What's really interesting here is the rock-paper-scissors dynamic of the game. In King of Fighters, it seems to work mostly like this:
JAB beats JUMP devastates SWEEP beats JAB
What's really interesting here is that all of these things are attacks. King of Fighters is designed like a super action-heavy anime, with their opponents constantly attacking. There's not nearly as much holding back as other games.
Given the risk/reward setup, in King of Fighters, the "default option" is a jump attack.
Its kissing cousin, Street Fighter, looks something more like this:
BLOCK devastates ANTI-AIR beats JUMP can beat BLOCK
The massively unequal set of rewards here are what really makes Street Fighter a mindgame fest. The easiest way to get big damage in the game is to trick the opponent into thinking that you're going to jump... the layers of yomi (reading the opponent) are paramount to winning.
Default option in Street Fighter: Block
Virtua Fighter:
BLOCK mostly beats ATTACK beats THROW mostly beats BLOCK
Compared to the other games, the high-level counters of Virtua Fighter are very "soft," which means that a champion at this game must understand all the low-level, character- and situation-specific strategies. This generally translates into understanding the minutiae of frame data, as well as reading the opponent well-- these counters are nullified with systems like throw break, throw clash, and guard break.
Default option in VF: Block
Tekken:
BLOCK mostly beats ATTACK is faster than THROW often beats BLOCK
BLOCK mostly beats ATTACK is faster than THROW often beats BLOCK
Tekken's layout is similar to VF's, the main exception being that attacks and throws are on equal footing. It is completely situation-specific, though in most situations attacks will win. Also, blocking is not a foolproof way to stop attacks, as there are plenty of safe pressure options that will continue an offense against a blocker.
Default option in Tekken: Attack
Soul Calibur:
ATTACKS have better range than THROWS can beat DEFENSE can beat ATTACKS
Soul Calibur's gameplay is hard to break down into such broad strokes. Ever since SC3, the series has been adding more and more exceptions to rules than much else. What's important for this discussion is that throws are easy to react to in this game, though unlike Tekken, the defending player must guess at which break to execute.
Default option in SC: Defense
Dead or Alive:
DEFENSIVE HOLD devastates ATTACK devastates THROW devastates DEFENSIVE HOLD
DOA is all about intensely hard counters. If one player knows exactly what the other player will do, he can be rewarded with up to 50% life per guess. The incredibly high stakes nature of the game is exciting and fun, but the standard deviation of win percentages (the only way to judge relative skill at the game) is very high.
Default option in DOA: Block (to avoid the high-stakes rock paper scissors)