Street Fighter. Mortal Kombat. Tekken. Dead or Alive. These game titles conjure iconic images of international fighting tourneys where characters test their strength in hand- to-hand combat; an alternate world history where button combinations and joystick movements solve global crises between heroes and villains. This paper examines two 1990s examples of the fighting game genre--Street Fighter II and Samurai Shodown--in an exploration of the multiple ways that the visual storytelling of fighting games challenges, complicates and constructs a parallel understanding of domestic and international relations. In my unique focus on popular female characters such as Street Fighter's Chun-Li, an expert martial artist and Chinese Interpol officer, and Samurai Shodown’s Nakoruru, an indigenous Ainu priestess of Nature from the Japanese island of Hokkaido, I demonstrate how these games reimagine issues of ethnic diversity, gender equality, and Cold War politics in 1990s visual culture against the background of Japanese racism and indigenous activism.