'' has "Kameo Fighters", AssistCharacter[=s=] based on series characters from past titles; and ''Tekken 8'' has the "Heat System", which allows players to activate a SuperMode once per round that opens new strategies and combo potential while encouraging offensive, aggressive play/ Of note is the platforms on which these games are released: ''[=SF6=]'' does not have a Platform/NintendoSwitch version, but will be available on the previous-gen Platform/PlayStation4; while ''[=MK1=]'' is next-gen exclusive, and its platform releases include the Switch. ''Tekken 8'' is also next-gen exclusive, but does not have a Switch version.

to:

** '''Implementation:''' All three games break new ground for the narratives of their respective stories: ''SF[=6=]'' explicitly takes place after ''VideoGame/StreetFighterIII'', a notable divergence from the [[VideoGame/StreetFighterIV previous]] [[VideoGame/StreetFighterV games]] being {{Interquel}}s set between ''VideoGame/StreetFighterII'' and ''III''. ''[=MK1=]'', meanwhile, is a ContinuityReboot taking place after the CosmicRetcon at the end of ''VideoGame/MortalKombat11: Aftermath''. ''Tekken 8'', itself, bills its story as the GrandFinale in the greater ongoing tale of the world-altering family feud amongst the Mishima bloodline. All three games also introduce new mechanics that help them stand out from previous titles; ''[=SF6=]'' has the Drive System, a set of universal skills that add a more strategic flair to fights; ''[=MK1=]'' has "Kameo Fighters", AssistCharacter[=s=] based on series characters from past titles; and ''Tekken 8'' has the "Heat System", which allows players to activate a SuperMode once per round that opens new strategies and combo potential while encouraging offensive, aggressive play/ play. Of note is the platforms on which these games are released: ''[=SF6=]'' does not have a Platform/NintendoSwitch version, but will be available on the previous-gen Platform/PlayStation4; while ''[=MK1=]'' is next-gen exclusive, and its platform releases include the Switch. ''Tekken 8'' is also next-gen exclusive, but does not have a Switch version.
Is there an issue? Send a MessageReason:
None


** '''Implementation:''' All three games break new ground for the narratives of their respective stories: ''SF[=6=]'' explicitly taking place after ''VideoGame/StreetFighterIII'', a notable divergence from the [[VideoGame/StreetFighterIV previous]] [[VideoGame/StreetFighterV games]] being {{Interquel}}s set between ''VideoGame/StreetFighterII'' and ''III''. ''[=MK1=]'', meanwhile, is a ContinuityReboot taking place after the CosmicRetcon at the end of ''VideoGame/MortalKombat11: Aftermath''. ''Tekken 8'', itself, bills its story as the GrandFinale in the greater ongoing story of the world-altering family feud amongst the Mishima bloodline. All three games also introduce new mechanics that help them stand out from previous titles; ''[=SF6=]'' has the Drive System, a set of universal skills that add a more strategic flair to fights; ''[=MK1=]'' has "Kameo Fighters", AssistCharacter[=s=] based on series characters from past titles; and ''Tekken 8'' has the "Heat System", which allows players to activate a SuperMode once per round that opens new strategies and combo potential while encouraging offensive, aggressive play/ Of note is the platforms on which these games are released: ''[=SF6=]'' does not have a Platform/NintendoSwitch version, but will be available on the previous-gen Platform/PlayStation4; while ''[=MK1=]'' is next-gen exclusive, and its platform releases include the Switch. ''Tekken 8'' is also next-gen exclusive, but does not have a Switch version.

to:

** '''Implementation:''' All three games break new ground for the narratives of their respective stories: ''SF[=6=]'' explicitly taking takes place after ''VideoGame/StreetFighterIII'', a notable divergence from the [[VideoGame/StreetFighterIV previous]] [[VideoGame/StreetFighterV games]] being {{Interquel}}s set between ''VideoGame/StreetFighterII'' and ''III''. ''[=MK1=]'', meanwhile, is a ContinuityReboot taking place after the CosmicRetcon at the end of ''VideoGame/MortalKombat11: Aftermath''. ''Tekken 8'', itself, bills its story as the GrandFinale in the greater ongoing story tale of the world-altering family feud amongst the Mishima bloodline. All three games also introduce new mechanics that help them stand out from previous titles; ''[=SF6=]'' has the Drive System, a set of universal skills that add a more strategic flair to fights; ''[=MK1=]'' has "Kameo Fighters", AssistCharacter[=s=] based on series characters from past titles; and ''Tekken 8'' has the "Heat System", which allows players to activate a SuperMode once per round that opens new strategies and combo potential while encouraging offensive, aggressive play/ Of note is the platforms on which these games are released: ''[=SF6=]'' does not have a Platform/NintendoSwitch version, but will be available on the previous-gen Platform/PlayStation4; while ''[=MK1=]'' is next-gen exclusive, and its platform releases include the Switch. ''Tekken 8'' is also next-gen exclusive, but does not have a Switch version.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/StreetFighter6'' (June 2023) / ''VideoGame/MortalKombat1'' (September 2023)

to:

* ''VideoGame/StreetFighter6'' (June 2023) / ''VideoGame/MortalKombat1'' (September 2023)2023) / VideoGame/Tekken8 (January 2024)



** '''Implementation:''' Both games embark on new ground for the narratives of their respective stories, with ''SF[=6=]'' explicitly taking place after ''VideoGame/StreetFighterIII'', a notable divergence from the [[VideoGame/StreetFighterIV previous]] [[VideoGame/StreetFighterV games]] being {{Interquel}}s set between ''VideoGame/StreetFighterII'' and ''III''. ''[=MK1=]'', meanwhile, is a ContinuityReboot taking place after the CosmicRetcon at the end of ''VideoGame/MortalKombat11: Aftermath''. Both games also introduce new mechanics that help them stand out from previous titles; ''[=SF6=]'' has the Drive System, a set of universal skills that add a more strategic flair to fights; while ''[=MK1=]'' has "Kameo Fighters", AssistCharacter[=s=] based on series characters from past titles. Of note is the platforms on which both games are released: ''[=SF6=]'' does not have a Platform/NintendoSwitch version, but will be available on the previous-gen Platform/PlayStation4; while ''[=MK1=]'' is next-gen exclusive, and its platform releases include the Switch.

to:

** '''Implementation:''' Both All three games embark on break new ground for the narratives of their respective stories, with stories: ''SF[=6=]'' explicitly taking place after ''VideoGame/StreetFighterIII'', a notable divergence from the [[VideoGame/StreetFighterIV previous]] [[VideoGame/StreetFighterV games]] being {{Interquel}}s set between ''VideoGame/StreetFighterII'' and ''III''. ''[=MK1=]'', meanwhile, is a ContinuityReboot taking place after the CosmicRetcon at the end of ''VideoGame/MortalKombat11: Aftermath''. Both ''Tekken 8'', itself, bills its story as the GrandFinale in the greater ongoing story of the world-altering family feud amongst the Mishima bloodline. All three games also introduce new mechanics that help them stand out from previous titles; ''[=SF6=]'' has the Drive System, a set of universal skills that add a more strategic flair to fights; while ''[=MK1=]'' has "Kameo Fighters", AssistCharacter[=s=] based on series characters from past titles. titles; and ''Tekken 8'' has the "Heat System", which allows players to activate a SuperMode once per round that opens new strategies and combo potential while encouraging offensive, aggressive play/ Of note is the platforms on which both these games are released: ''[=SF6=]'' does not have a Platform/NintendoSwitch version, but will be available on the previous-gen Platform/PlayStation4; while ''[=MK1=]'' is next-gen exclusive, and its platform releases include the Switch.Switch. ''Tekken 8'' is also next-gen exclusive, but does not have a Switch version.
Is there an issue? Send a MessageReason:
None


** '''Capsule Pitch Description:''' SerialNumbersFiledOff ports of ''VideoGame/KarateChamp'' released for the UsefulNotes/Commodore64 in 1985.

to:

** '''Capsule Pitch Description:''' SerialNumbersFiledOff ports of ''VideoGame/KarateChamp'' released for the UsefulNotes/Commodore64 Platform/Commodore64 in 1985.



** '''Implementation:''' 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]], while ''Killer Instinct'' was released in arcades first, and later ported to the [[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 Instinct'', while featuring large amounts of blood, had relatively little gore compared to both ''Mortal Kombat'' and ''Eternal Champions''.

to:

** '''Implementation:''' 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 [[Platform/SegaGenesis Mega Drive/Genesis]], while ''Killer Instinct'' was released in arcades first, and later ported to the [[UsefulNotes/SuperNintendoEntertainmentSystem [[Platform/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 Instinct'', while featuring large amounts of blood, had relatively little gore compared to both ''Mortal Kombat'' and ''Eternal Champions''.



** '''Implementation:''' 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 ''Franchise/{{Tekken}}'').

to:

** '''Implementation:''' Both were released in 1995; ''Toshinden'' for the UsefulNotes/PlayStation, Platform/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 ''Franchise/{{Tekken}}'').



** '''Implementation:''' East vs. West, ''[[Creator/BandaiNamcoEntertainment Namco]]'' vs. ''[[Creator/MidwayGames Midway]]'', Samurai vs. Knight (literally, in this case). To oversimplify: ''Soul Edge'' is ''Franchise/{{Tekken}}'' with swords, ''Mace'' is ''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.

to:

** '''Implementation:''' East vs. West, ''[[Creator/BandaiNamcoEntertainment Namco]]'' vs. ''[[Creator/MidwayGames Midway]]'', Samurai vs. Knight (literally, in this case). To oversimplify: ''Soul Edge'' is ''Franchise/{{Tekken}}'' with swords, ''Mace'' is ''Franchise/MortalKombat'' with swords. It's also worth noting that the home port of each game was released exclusively on the UsefulNotes/PlayStation Platform/PlayStation and UsefulNotes/{{Nintendo Platform/{{Nintendo 64}} respectively.



** '''Capsule Pitch Description:''' [[UsefulNotes/ConsoleWars Console-specific]] {{Mascot Fighter}}s, each with a roster of characters associated with the console it is on.

to:

** '''Capsule Pitch Description:''' [[UsefulNotes/ConsoleWars [[MediaNotes/ConsoleWars Console-specific]] {{Mascot Fighter}}s, each with a roster of characters associated with the console it is on.



** '''Capsule Pitch Description:''' Sequels to TwoAndAHalfD fighting games with rosters featuring comic book superheroes and supervillains for UsefulNotes/TheEighthGenerationOfConsoleVideoGames.

to:

** '''Capsule Pitch Description:''' Sequels to TwoAndAHalfD fighting games with rosters featuring comic book superheroes and supervillains for UsefulNotes/TheEighthGenerationOfConsoleVideoGames.MediaNotes/TheEighthGenerationOfConsoleVideoGames.



** '''Capsule Pitch Description:''' The two biggest {{Platform Fighter}}s of UsefulNotes/TheNinthGenerationOfConsoleVideoGames, both of them also being {{Massive Multiplayer Crossover}}s.

to:

** '''Capsule Pitch Description:''' The two biggest {{Platform Fighter}}s of UsefulNotes/TheNinthGenerationOfConsoleVideoGames, MediaNotes/TheNinthGenerationOfConsoleVideoGames, both of them also being {{Massive Multiplayer Crossover}}s.



** '''Capsule Pitch Description:''' New {{Platform Fighter}}s of UsefulNotes/TheNinthGenerationOfConsoleVideoGames, both of them also being {{Massive Multiplayer Crossover}}s consisting of a non-video game studio's various series (Creator/{{Nickelodeon}} for ''VideoGame/NickelodeonAllStarBrawl'', Creator/WarnerBros for ''VideoGame/{{Multiversus}}'').

to:

** '''Capsule Pitch Description:''' New {{Platform Fighter}}s of UsefulNotes/TheNinthGenerationOfConsoleVideoGames, MediaNotes/TheNinthGenerationOfConsoleVideoGames, both of them also being {{Massive Multiplayer Crossover}}s consisting of a non-video game studio's various series (Creator/{{Nickelodeon}} for ''VideoGame/NickelodeonAllStarBrawl'', Creator/WarnerBros for ''VideoGame/{{Multiversus}}'').



** '''Capsule Pitch Description:''' Next-generation iterations of classic FightingGame franchises from the 1990[=s=], made for UsefulNotes/TheNinthGenerationOfConsoleVideoGames
** '''Implementation:''' Both games embark on new ground for the narratives of their respective stories, with ''SF[=6=]'' explicitly taking place after ''VideoGame/StreetFighterIII'', a notable divergence from the [[VideoGame/StreetFighterIV previous]] [[VideoGame/StreetFighterV games]] being {{Interquel}}s set between ''VideoGame/StreetFighterII'' and ''III''. ''[=MK1=]'', meanwhile, is a ContinuityReboot taking place after the CosmicRetcon at the end of ''VideoGame/MortalKombat11: Aftermath''. Both games also introduce new mechanics that help them stand out from previous titles; ''[=SF6=]'' has the Drive System, a set of universal skills that add a more strategic flair to fights; while ''[=MK1=]'' has "Kameo Fighters", AssistCharacter[=s=] based on series characters from past titles. Of note is the platforms on which both games are released: ''[=SF6=]'' does not have a UsefulNotes/NintendoSwitch version, but will be available on the previous-gen UsefulNotes/Playstation4; while ''[=MK1=]'' is next-gen exclusive, and its platform releases include the Switch.

to:

** '''Capsule Pitch Description:''' Next-generation iterations of classic FightingGame franchises from the 1990[=s=], made for UsefulNotes/TheNinthGenerationOfConsoleVideoGames
MediaNotes/TheNinthGenerationOfConsoleVideoGames
** '''Implementation:''' Both games embark on new ground for the narratives of their respective stories, with ''SF[=6=]'' explicitly taking place after ''VideoGame/StreetFighterIII'', a notable divergence from the [[VideoGame/StreetFighterIV previous]] [[VideoGame/StreetFighterV games]] being {{Interquel}}s set between ''VideoGame/StreetFighterII'' and ''III''. ''[=MK1=]'', meanwhile, is a ContinuityReboot taking place after the CosmicRetcon at the end of ''VideoGame/MortalKombat11: Aftermath''. Both games also introduce new mechanics that help them stand out from previous titles; ''[=SF6=]'' has the Drive System, a set of universal skills that add a more strategic flair to fights; while ''[=MK1=]'' has "Kameo Fighters", AssistCharacter[=s=] based on series characters from past titles. Of note is the platforms on which both games are released: ''[=SF6=]'' does not have a UsefulNotes/NintendoSwitch Platform/NintendoSwitch version, but will be available on the previous-gen UsefulNotes/Playstation4; Platform/PlayStation4; while ''[=MK1=]'' is next-gen exclusive, and its platform releases include the Switch.

Added: 398

Changed: 235

Removed: 359

Is there an issue? Send a MessageReason:
None


* ''International Karate'' (1985) / ''The Way of the Exploding Fist'' (1985)

to:

* ''International Karate'' (1985) (November 1985) / ''The Way of the Exploding Fist'' (1985)(May 1985)



* ''VideoGame/StreetFighterII'' (1991) / ''VideoGame/FatalFury'' (1991) & ''VideoGame/ArtOfFighting'' (1992) & ''Franchise/TheKingOfFighters'' (1994)

to:

* ''VideoGame/StreetFighterII'' (1991) (February 1991) / ''VideoGame/FatalFury'' (1991) (November 1991) & ''VideoGame/ArtOfFighting'' (1992) & ''Franchise/TheKingOfFighters'' (1994)



* ''VideoGame/BattleArenaToshinden'' (1995) / ''[[VideoGame/SoulSeries Soul Edge]]'' (1995)

to:

* ''VideoGame/BattleArenaToshinden'' (1995) (January 1995) / ''[[VideoGame/SoulSeries Soul Edge]]'' (1995)(December 1995)



* ''VideoGame/MarvelSuperHeroes'' (1995) / ''Avengers in Galactic Storm'' (1995)

to:

* ''VideoGame/MarvelSuperHeroes'' (1995) (October 1995) / ''Avengers in Galactic Storm'' (1995)(February 1995)



* ''VideoGame/StreetFighterIII'' (1997) / ''VideoGame/MortalKombat4'' (1997) & ''VideoGame/GarouMarkOfTheWolves'' (1999)

to:

* ''VideoGame/StreetFighterIII'' (1997) (February 1997) / ''VideoGame/MortalKombat4'' (1997) (September 1997) & ''VideoGame/GarouMarkOfTheWolves'' (1999)



* ''VideoGame/Injustice2'' (2017) / ''VideoGame/MarvelVsCapcomInfinite'' (2017)

to:

* ''VideoGame/Injustice2'' (2017) (May 2017) / ''VideoGame/MarvelVsCapcomInfinite'' (2017)(September 2017)



* ''VideoGame/PokkenTournament DX'' (2017) / ''VideoGame/MarvelVsCapcomInfinite'' (2017)

to:

* ''VideoGame/PokkenTournament DX'' (2017) (September 22, 2017) / ''VideoGame/MarvelVsCapcomInfinite'' (2017)(September 19, 2017)



* ''VideoGame/BlazBlueCrossTagBattle'' (2018) / ''VideoGame/SuperSmashBrosUltimate'' (2018)

to:

* ''VideoGame/BlazBlueCrossTagBattle'' (2018) (May 2018) / ''VideoGame/SuperSmashBrosUltimate'' (2018)(December 2018)



* ''VideoGame/SlapCity'' (2018) / ''Icons: Combat Arena'' (2018)

to:

* ''VideoGame/SlapCity'' (2018) (2020) / ''Icons: Combat Arena'' (2018)



* ''VideoGame/SamuraiShodown'' (2019) / ''VideoGame/GranblueFantasyVersus'' (2019)
** '''Capsule Pitch Description:''' 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.
** '''Implementation:'''
----



* ''VideoGame/GuiltyGearStrive'' (2021) / ''VideoGame/DemonSlayerKimetsuNoYaibaTheHinokamiChronicles'' (2021)

to:

* ''VideoGame/SamuraiShodown'' (2019) / ''VideoGame/GranblueFantasyVersus'' (2020)
** '''Capsule Pitch Description:''' 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.
** '''Implementation:'''
----
* ''VideoGame/GuiltyGearStrive'' (2021) (June 2021) / ''VideoGame/DemonSlayerKimetsuNoYaibaTheHinokamiChronicles'' (2021)(October 2021)



* ''VideoGame/StreetFighter6'' (2023) / ''VideoGame/MortalKombat1'' (2023)

to:

* ''VideoGame/StreetFighter6'' (2023) (June 2023) / ''VideoGame/MortalKombat1'' (2023)(September 2023)
Is there an issue? Send a MessageReason:
None


** '''Implementation:''' ''VideoGame/SuperSmashFlash 2'' is a sequel to ''VideoGame/SuperSmashFlash'', which [[SeinfeldIsUnfunny hasn't aged well]] and [[CanonDiscontinuity is best forgotten]].

to:

** '''Implementation:''' ''VideoGame/SuperSmashFlash 2'' is a sequel to ''VideoGame/SuperSmashFlash'', which [[SeinfeldIsUnfunny hasn't aged well]] well and [[CanonDiscontinuity is best forgotten]].

Top