Top 5 Most Satisfying Fighting Game Moves

Top 5 Most Satisfying Fighting Game Moves
Date Published:
July 6, 2017

Every fighting game player has their favorite characters, some are picked because of their exterior appearance, some are chosen because of their place on the tier list, and some are selected with playstyle and comfortability in mind. 

Within the journey of improving with a character, players tend to hone in on certain moves and commands that are either considered advantageous, rewarding, or some that are just too fun to pass up on landing, even if they pose a risk. Therefore, after compiling all of those attributes together, I came up with my top five go-to fighting game moves.






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No. 5 – The Muay Thai Hard Kick/Roundhouse Kick
Fighting Game Character:
Most Muay Thai style fighters—Sagat, Adon (SF), Hwa, King (KOF), Bruce Irvin (Tekken), more.

The patented roundhouse kick most Muay Thai fighters have in their arsenal is usually a great space controlling move as well as also being an extremely satisfying button to hit, as it usually carries weight and its impact isn’t shy about making itself heard.

While it’s usually served more as a ‘footsie’ tool while gauging the neutral space, the Muay Thai hard kick is also flexible as it can be used as a combo starter/ender by some characters, as well as it can sometimes act as a reversal type move, given the proper spacing.

However, my personal reason for being a fan of the Muay Thai hard kick is due to the fact that it compliments my personal playstyle of being grounded. The use of the hard kick, combined with either a low/mid poking tool or fire ball is one of my favorite fighting situations in fighting games, as it makes the fight turn into a mind game of whether to take a risk and jump, or stay on your feet and until an opportunity arises.





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No. 4 – Jet Uppercut (Jet Upper)
Fighting Game Character: Bryan Fury (Tekken)

One of the most satisfying launchers in the Tekken series rightfully belongs to Bryan Fury who seems to enjoy fighting more than anyone else on the roster. Jet Uppercut or more commonly referred to as Jet Upper, is a short but quick inside uppercut move that once it connects, launches the opponent into the sky, giving Bryan plenty of time to think of what to do once they land.

It’s more of a situational launcher as it is sometimes used after Bryan executes a successful taunt, but can also throw the move out when the opponent is conditioned to watch out for low pokes, in which case Jet Upper is a highly damaging punisher that can turn the lights out quickly.

Aside from its practical uses, Jet Upper is simply an extremely fun move to use. Everything from its rocketing animation, impact sound on hit, and my personal favorite trait of the move, Bryan’s patented yell as he lets out a “Hya!” once the powerful uppercut is let go.





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No. 3 – EX Soaring Fang
Fighting Game Character:
Sho Minazuki (P4U2)

The less popular version of Sho Minazuki is definitely his persona-less version, as this version of Sho emphasizes speed rather than higher damage. However, by sacrificing damage, Sho gained high mobility and one of the best examples of his speed is showcased no better than EX Soaring Fang.

In many situations, the use of EX Soaring Fang is actually a better option than Sho’s actual reversal uppercut move—Izayoi. EX Soaring Fang is not fully invisible, as it can be interrupted on start-up, however, more often than not, a clashing trade is the worst-case scenario.

From a technical standpoint, the reason this special move is a viable one, is due to the fact that it’s so difficult to punish on block, as Sho simply can glide away to the other side of the screen by air dashing. Furthermore, offensively on hit, it has the potential to garner a nice combo which may lead to Okizeme set-ups.

However, the reason why I personally enjoy EX Soaring Fang is because of how momentum changing it can be both on hit and block, as well as its neat split-second sword dragging animation which rises swiftly in the air, fitting for Sho’s speedy ways. Lastly, while EX Soaring Fang poses a risk, it’s one I usually am always willing to take.





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No. 2 – Matterhorn Ascension (Matterhorn)
Fighting Game Character: Lili (Tekken)

It’s by far Lili’s most damaging combo starter, Matterhorn—the double leg quick rising handstand that seemingly launches the opponent to the moon and back, is a move no one enjoys getting hit by, and if the follow up is executed properly, the K.O. sound will be fast approaching.

From a practical sense, Matterhorn is a high risk on block, but a high reward on hit, while it’s not a move most Lili players are willing to just throw out considering the potential punishment if it’s whiffed or blocked, Matterhorn is usually best used as a severe punish after a successful side-step.

Personally, the fact that it’s rarely used, but garners such a high reward is a big reason why I enjoy Lili’s Matterhorn so much. Only having a few opportunities to use the powerful move, makes it all-the-more enjoyable when it finally connects, all that’s left is to make sure it hurts.





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No. 1 – Electric Wind God Fist (EWGF)
Fighting Game Character: Mishima style fighters—Kazuya, Heihachi, Jin, Mokujin, others (Tekken)

The Electric Wind God Fist (EWGF)—also known as Rising Uppercut, is a move I can only execute about 20 times out of 100 tries, but once it comes out properly during a live match, it’s the most exhilarating feeling I get while playing any fighting game.

Mishima Style Karate practitioners are known for being characters with higher execution requirements, yet higher ceiling than a lot of other Tekken characters, and the EWGF is a big contributor to that fact. The electrifying short uppercut which pushes the opponent back several feet on block, and launches up into the air on hit, is one of the best moves in the Tekken series as a whole.

Whether it’s Kazuya or Devil Jin, the satisfaction of executing an EWGF is always high. Aside from its practical use of high combo potential, as well as being a good spacing gauge. Visually, the electrifying effects and the lightning sound it generates, speak alone to how imposing the move is.

Personally, the factor that made me put the EWGF at the top of this list, was the combination of its difficulty, practical reward, visual and audible qualities and just how fun it is to just keep doing over and over again.

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