What’s actually slowing this PC down?

Pick the symptom - the matching free tool is one click away.

Special offer. See more information about Outbyte and uninstall instructions. Please review EULA and Privacy policy.

iTechGuides is reader-supported. When you buy through links on our site, we may earn an affiliate commission. As an Amazon Associate I earn from qualifying purchases. Learn more

A fighting-game character feels distinct when their moves make players pursue a different plan—not merely when the animations, names, or inputs look unusual. Start with the experience you want the character to create, give each move a clear job within that plan, and test whether the resulting choices change how both players approach a match. Keep the actions readable and give powerful options meaningful limits so the signature move enriches the kit instead of replacing it.

What makes a fighting-game moveset feel distinct?

Distinctiveness is the difference in decisions a character creates. One fighter might want to hold a preferred distance and make opponents cross a dangerous space; another might need to get close, then turn a successful opening into pressure. A third could use movement or defensive options to disrupt the opponent’s timing. Those characters can share familiar controls and still play differently if their tools change the choices available to each player.

A new silhouette, weapon, backstory, or input sequence can support character identity, but none guarantees a distinct game plan. The moves need to make that identity matter during play. Ask what situations the character seeks, what the opponent must respect, and what limitations make those situations interesting. The answers should appear in the kit’s actual reach, movement, risks, rewards, and routes—not only in descriptive text.

Special offer. See more information about Outbyte and uninstall instructions. Please review EULA and Privacy policy.

There is no single moveset recipe for every game. A traditional 2D versus fighter, a 3D fighter, and a cooperative beat ’em up have different movement, opponent, and control constraints. The design principles below are a practical framework to adapt, not a fixed archetype system or universal standard.

How do you start designing a moveset?

Write the gameplay promise

Before listing attacks, write one sentence that describes the character’s intended play experience. For example: “This fighter wants to control the approach from mid-range, but must commit when turning a read into damage.” Or: “This fighter wants to get close and make the opponent choose between defending low and challenging a risky advance.” These are hypothetical design prompts, not prescribed archetypes. Their purpose is to turn a broad concept into a testable promise.

Include the opponent in that sentence. A promise that only describes what the player does can miss the other half of the match: what must the opponent watch for, avoid, interrupt, or bait? A useful concept gives both players a reason to make choices.

Make the fantasy visible through action. If the character is described as a patient hunter, for instance, decide whether that means controlling space, waiting for a mistake, or converting a defensive read into offense. Those interpretations produce different movesets. A broad idea is a starting point; it becomes useful when it specifies the decisions that should define play.

Special offer. See more information about Outbyte and uninstall instructions. Please review EULA and Privacy policy.

Gather references, then narrow the direction

References can help develop both the visual concept and the gameplay direction. GDC’s session metadata for Arnold Tsang’s character-design talk lists ideation, reference gathering, rough concepts, and pitching among the process stages it covers, with fighting games among the genres discussed. That supports using references as part of concept development; it does not establish a mandatory sequence or a particular moveset formula. GDC Vault’s session page

Gather references for more than appearance. Look for details that could inform movement, posture, timing, and how the character interacts with the game’s world. Then choose a small number of defining ideas. A pile of references can inspire possibilities, but a focused direction makes it easier to decide which ideas belong in the kit and which are distractions.

Jordi Asensio, head of game design and co-creative lead on Absolum, described starting from a broad idea, then gathering references and brainstorming visual and gameplay directions. That interview is about a cooperative beat ’em up, so its development account is an example of a transferable concept process—not evidence that the same choices work unchanged in a versus fighter. PC Gamer’s interview with the Absolum developers

Rank #2

How can I make a character’s moves fit together?

Choose a through-line

A through-line is the idea that connects the character’s look, mechanics, and decisions. It need not make every move do the same thing. Instead, it helps each move feel like part of the same character. A gadget specialist might use different devices for approach, disruption, and defense; a weapon-focused fighter might express control through precise reach but take risks when committing to a strike.

Special offer. See more information about Outbyte and uninstall instructions. Please review EULA and Privacy policy.

In the Absolum interview, the developers describe assigning themes to move categories and tying those themes to character identity—for example, blunderbuss-informed ranged abilities for Karl and gadget-like abilities for Cider. That is a concrete beat ’em up example, not a claim that either approach is suitable for every fighting game. The transferable question is whether a move’s function and presentation support the character’s premise. PC Gamer’s developer interview

Assign jobs that suit your game

List the major move categories in your game’s control scheme, then state the job each one serves. Depending on the game, a kit might need an approach tool, a way to contest space, a close-range reward, a defensive answer, a movement option, or a high-commitment signature. This is a menu of possible jobs, not a checklist every character must fill. Some games do not have the same categories, and a character’s role may make certain tools unnecessary.

For each move, answer four questions:

  • When should the player choose it? Name the situation, distance, or read that makes the move useful.
  • What does it beat or enable? Describe its particular function, rather than saying only that it is “good for offense.”
  • What can punish or limit it? Identify the risk, counterplay, or situation where another option is better.
  • How does it express the character? Connect its role or presentation to the through-line.

These questions are practical design heuristics, not empirically validated rules. They help expose two common problems. If several moves have the same answers, they may be redundant. If every move appears to solve every situation without a meaningful cost, the character may lack a clear weakness—or opponents may have too few ways to respond.

Use a move-role map before expanding the kit

A small table can expose gaps and overlap before implementation. Fill it with your game’s actual categories, not the sample roles below as a mandatory roster. “Hypothetical function” means an example of how a designer might describe a move; it is not a balance recommendation.

Special offer. See more information about Outbyte and uninstall instructions. Please review EULA and Privacy policy.
Move role Player’s intended choice Opponent’s meaningful response Fit with the through-line
Approach Use it when the character needs to cross space or change the engagement. Make the entry risky, evade it, or contest its timing. Does the method of approach express this character, or could any fighter use it unchanged?
Space control Use it to contest a particular range or discourage a route. Choose another route, wait for a commitment, or challenge where appropriate. Does it support the preferred range without covering every distance?
Close-range reward Use it to capitalize after reaching the range the character wants. Defend, interrupt, or escape using answers the game actually permits. Does the reward make the character’s plan pay off?
Defensive answer Use it against a particular threat or read. Bait its use or respond to its commitment if the game allows. Does defense reinforce the character, or erase their other weaknesses?
Signature option Use it in a defining situation that justifies its commitment. Recognize its tell, avoid the situation, or punish a miss when possible. Does it add a decision, rather than making another move irrelevant?

Some cells will not apply. That is useful information: a character does not need a bespoke move for every imaginable situation. The map is for finding the kit’s intended structure, not filling every box.

Rank #3
Sale
Theory of Fun for Game Design
  • Used Book in Good Condition

How do you make characters different without making controls confusing?

Differentiate the play pattern, not only the move names. Useful distinctions include preferred range, approach method, mobility, control of space, pace, reward for a successful opening, defensive options, and the routes available after an opening. A move’s secondary function or situational use can also change how players deploy it, even if its broad category resembles a move on another character.

At the same time, every character does not need a completely new command vocabulary. Game Developer’s analysis of fighting-game usability argues that consistent functions or inputs can help players pick up different characters while unique normals, special-move functions, and secondary properties preserve identity. It also critiques overly complex inputs and recommends making core functions discoverable. Those are the author’s design arguments, not a formal standard; adapt them to your game’s audience and existing controls. Game Developer’s analysis of fighting-game design

When two characters appear similar on paper, compare what each asks both players to do. The questions below are diagnostic, not a validated scoring system:

Special offer. See more information about Outbyte and uninstall instructions. Please review EULA and Privacy policy.
  • Range and approach: Where does each character want to engage, and how does each get there?
  • Space and movement: Does one control or cross space in a way the other cannot?
  • Opening and reward: What does each character need to earn a hit, and what do they get for succeeding?
  • Defense and counterplay: What can each do under pressure, and what can an opponent do in response?
  • Execution burden: Does the character’s distinctive play depend on an input or sequence whose complexity is justified by the game and audience?
  • Signature mechanics: Does the defining option support the ordinary kit, or replace its decisions?

If the answers are nearly identical, changing animations or terminology may not be enough. Consider altering the underlying decision—perhaps the route into pressure, the risk attached to a strong tool, or the conditions needed to earn a reward. Conversely, do not add complexity just to create a surface-level difference. A new function or risk can produce a distinct matchup without making every basic action harder to learn.

How do you make attacks and stances readable?

Readability is part of a move’s function: players need to perceive what is happening to make and answer decisions. Review an attack across its anticipation, active action, and recovery or result. Ask whether the direction and rough purpose are clear, whether the attack pose differs from idle and other attacks, and whether the action remains distinguishable against effects, other characters, and the stage.

Maxime Mary, art director and co-creative lead on Absolum, emphasized a clear silhouette and a visible change from anticipation into the attack—for example, a character raising a sword before bringing it down. This is developer testimony from a beat ’em up, but the underlying readability concern is useful to consider in other action games too. It does not prescribe a specific animation timing or visual style. PC Gamer’s interview with the Absolum developers

Include the stance in your review. A standing pose can establish personality and mood before a move begins, and the transition from stance into action can affect how clearly the attack reads. A University of Oulu thesis documenting one 2D fighting-game character project discusses recognizable fighting style and the role of a standing stance, alongside categories including stances, attacks, movements, and reactions. Treat it as an account of one project, not a universal rule for all fighters. Tuula Rantala’s thesis on animating a 2D fighting-game character

Special offer. See more information about Outbyte and uninstall instructions. Please review EULA and Privacy policy.

For a practical review, watch the move without relying on its name or written description. If its purpose is hard to infer, check whether the animation communicates the direction, commitment, and result. Then test it in the actual visual conditions players will see. Clarity does not mean telegraphing every strategic detail or making all attacks look alike; it means giving players usable visual information to read and respond to.

How should you balance a signature move?

A signature move should give the character a distinctive option without making the rest of the kit pointless. Ask what situation the move is strong in, what the opponent can do in response, what the user gives up by choosing it, and whether another move still has a reason to exist. The relevant tradeoff depends on the game. It could involve startup, recovery, range, resource use, execution, exposure to punishment, or usefulness only in particular situations; no single lever is automatically right.

The Absolum developers describe tuning a powerful sword move so it would not overshadow combo play. They also say a cooldown or stamina approach made the game feel slow. That account illustrates why adding a limit is not enough by itself: the limit must preserve the desired pace and leave the rest of play worthwhile. It is not a universal balance formula, and it does not establish frame values, a statistical target, or a complete method for competitive testing. PC Gamer’s interview with the Absolum developers

When a signature option dominates, first identify what is causing the problem. Is it too safe, too rewarding, too easy to access, too broadly useful, or hard to recognize? Those diagnoses suggest different adjustments. A move that is too broadly useful might need narrower situations; one that is too safe might need a more punishable commitment; one that obscures counterplay might need clearer anticipation. If a change makes the match feel slower or pushes players away from the intended plan, revisit the tradeoff rather than assuming a cooldown or resource cost is the answer.

Special offer. See more information about Outbyte and uninstall instructions. Please review EULA and Privacy policy.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Support on Ko-Fi

How do you playtest and revise a moveset?

A kit that reads well in a document can fail in play. Test it in the situations the design is meant to create, and watch what players actually choose—not just what the designer expects them to choose. The Absolum developers describe trying moves in-game, then tweaking, adjusting, or adding what felt missing as development progressed. Their account supports iteration as a practical part of the process, not a fixed test protocol. PC Gamer’s interview with the Absolum developers

Best Value
Sale
Game Programming Patterns
  • Brand New in box. The product ships with all relevant accessories

Test the intended situations

Play the character across the distances and match situations named in the gameplay promise. Include opponents or play styles that can challenge the plan, not only scenarios where the character’s strongest tools succeed. If the character is supposed to control a certain range, observe whether the player can establish it and what the opponent can do to contest it. If the character is supposed to make close-range decisions matter, test whether those decisions arise naturally or require an unreliable setup.

Look for evidence of kit problems

  • Unused moves: Do players ignore an option because another move does the same job more safely or more effectively?
  • One dominant option: Does a single move solve too many situations and crowd out the intended choices?
  • Unclear cues: Can players tell when an attack is coming and what it is doing well enough to respond?
  • Missing promise: Does the character’s defining theme show up in the decisions players make, or only in appearance and description?
  • Unexpected friction: Does a signature limitation, input, or transition interrupt the game’s intended pace or make the plan difficult to execute?

When a problem appears, change one meaningful part of the design at a time where practical, then test again. That makes it easier to see whether the adjustment addressed the cause or merely changed the symptom. Keep notes about the situation, the choice made, the result, and the opponent’s available response; that record is more actionable than a broad judgment that a move “feels wrong.” These are working methods for organizing iteration, not a source-established testing standard.

Document the kit for players

The in-game move list is part of how players learn the character. Game Developer’s usability analysis recommends concise move descriptions and access to frame data among other communication aids. Treat this as a design recommendation, not a requirement for every game or audience. At minimum, make descriptions explain a move’s purpose and unusual properties rather than merely repeating its name. If your game exposes frame data or other technical details, present them in a way players can find and interpret. Game Developer’s analysis of fighting-game usability

Free tools Windows power users keep installed

One-click scans. No signup required.

Special offer. See more information about Outbyte and uninstall instructions. Please review EULA and Privacy policy.

A well-documented move list cannot repair a kit whose options are redundant or whose cues are unreadable. It can, however, help players discover the decisions the moveset was built to create. Use playtesting to improve the kit; use clear documentation to communicate it.

A practical moveset design checklist

  • Can you state the character’s gameplay promise in one sentence that includes the opponent’s challenge?
  • Do the moves express a through-line in both their function and presentation?
  • Does each move have a distinct job, and can you name when it is worth choosing?
  • Are there meaningful limitations or counterplay, especially for the strongest options?
  • Does the character create a different play pattern from others in the roster, beyond different names and animations?
  • Are core controls learnable without needless complexity, while character-specific choices remain meaningful?
  • Can players read the anticipation, action, and result of important attacks?
  • Do playtests reveal unused moves, a dominant option, unclear cues, or a theme that never affects decisions?
  • Does the move list explain purpose and relevant special properties clearly?

If several answers are no, return to the gameplay promise and move-role map before adding more attacks. More moves do not automatically create more identity; a smaller kit with clear, complementary decisions can make the intended play pattern easier to understand and test.

Quick Recap

SaleBestseller No. 2
Designing Games: A Guide to Engineering Experiences
Designing Games: A Guide to Engineering Experiences
Used Book in Good Condition
$34.99
SaleBestseller No. 3
Theory of Fun for Game Design
Theory of Fun for Game Design
Used Book in Good Condition
$25.11
SaleBestseller No. 5
Game Programming Patterns
Game Programming Patterns
Brand New in box. The product ships with all relevant accessories
$24.95

Product prices and availability are accurate as of the date/time indicated and are subject to change. Any price and availability information displayed on Amazon at the time of purchase will apply.