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Ever notice that every major fighting game kind of has the same 10-20 types of characters? There’s a shirtless buff dude who can do anything, a super fast (usually half-dressed) woman who does tons of damage but can’t block, big beefy mutants that soak up tons of damage, and so on. These are byproducts of the major fighting game archetypes! In this article, we’ll break down the major archetypes, cover the pros and cons of each, and provide useful examples.

1

All-Rounder

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  1. An all-rounder is what it sounds like—a character who can do a little bit of everything competently. They can zone, they can rush down, they can play defense, they have mobility, etc. Game designers have a habit of making the most “normal human” looking characters all-rounders, but that’s not always the case.[1]
    • Pros: Flexibility and freedom to change your style up.
    • Cons: It’s rare you’ll straight up counter anyone, and you’ll often struggle against one-trick characters.
    • Examples: Sol Badguy (GG), Feng Wei (Tekken), Cervantes (SC2)
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  1. “Shoto” is an archetype named after a mistranslation of “shotokan,” a fake type of karate practiced by Ryu and Ken in the Street Fighter games.[2] As such, a “shoto” is a character with moves similar to Ryu and Ken in the original games. This includes three core abilities: a projectile move, a big dragon punch or uppercut move, and a movement ability where the character advances forward.[3]
    • The terms “shoto” and “all-rounder” are often used interchangeably because shotos tend to naturally have very diverse skillsets, and many shotos are indeed all-rounders, but they are not the same thing.
    • Pros: It’s an easy style to pick up if you’re familiar with fighting games. These characters are also often balanced very favorably.
    • Cons: Your play patterns will be predictable.
    • Examples: Luigi (Smash Ultimate), Scorpion (MK), Siegfried (SC)
  1. Pixies are really fast characters with good mobility and a propensity for mixup-style offense. They are hard to defend against due to their wide range of offensive tricks, and they’re tough to catch in combat due to their movement tricks. That said, pixies tend to have very low health, so when they do get caught, it tends to hurt. They tend to make great mains if you’re looking for a playstyle where the chaos never stops and you can jam tons of matches in one session.[4]
    • What is a mixup? In fighting games, a mixup refers to an offensive strategy where the opponent is forced to guess between different kinds of attacks that can’t be defended the same way.
    • Pros: It’s fun and rewarding to pull off stylish maneuvers.
    • Cons: A high skill ceiling means you’ll be punished hard for mistakes.
    • Examples: Chipp (GG), Ibuki (SF), Zero (MvC)
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  1. Set play characters emphasize a specific combat pattern that hinges on knocking down the opponent. After getting a knockdown, there’s typically an optimal combo or series of mixup moves that will punish the opponent (this is what the name refers to—there is a predetermined “set” of moves you perform after the knockdown). These characters tend to have really swingy matchups depending on whether the opponent has a way to block the knockdown or break the knockdown combo up.[5]
    • Pros: A strong default playstyle.
    • Cons: It can get kind of boring.
    • Examples: Millia (GG), Kim (SF6), Venom (GG)
5

Glass Cannon

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  1. Glass cannons are what they sound like—delicate little things that pack a serious punch. A glass cannon can churn out a ton of damage very quickly, but if they get caught with their guard down, they’re going to lose a ton of health. Glass cannons tend to have little to nothing in the defensive/tanking department, so it’s all about hitting hard while not getting hit yourself as a pixie.[6]
    • Pixies and glass cannons tend to have a lot of overlap, but glass cannons don’t necessarily have to have tons of movement abilities, and pixies aren’t usually combo-based, which isn’t always the case with glass cannons.
    • Pros: Tons of damage.
    • Cons: Tons of dying if you can’t do tons of damage fast.
    • Examples: Twelve (SF3), Mira (KI), Akuma (SF)
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  1. Grapplers excel at command throws and close-range combat. They tend to be on the tankier side and aren’t often super mobile, so opponents often try to win by staying out of range and dancing around. Grapplers often have a lot of overlap with set play characters, since they often have strong optimal combos that require grabbing or knocking down the opponent.[7]
    • What is a command throw? Command throws (and command grabs) are special moves that require a unique series of inputs, as opposed to general grab moves, where you just press a single button. Depending on the game, command throws can’t normally be broken up mid-animation by the opponent.
    • Pros: You’ll tend to present a threat that many characters won’t have quick and easy answers for.
    • Cons: The characters (and players) who are really good at anticipating your moves will punish you hard for tiny slip ups.
    • Examples: King (Tekken), Ganondorf (SSF2), Haggar (MvC)
  1. A “vortex” can refer to a type of move, but it’s also used as a term for an archetype of fighters that rely on this kind of move. The vortex refers to a specific type of set play where, after knocking down or grappling the opponent, they’re forced to make one of two defensive choices. If they’re wrong, they take tons of combo damage and the loop continues. If they’re right, they block the combo and break it up and the vortex player has to try to initiate the combo again.[8]
    • Pros: These are often powerful characters.
    • Cons: It will get old doing the same thing over and over again, and you’re at the whims of the game’s balance.
    • Examples: Scorpion (MK), Hooligan (SF), Cammy (SF)
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  1. Puppets are characters who have two distinctly different characters combined in one, and you can usually swap back and forth between the two. Alternatively, the second character can be an entity controlled by the first character (ergo, a “puppeteer”). The two characters will have different moves, gameplay patterns, and visual vibes.[9]
    • Pros: Lots of fun lines, skill expression, and freedom.
    • Cons: These characters tend to be hard to play effectively. If you care about winning, these characters tend to struggle a lot.
    • Examples: Enchantress (DNF Duel), Rosalina And Luma (SSB), Zato-1 (GG)
  1. Rushdown characters are over-the-top aggressive. Their moves are fast, difficult to block, and easy to get overwhelmed by. Rushdown characters want to get right in their opponents’ faces and start swinging like crazy, because if the fight goes on for too long or the opponent has an opportunity to breathe for a sec, the fight can turn against them.[10]
    • Pros: It’s fun to go crazy and hit people repeatedly without caring about defense.
    • Cons: It’s often a bad strategy to go crazy and hit people repeatedly without caring about defense.
    • Examples: Makoto (SF), Giovanna (GG), Li Mei (MK)
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  1. Stance fighters have the ability to alter their moves (often by literally “switching stances”). A stance fighter might turn into an animal and become a rushdown attacker, or switch their martial arts school by flipping from snake to tiger stance and become a grappler. Stance fighters tend to win when their pilot cleverly changes stances to suit what’s happening at any given moment.[11]
    • Stance fighters tend to have very high skill ceilings, meaning that if you’re good with them, the sky can be the limit.
    • Pros: Lots of skill expression and customizable gameplay options.
    • Cons: These characters tend to be hard to master.
    • Examples: Lei Wulong (Tekken), Leo Whitefang (GG), Litchi (BB)
11

Trickster

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  1. Tricksters are characters who have gimmicks they can pull out to mess with their opponents. They can be offensive tricks, defensive maneuvers, or visual moves where you toy with the opponent’s perspective. They are often criticized for being one-trick ponies who win by using something other than skill, but piloting most tricksters does require a lot of knowledge and know-how.[12]
    • Pros: Super satisfying gameplay and strong “puzzle” elements can be fun.
    • Cons: Opponents tend to hate playing against these characters, so metas often warp against them.
    • Examples: Quince (Fantasy Strike), Basara (SS), Neo (BBTAG)
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12

Big Body

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  1. Big body characters literally have a big body. They may be a giant potbelly chef or a large animal, but they’re typically just really, really beefy boys. They typically have tons of health, strong defenses, and slow movement. Many big body characters are grapplers, but that isn’t always the case.[13]
    • Pros: When you can soak up lots of damage, you have a lot of room to recover from errors.
    • Cons: It can be kind of tiring to be so slow, and matches will tend to take a lot longer.
    • Examples: Hugo (SF), Potemkin (GG), King (Tekken)
13

Hit and Run

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  1. Hit and run characters tend to be very unpopular with people who don’t play them because of their play pattern: dash or sneak in close, hit the opponent, then get away before they can mount a counterattack. These are really high skill ceiling characters who have the ability to dominate matches if you’re good, but they can absolutely get smoked if you get caught.[14]
    • Pros: Satisfying gameplay, strong damage, and lots of rewarding decision-making.
    • Cons: It’s easy to get frustrated if you keep getting caught. It can feel like the game is designed around punishing you specifically.
    • Examples: Sonic (SSB), Juri (SF), Storm (MvC)
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  1. Zoners have the ability to attack from long and close range, but they typically want to keep the opponent far away. They do this with powerful attacks that incentivize the defender to keep their distance. The basic plan for every zoner is essentially to control the game by keeping the other player in a particular part of the map.[15]
    • Pros: Really fun, puzzle-like gameplay.
    • Cons: Because ranged weapons are so powerful in fighting games, they tend to be very underpowered damage-wise. Don’t expect to trample over your opponents without putting a lot of effort in.
    • Examples: Axl Low (GG), Min-Min (Smash Ultimate), Dhalsim (SF)
  1. Trappers have some kind of ability to lay traps. They might be a bundle of vines that wrap around an opponent and hold them in place, or a ticking bomb that goes off after a certain amount of time. The point is, a trapper lays traps, and opponents do not want to walk into them.[16]
    • Pros: It’s fun to lay a trap and see your hard work pay off.
    • Cons: You put in a lot of effort usually without much payoff. You’re also going to often have huge shortcomings when it comes to melee combat, which can be a problem.
    • Examples: Rachel (BB), Bridget (GG), Poison (SF)
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16

Bait and Punish

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  1. Bait and punish is an archetype that sort of functions like the reverse of grapplers; instead of trying to get close to your opponents to grab them, you want your opponents to approach you so you can counter them. They tend to be very defensively-oriented characters who can’t rush down or initiate powerful combos on their own without the opponent doing something first. They’re sort of like fishermen dangling a juicy worm and just waiting for the opponent to take the bait![17]
    • Pros: It feels good to trick an opponent with bait.
    • Cons: The trick only tends to work a few times. Once your opponent is on to you, it can be hard to win.
    • Examples: Kazuya (Tekken), Bowser (SSB), Karin (SF)
17

Footsies

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  1. Footsies is more of a phenomenon than a pure archetype, but people will refer to some characters as “footsies” if they tend to engage in a lot of footsies behavior. Basically, footsies is a general term for controlling the space in front of you by being nimble and moving. The goal is to wait for your opponent to make a mistake so you can execute a combo or get some damage in, all while you dance back and forth to control the zone between you and your opponent.[18]
    • Pros: It’s a lot of fun to bounce around the map like a prizefighter.
    • Cons: You’re often just not very good at defensive stuff, so high-damage matchups tend to be challenging.
    • Examples: Sub-Zero (MK), Kitana (MK), Karin (SFV)
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About This Article

Eric McClure
Co-authored by:
wikiHow Staff Writer
This article was co-authored by wikiHow staff writer, Eric McClure. Eric McClure is an editing fellow at wikiHow where he has been editing, researching, and creating content since 2019. A former educator and poet, his work has appeared in Carcinogenic Poetry, Shot Glass Journal, Prairie Margins, and The Rusty Nail. His digital chapbook, The Internet, was also published in TL;DR Magazine. He was the winner of the Paul Carroll award for outstanding achievement in creative writing in 2014, and he was a featured reader at the Poetry Foundation’s Open Door Reading Series in 2015. Eric holds a BA in English from the University of Illinois at Chicago, and an MEd in secondary education from DePaul University. This article has been viewed 7,937 times.
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Co-authors: 3
Updated: August 21, 2026
Views: 7,937
Categories: Video Games
Thanks to all authors for creating a page that has been read 7,937 times.

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