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Retro Game Database · PlayStation 2

Fighting Angels

Retro Game Database · PlayStation 2

Fighting Angels

Fighting Angels has the scrappy energy of a budget brawler that wants to be more mobile than the usual side-on fighter. You circle an arena, work around the ropes, grab opponents on the ground, and occasionally turn a stray object into a weapon. That wrestling-adjacent freedom gives the first few matches a welcome bit of messiness.

The catch is the Sexy Gauge system. Flashy Sexy Attacks build toward a devastating Sexy Combo Attack, so a fight can swing sharply once a gauge is full. It is a goofy risk-and-reward hook, but the small move set and potentially health-draining super attacks make this feel more like a novelty fighter for short sessions than a deep competitive favorite.

Platform:

Retro Replay Review

Gameplay

Fighting Angels is most interesting when it stops behaving like a standard 1-on-1 fighter. Rather than locking both combatants into a side-on lane, it lets you move freely around the arena. Ropes can enter the exchange, downed opponents can be grappled, and objects lying around can become weapons. That extra movement gives bouts a pleasantly rough, wrestling-flavored rhythm, especially when you are still learning how to position yourself instead of simply trading punches at point-blank range.

Each fighter works from weak and strong punches and kicks, with three variations for each attack, plus blocking and a basic grab. It is an approachable foundation, but not an especially rich one. You can get into the action quickly, and practice mode is a sensible place to learn the variations, yet the limited core tool set can start to show once the novelty of running around the arena wears off.

The Sexy Gauge is the match-defining gimmick. Sexy Attacks are weaker but flashy and fill the gauge; Plain Attacks are more conventional and consume it. Fill the meter and you may land a Sexy Combo Attack powerful enough to empty an opponent’s health bar. That creates real tension—do you spend the meter, preserve it, or pressure an opponent before they cash in? It also makes momentum feel volatile, and a match can be decided by a huge payoff rather than steady control. Tournament, versus, survival, and practice give you the expected reasons to keep returning, with versus mode likely the best fit for its chaotic swings.

Fighting Angels — screenshot 1
Fighting Angels — screenshot 1

Graphics

This is a 3D arena fighter built around an all-female roster, with ropes enclosing the fighting spaces and characters moving around each other rather than along a flat line. Unlockable outfits can be examined in the view mode, where you can watch character animations from different angles. The game leans into that character-focused, anime-styled framing more than elaborate arena detail.

Fighting Angels — screenshot 2
Fighting Angels — screenshot 2

Story

There is no story campaign tying the roster together. Tournament mode simply asks you to pick a character and beat the computer-controlled opposition, so the fighting itself has to supply the motivation.

That stripped-down approach has one advantage: you can choose a fighter and get straight into matches without sitting through narrative detours. It suits a game whose main hook is its odd blend of arena movement, grappling, weapons, and meter management.

Still, the lack of a narrative layer leaves little extra reward for seeing a tournament through beyond the immediate act of winning. If you want rivalries, character arcs, or a reason to care who reaches the final match, Fighting Angels will feel thin. If you only need a framework for a string of fights, it stays out of your way.

Overall Experience

Fighting Angels earns some goodwill for trying to make a simple fighter less static. The ropes, ground grappling, and weapons add variety, while the Sexy Gauge gives every round an obvious threat that both sides must respect. It is easy to understand why the first hour can be entertaining: the rules are clear, the arenas let you roam, and the next flashy meter payoff is always close enough to chase.

Its biggest limitation is that the same hook can flatten the long-term game. A small base of attacks and a super move capable of wiping out a health bar do not leave much room for the measured back-and-forth that makes great fighting games compelling over dozens of matches. When the Sexy Combo decides a round, it can be exciting; when it repeatedly overwhelms everything before it, it can also feel cheap.

Give it a chance if you enjoy offbeat PlayStation 2 fighters, prefer immediate experimentation to demanding execution, or want a weird versus-game detour with a friend. Go in for the unruly arena scraps rather than a refined fighting system. The payoff is a handful of lively, absurd matches, not a brawler likely to replace a deeper favorite.

Retro Replay Score

5.2/10

Additional information

Publisher

Developer

Genre

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Year

Retro Replay Score

5.2

Website

http://www.d3p.co.jp/s_20/s20_055.html

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