You are on page 1of 6

Fighting Games HCI

Bailey Goble

Common Fighting control setups


Taunt

Super Attack
Item Pick Up/Drop

Block
Attack 1

Attack 2
Attack 3
Jump/Double Jump

Movement
Movement

Throw

HUD
In fighting games, the HUDS have always been roughly
the same over the decades, with only little changes. For
example a power bar which can determine a strength and
power for an ultimate attack, or just the design of the
HUD.
The layout of the HUD are always spread apart and either
on top or just on the border of the screen. This is because
it allows players to see the fight and nothing in front of
them to distract them.

Common HUDs
Health Bar
Time
Rounds
Combo counter
Character Icon
Power Bar

Common Menu Tabs


Arcade for normal
classic fighting
Training- To polish skills
or for new players
Versus- For a match
against machine or
friends
Options- To allow the
player to change the
settings to which they
see fit

Typical Feedback
Vibration Feedback- Vibration in the controller sends
feedback to the player, indicating either pain, or some
sort of disruption in game.
Visual Feedback- The screen sends feedback to the
player showing players control around its environment.
Its sends feedback like what happens within game and
indicates if there is an issue or additional information to
help progress through the game.
Sound Feedback- Through a sound source, sound
feedback is sent to the player indicating other NPC or
Incoming threat.

You might also like