Fighting Game History Thread

ST, correct me if i’m wrong

SFII was the first 1 on 1 fighter to have combos, c.Roundhouses that knock down, a playable female and more than 3 selectable characters.
CE was the first to have reversals and playable boses.
Super was the first to have Combo, Reversal and dizzy recovery bonuses.
ST was the first to have super gauges.

AoF (December 1992) was the first game to have super gauges, not ST (March 1994).

I think Darkstalkers (July 1994) was the first game to have Chain Combos.

It was a “special move gauge”, not a Super gauge. …seriously.
Also, ST was the first game were the player had to attack to be able to use a Super.

You needed it to do supers too.

Was IK+ the first Vs Fighter to feature more than two characters at once?

IK+ - First fighter to have a drop your opponents pants move!

a3 was the first to use a flip out engine that has since been copied by damn near every doujin fighter/iad fest fighter (arcana, ggxx, etc…)

cota was first game to implement a launch into air combo that is also another staple to doujin/iad fest fighters.

darkstalkers series, first to have iads. now every doujin/jap anime cutie fighter uses it

KI was first to do combo breakers. later seen in games like ggxx and 3d mk games.

weaponlord was innovative in so many areas that i cant even begin to explain.

mk1 was first to have a juggle system (i dont count the CE dhalsim juggle glitch)

darkstalker series was first to introduce ex style moves.

i think samshodown 3 was the first game to feature alternate fighting styles for each character.

I compiled this list some time ago in another forum:

BASIC
Attacking - Karate Champ
Walking - Karate Champ
Jumping - Yie Ar Kung-Fu
Crouching - Yie Ar Kung-Fu
Guarding - Karate Champ

TYPES OF MATCHES
Single - Karate Champ
Teams - King Of Fighters 94
Tag - Some WWF game
2v1 - Street Fighter Alpha
2v2 - Nekketsu Kakutou Densetsu

GAME MODES
Arcade - Karate Champ
Versus - Karate Champ (?)
Survival - ?

TYPES OF ATTACKS
Jumping Attacks - Yie Ar Kung-Fu
Crouching Attacks - Yie Ar Kung-Fu
Command Attacks - Street Fighter 2
Throws - Street Fighter 2
Specials - Street Fighter
EX Specials - Vampire
Supers - Art Of Fighting
Multi-leveled Supers - Street Fighter Zero
Tags - X-Men VS Street Fighter
Pursuit - Vampire Hunter
Instant Kill - Guilty Gear

KINDS OF ATTACKS
Fireball - Yie Ar Kung Fu
Air Fireball - Vampire
Dragon Punch - Street Fighter
Counter (Geese) - ?
Follow-up - ?

MOVEMENT
Dash - Art Of Fighting
Air Dash - Vampire Hunter
Run - King Of Fighters 96
High Jump - King Of Fighters 94
Super Jump - X-Men: COTA
Double Jump - ?
Wall Jump - Street Fighter 2
Dodge - King Of Fighters 94
Roll - King Of Fighters 96
Plane Shift - Fatal Fury
3D Sidestep - Virtua Fighter (?)
Attack Cancel (Roll/Roman/whatever) - ?
Flying - X-Men VS Street Fighter

TYPES OF COMMANDS
Quarter-circle - Street Fighter
Dragon Punch - Street Fighter
Half-circle - Street Fighter 2
Charge - Street Fighter 2
360 - Street Fighter 2
720 - Super Street Fighter 2 Turbo
Button Sequence - Vampire
Hold then Release - Street Fighter 2
Mashing - Street Fighter 2

COMBOS
Links - Street Fighter 2
Juggling - Mortal Kombat
Cancel - Street Fighter 2
Kara Cancel - Street Fighter 2
Super Cancel - Street Fighter 3
Super to Super Cancel - Street Fighter EX
Dial-a-combo - ?
Chain Combos - Vampire
Aerial Chain Combos - Vampire Hunter
Aerial Raves - X-Men: COTA
Original Combos - Street Fighter Zero 2
OTG - X-Men VS Street Fighter

DEFENSE
Parry - Street Fighter 3
Just Defense - World Heroes
Air blocking - Vampire
Safe Fall - Street Fighter Zero
Air Recovery - Street Fighter Zero 3
Defensive “Get Up” - Vampire Hunter
Team Assist - King Of Fighters 94
Guard Cancel Attacks - Street Fighter Zero
Guard Push - Vampire
"DOA" Counters - Dead Or Alive (duh)
Faultless Defense - Guilty Gear

ATTACK BONUSES
Counter Hit Damage Advantage - Samurai Shodown
Counter Hit Juggle Advantage - Street Fighter Zero 3

STATUS EFFECTS
Dizzy - Street Fighter 2
Guard Break - Street Fighter Zero 3
Stagger - Guilty Gear

VICTORY CONDITIONS
KO - Karate Champ
Tap-Out - Some WWF game
Ring-Out - Virtua Fighter
Forfeit - Samurai Shodown 5

CHARACTER GIMMICKS
Battle Damage - Art Of Fighting
Transforming - Ranma 1/2 : Chougi Ranbu Hen
Customizable Characters - ?
Stance Change - Karateka (?)
Throw Miss Anim - World Heroes

SPECIAL HIT ANIMS
Electrocuted - Street Fighter 2 (or was it an update of it? Or Vampire?)
Burned - Vampire
Crotch Hit - Mortal Kombat 2

STAGE GIMMICKS
Hazards - Nekketsu Kakutou Densetsu
Transitions - Mortal Kombat

OTHER
Fatalities - Mortal Kombat
Picking Up Weapons - Nekketsu Kakutou Densetsu
Powerups - Nekketsu Kakutou Densetsu
Taunting - Art Of Fighting
Special Taunts - Street Fighter Zero 2
Super Taunts - Street Fighter Zero 2
Negative edge - Street Fighter 2
Hit Clash - Samurai Shodown
Damage Scaling - ?
Character Selection - Street Fighter 2
Mirror Matches - Mortal Kombat

It’s incorrect in some bits so feel free to correct or add to it. Also probably shouldn’t include wrestling games…

karnovs revenge: slide teleport

P.o.t.S.:

Samurai Shodown II was the first game to have a parry system, not SF3. Also, you could run in Samurai Shodown I IIRC, a lot sooner than in KOF’96 (07/07/93).

To the attack types, I’d add the Rekkas (Fei-Long, Super Street Fighter II), to the victory conditions Time Out (SF1?), to the motion types the ‘pretzel’ motions (Geese’s Rising Storm) and the double taps + attack button (d,d + N, f,f + N, etc., from Mortal Kombat). To the status section, Poisoned should be added, but I don’t know which was the first game to feature it… Also, Short jumps for the Movement section (from KOF '96 IIRC, SamSho’s one is an evasive move so I don’t think that one counts…).

That’s all I can think of right now.