Alrighty, second article, I'm not sure if this technique has been written up in another article but if it has, what the hell, easier to find.

Well, the design system for the fighting I'm about to tell you can be used in absolutely any klik program, I made a neato beat'em'up featuring none other than Jason Voorhees and Mad Max today in Klik & Play, double dragon quality, if not better(not gonna be released cause it's kinda pointless).

Time to get started;
1. Draw your fighter, you can either draw him in all the poses and move limbs for different animations, but this takes time and is painful, one thing I suggest is drawing each limb seperately, cutting pasting and rotating for each pose. Animate punches, kicks, projectile attacks, whatever. Give him custom movement, platform or 8 directions. Once your very own Ryu or Johnny Kane is done and drawn, it's time to move onto the next step.

2. Copy your fighter as another object, then draw something like a bright red circle around his torso and blank out the rest of the features, make sure the hot spot stays the same, go to event editor and make the torso object always stay at 0, 0 to the fighter object, so the torso stays on the fighter's torso. This torso will act as the damage point for your fighter, when it's hit, it takes health off your fighter, eliminating the annoying "tip of player's head touches botton of foot accidently and loses a tonne of health" thing.

3. Copy the main fighter object again. This time put a bright green circle or whatever on his fists for the punching animation, or circle on his foot for kicking animation, make sure the circle moves in unisen with the fighters. After the circling and blanking, it's a simple case of always setting attack object's position to fighter at 0, 0. Tell it that if attack circle collides with enemy while certain animation, or better yet collides with enemy's own torso object, take health off enemy.

4. Go to the event editor, make torso and attack objects invisible at start of level, and bam, you got a perfectly functional fighter.

A.I. of enemy, with this system, tactics will be hard but fundamentals will be more impressive, simply give enemy ball movement or whatever and have him always face your direction, when in range he punches or kicks with his little working fists, awwww, your babies are fighting.

A final note on sprites;
Make sure they're fun to control, fast and fluid, this improves any game drastically, no matter how bad the rest is, at least it will be fun to play.