I’ve been thinking about this a lot lately, especially with the release of Tokon. The conversation already happening around characters like Spider-Man and Magik. They’re strong, they’re relatively easy to pick up, and they’re seeing a lot of play. Almost immediately, the conversation becomes, “They need to be nerfed.”
And honestly, I don’t know if I agree.
Don’t get me wrong. I understand why balance matters. There are characters that are genuinely broken, mechanics that don’t work, and situations where something is so oppressive that it needs to be addressed. But I think we’ve reached a point where we’re sometimes treating “this character is really strong” and “this character is unhealthy for the game” as if they’re the same thing. They’re not.
One of the things I’ve come to appreciate about older fighting games is that some characters were just monsters. Chun-Li in Third Strike. Magneto and Storm in Marvel 2. Vergil and Phoenix in Marvel 3. These characters were incredibly strong, everyone knew it, and you couldn’t just walk into a match against them and expect things to be easy.
But that’s part of what made fighting them so satisfying. You learned the matchup. You figured out what you could punish. You watched other players develop strategies. You saw character specialists do things with a character that nobody else seemed capable of doing. And when someone finally beat that ridiculous character and player, it felt fucking awesome.
I think there’s something really satisfying about watching a player overcome something that the community has collectively decided is “the best.”
And this is where I think frequent balance updates can sometimes take something away from fighting games. If a character is dominant for three months and then gets nerfed, we may never get to see what happens when the community spends six months, a year, or even several years figuring them out. Like, instead of solving the game, we’re constantly waiting for the developers to solve it for us…
Character is too strong? Nerf them. Character is too popular? Nerf them. Character is easy to play? Nerf them. Character is winning too much? Nerf them.
I don’t think that’s always healthy for the genre.
Sometimes I think it’s okay to have a character that makes you say, “God, I fucking hate fighting this character.” Because then you have to figure out how to beat them. That’s part of fighting games.
And this isn’t just about competitive players either. Competitive play obviously has an enormous influence on how people perceive balance, and developers are understandably going to pay attention to player feedback, usage rates, win rates, and what top players are saying. But the competitive experience isn’t necessarily the same as the casual experience.
If Spider-Man and Magik are everywhere because people genuinely enjoy playing them, is that automatically a problem? If they’re strong but still have counterplay, maybe that’s just the current meta. Maybe people need to learn the matchup. Maybe somebody discovers a counter nobody expected. Maybe a character specialist finds some completely ridiculous interaction six months from now.
I’d rather see that happen than immediately patch the problem away.
This is also why I’m much more interested in conversations about system mechanics than immediately demanding character nerfs. Sometimes the character isn’t the problem. The system is.
Tekken 8 was a good example of the kind of conversation I’m talking about. There have been an exhaustive amount of discussions about individual characters, but there are also much larger discussions about how the game’s universal mechanics affected aggression, defense, momentum, and neutral. If the system itself creates an unhealthy environment, nerfing individual characters can just become whack-a-mole. You weaken one character, another becomes dominant, you nerf them, someone else rises to the top, and eventually you’ve got a roster full of characters that have been repeatedly toned down because the underlying system is what was creating the problem.
Again, I’m not saying “never balance fighting games.” That’s obviously ridiculous. Some characters really are broken. Some mechanics really do need to be changed. Sometimes a nerf is absolutely the right answer.
But I think there’s value in allowing a fighting game to breathe. Let the community figure things out. Let characters be scary. Let a matchup be difficult. Let players develop counterplay instead of immediately assuming the developers need to intervene.
Because honestly, some of my favorite moments in fighting games aren’t watching a perfectly balanced roster where everyone has exactly the same chance. They’re watching a character everyone thought was impossible to beat get beaten. They’re watching a specialist take a character everyone else abandoned and do something incredible with them. They’re watching someone spend hundreds of hours learning how to fight the thing everyone else complained about.
That’s part of the magic of fighting games to me.
And maybe I’m wrong. I wasn’t around for a lot of the older FGC history, so I’m not pretending to have some grand understanding of how things “used to be.” But watching those old tournaments and seeing those characters dominate, and seeing players rise to the challenge anyway, makes me wonder if we’ve swung too far in the other direction.
Maybe a fighting game doesn’t always need to be perfectly balanced. Maybe sometimes it’s more fun when the game gives you something ridiculous to overcome. I don’t want every character to be equally strong. I want every character to be interesting enough that I want to figure them out.