Best Retro Fighting Games of All Time
By Console Codex Editorial Team · 8 min read ·
Expert-ranked list of the greatest best retro fighting games of all time — with reviews, ratings, and guides for every game.
💡 Quick Facts
- → 7 games ranked in this list
- → Available on PLAYSTATION, NINTENDO-64, SNES, SEGA-GENESIS
- → Average review score: 8.9/10
- → Last updated: 2026-06-06
The Ranked List
Tekken 3
9.5The definitive PlayStation fighting game and one of the greatest 3D fighters ever made. Tekken 3 refined the series' formula to perfection with a massive roster, deep combat mechanics, side-stepping, and bonus modes that made it essential entertainment far beyond its arcade origins.
Super Smash Bros.
9.2HAL Laboratory's fighting game experiment brought Nintendo's greatest icons together and reinvented the genre with platform-based fighting. Super Smash Bros. proved that a crossover fighting game built on knock-out mechanics rather than health bars could be simultaneously accessible and deeply competitive.
Street Fighter II Turbo: Hyper Fighting
9The definitive home version of the game that defined competitive fighting games. Street Fighter II Turbo brought arcade-quality fighting to the SNES with all four boss characters playable.
Mortal Kombat
8The SNES port of Midway's blood-soaked arcade sensation sparked a cultural firestorm and directly triggered the creation of the ESRB ratings system — Nintendo's decision to replace blood with sweat and alter fatalities made this version the censored alternative to the Genesis port, but the underlying fighting game is a tense, strategic one-on-one brawler with a roster of digitized fighters that remains iconic. The controversy only amplified public fascination, and the game became one of the best-selling SNES titles of its era.
Golden Axe
8.7Sega's fantasy beat-em-up classic. Three warriors seek revenge against Death Adder in a hack-and-slash adventure that launched the Genesis, featured three distinct characters with magic systems, and became an arcade legend.
Streets of Rage 2
9.4The greatest beat-em-up ever made. Streets of Rage 2 combined technical brawling combat with a roster of distinct fighters, excellent level design, and Yuzo Koshiro's legendary techno soundtrack to produce a masterwork of the genre.
Double Dragon
8.5The beat-em-up that started it all. Double Dragon's blend of martial arts combat, weapon pickups, and mission-based brawling defined the belt-scrolling genre for years to come.
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Fighting Games Created Their Own Genre
The fighting game genre is one of the few video game categories with a clearly identifiable year zero. 1991’s Street Fighter II invented competitive fighting games as a genre. Everything before it (Karate Champ, Yie Ar Kung-Fu) was a precursor. Everything after it was either a descendant or a reaction.
What’s remarkable about classic fighting games is how many genre-defining innovations happened in a very short window: Street Fighter II in 1991, Mortal Kombat’s fatalities in 1992, Virtua Fighter’s 3D in 1993, Tekken 3’s fluid movement in 1998, Super Smash Bros.’ platform-fighting in 1999. In less than a decade, a genre went from non-existent to fully mature.
Street Fighter II: The Template
Street Fighter II’s six-button layout, 17-character roster, special moves, and competitive scene defined what a fighting game was for a decade. The SNES version (Street Fighter II Turbo) brought a near-perfect arcade port home for the first time, including Hyper Fighting’s faster speed and additional moves.
Tekken 3: 3D Fighting at Its Peak
Tekken 3 (1997 arcade, 1998 PS1) is widely regarded as the best 3D fighting game ever made. Its eight-way movement on the side axis, natural combo system, diverse character roster, and Tekken Force mode made it the definitive fighting game of the PlayStation era. The home version added Tekken Ball mode and a better arcade mode than any previous home port had achieved.
Super Smash Bros.: A Genre Invented
Nintendo’s Super Smash Bros. (1999) didn’t compete with Street Fighter or Tekken — it invented something new. Platform fighting, using the stage as a weapon, percentage-based damage, and a roster built entirely from Nintendo IP. The game’s casual accessibility and competitive depth proved that fighting games didn’t need to be complicated to be great.