Fighting-type moves continue to be pretty interesting to talk about...
Low Kick - Fighting [Physical]
Varies/20PP/100%
A powerful low kick that makes the target fall over. The heavier the target, the greater the move's power.
Now here's a move that's changed drastically since its inception---usually such major changes happened during the jump from Generation I to Generation II, but here the attack changed between Generation II and Generation III. It's kind of odd they didn't just leave this move as is since it was perfectly usable and just create a new move to represent the mechanic, but whatever.
So, originally Low Kick was a very basic Fighting-type move with 50BP, 20PP, and 90%---and a chance to flinch the opponent. At that time that was decent though for a Fighting-type attack, but it was only given out to the Machop line in Red and Blue and then Mankey in Yellow. It had a niche here though as giving the player an early Fighting-STAB to use against Brock's Rock and Ground-type Pokemon who could kill Pikachu quite easily, but after that it slowly lost its usefulness. Generation II only gave it to Sudowoodo, and it continued to be a rather lackluster and forgotten move.
Generation III came in though and decided to change it up, but not simply through buffing its BP---now its damage was based on the opponent's weight, and would either be 20, 40, 60, 80, 100, or 120. Generally most the Pokemon you'd end up fighting through the game outside of the early areas would typically fall in the 60BP category, though as time has gone on it seems like Pokemon have gotten heavier on average as Game Freak isn't as oddly conservative with weight as they used to be, where Pokemon like Charizard and Nidoking weigh the same that I do now, and I'm 5'9" and skinny as fuck. I don't think people really make use of this move though since you don't have that assurance of actually getting in a nice attack, and there are plenty of Fighting-type options by Generation III that prove more useful. Game Freak have introduced more weight-based mechanics over time, which is weird as they seem pretty gimmicky---Grass Knot got some use for giving many Pokemon one of their only Grass-type moves, but all the Abilities that manipulate weight and such just feel pointless.
Despite Generation III being its new and improved debut, they didn't give it to anyone---Machop, Mankey, and Sudowoodo kept it, only the first of which was actually in Ruby and Sapphire, but no one else got it. Not even through breeding. Generation IV finally started to give it to more Pokemon, both natural and through Egg Moves, and it became a Move Tutor learned by a fair amount of Pokemon. The move itself has become even more "useless" as even better Fighting-type moves have continued to appear that lots of Pokemon have access to, but it's more popular than ever in terms of distribution.
The Japanese name of this move is "Ketaguri", which translates to "pulling inside ankle sweep". It seems Fighting-type moves get the biggest localization changes, no? I don't blame them for changing it, but Low Sweep would probably work better. Funny thing is the future move that they did name Low Sweep is actually called "Low Kick" in the Japanese version. Anyway this technique is specifically a sumo move, "A kimarite* in which the attacker leaps aside at the tachiai and sweeps his opponent's front leg from the inside while slapping the shoulder or pulling the arm". Though they're the Sumo Pokemon, Makuhita and Hariyama couldn't learn it till Generation IV through the Move Tutor, and still don't get it naturally or an an Egg Move.
*TN: Kimarite means "winning technique"
*TN: Tachiai means "initial charge" at the start of a bout
Counter - Fighting [Physical]
20PP/100%
A retaliation move that counters any physical attack, inflicting double the damage taken.
Another move that has changed during its inception, Counter has always been about countering the opponent's attack though in Generation I it could only counter Normal and Fighting-type attacks, and though it was a Fighting-type attack the counter damage could hurt Ghost-type Pokemon. The damage was equal to twice the damage of the previous attack, though when it comes to multi-hit moves and partial trapping moves it only counters the last damage done. A simple enough concept, and though limited to only two Types could be useful in Generation I as many Pokemon carried Normal-type attacks with them as many had very little else to work with.
But, well, in Generation I this move was kind of fucked up. You see it seems the game stored the last damage done as a value which Counter took into account, and while normally this would reset there were ways to get around this. This led to the last damage value still being stored, and thus you could Counter non-attacks---this include items, no-move turns (like from paralysis), and even switching. It was even possible to counter the original Counter or self-inflicted recoil damage. Pokemon Stadium fixed these issues, but if you know the glitches and how to take advantage of them Counter can prove useful in the handheld games. There's even a way to use Link Cable desyncing to mess with how Counter works!
Generation II is where Counter came into its own, now specifically reflecting the damage doubled of all Physical-based moves (at the time this was of course by Type) giving it far more uses, though it now won't work against Ghost-type Pokemon, and it's stayed that way since. Though the moves that Counter, well, counters have changed in Generation IV with the Physical/Special split, it itself has not. Well, nothing major. There's little things like how it works in Double and Triple Battles, hitting the last opponent that attacked the user regardless of placement on field, and how if a theoretical attack does 0 damage Counter does 1 damage, but otherwise it's simply enough. None of the weird glitches exist either.
By the way, Counter was the first and only decreased priority move introduced in Generation I---in other words, it would typically go last when matched up against normal attacks regardless of Speed. This was of course necessary to make it useful, as if you went first there'd be no move to counter. Priority is a mechanic the games don't really explain that well within the adventure, generally it's simplified as "this move goes first" and "this move goes last", but it's important and Game Freak have introduced more and more moves and Abilities that utilize it. It's pretty important in the competitive scene, so you should look it up if you're interested in the competitive scene.
In Generation I it was limited to Hitmonchan naturally, as a boxer who would counter the opponent and all, but in Generation II a few other Pokemon got it though it became mainly associated with Wobbuffet, which along with Mirror Move was its bread-and-butter. In Generation III access to Shadow Tag led to Wobbuffet becoming all powerful, trapping the opponent and countering them with whatever it threw at him---it's no wonder Smogon banned it. Even if you don't agree with that, there used to be a real risk of two Wobbuffet holding Leftovers ending up in an endless battle ruining the match as neither could switch out. Other than Wobbuffet, I don't think there are that many big strategies that make use of Counter, though I've seen some niche ones while looking this up. Though it's hard to look for examples of this move as typing in "Counter" always results in the "Checks and Counters" section of Smogon being pulled up, focused on general counter strategies rather than the move itself.
Counter was a TM in Generation I, and then a Move Tutor in Generation III. You have a lot of Pokemon who learn it naturally or through breeding, and while many of them are Fighting-type Pokemon that doesn't seem to be a hard rule. One pattern that seems to emerge for the most part is that it's usually reserved for bipedal Pokemon, or those who become bipedal by the end of their evolution. Of the ones who learn it naturally, for example, Mudbray and Pyukumuku are the non-bipedal (or bipedalish, like with Wobbuffet who technically has four little legs), and then when it comes to Egg Moves you have Rattata, Nidoran, Lotad, and Sandile, to list a few, who all become bipedal by the time they're fully evolved. But then there are lots of Pokemon who are quadruped and stay that way.
Seismic Toss - Fighting [Physical]
Varies/20PP/100%
The target is thrown using the power of gravity. It inflicts damage equal to the user's level.
Another interesting Fighting-type move, Seismic Toss is a variable move like Low Kick and like Counter originally was technically "typeless", damage calculation not taking into account weaknesses, resistances, or Ghost-type immunities. From Generation II and up Ghost-type Pokemon were immune to it, but other than that its basic mechanic has stayed the same, inflicting damage equal to the foe based on the user's level. Thus as you level up this move becomes stronger and stronger, and in-game it can be quite useful as you can hit the opponent with a fairly solid move by the end of the adventure without worrying about resistances and such. Nowadays you of course have enough moves for coverage to not need Seismic Toss, but it was fairly useful in Generation I and I recall using it quite often.
In Japan this move is known as "Chikyuu Nage", or "Earth Throw". This doesn't seem to be an actual fighting technique, but the Japanese name explains why some animations have the screen spin around like the Earth spinning, or in some games like Battle Revolution showing the Pokemon literally thrown into space. Seismic Toss is a cool sounding name, though it seems someone on the localization team saw the "Earth" part and thought more "earth" than "Earth", giving it a name that sounds more like a Ground-type attack. Or maybe they thought "Earth Throw" felt lame and wanted to spice it up. Regardless it's become an iconic move in the series thanks to Ash's Charizard popularizing it in his fight with Magmar, becoming its "signature move".
Not a lot of Pokemon learn it naturally, and there's also not too many who learn it as an Egg Move---most of its recipients make sense as either Fighting-type Pokemon or "strong" ones you could imagine pulling off the move, but then you have someone like Volbeat. It was a TM in Generation I and a Move Tutor in Generation III, and it seems here it was available to virtually every bipedal Pokemon. It's actually a stricter distribution than Counter which seemed like it was following that bipedal-only rule at times, and the only bipedal Pokemon who learns it as far as I know is Arceus as a natural move. I guess this is meant to represent its status as a god, thus watching over Earth, and it has those "thousand arms" mentioned in some PokeDex entries I guess.
Strength - Normal [Physical]
80/15PP/100%
The target is slugged with a punch thrown at maximum power.
Strength sounds like it could be a Fighting-type move, but has stayed as a Normal-type move since its inception. An 80BP Fighting-type move would probably been pretty cool early on, though Strength is decent as is. Nothing flashy, but reliable, and since it was an HM since Gen I through Gen VI it gave a lot of Pokemon over the years a decent "neutral" move to use until they gained better attacks. Nowadays most Pokemon probably pick up a few 80BP+ moves so Strength is less important, and without any bonus effect it sees no use in the competitive scene as far as I know.
As an HM, Strength allows the player (aided by their unseen Pokemon) to push boulders around. In the earlier games this was used mainly for puzzle segments, moving boulders around to clear paths and such, though in later games these were replaced with simply pushing a large rock into a hole to make a shortcut or new path. Taking out some of the "harder" puzzling elements to make the game more accessible, or Game Freak realizing nobody really liked those in the first place? As of Generation VII Strength has been replaced by the Ride Pokemon Machamp, and it follows the pattern of later Generations where you basically just push a large slab into a hole and that's it without any thought.
Strength could be learned by a ton of Pokemon through HM, which was good since it was one you'd want to have a party member carrying, though who could learn it wasn't exactly clear---with Surf and Fly you kind of had a general idea of which Pokemon to go for to learn it, and generally a Flying or Water-type Pokemon would be the answer. Strength, well, it's weird. There doesn't seem to be any real rhyme and reason behind it, and you have many users who don't seem that physically capable---though usually it's given to "land-based" Pokemon, and not the ones who get around primarily through flight or floating, but then you have exceptions there like Lapras, or some such as Ekans and Dunsparce which lack hands. Currently as it's no longer an HM or TM only Machamp can pick it up and learns it upon evolving, and I imagine if it sticks to him as a signature move it may get a boost and finally become a Fighting-type attack.
According to Bulbapedia, when this is used in Generation IV it pushes the user's sprite a pixel to the right each time. So, if you could somehow use this over and over through a hack, I guess you could eventually push a Pokemon off the screen?
Absorb - Grass [Special]
20/25PP/100%
A nutrient-draining attack. The user's HP is restored by half the damage taken by the target.
The first "draining" move, such moves deal damage to the opponent and then heal the user equal to half the damage they inflicted, rounded up. In Generation I and Generation II, draining moves wouldn't work if they broke a Substitute, or in the latter case would always miss a substitute, but now they will always zap the health from a Pokemon behind one. There's also been the introduction of Liquid Ooze, an Ability that hurts Pokemon who use a draining move, and the Big Root Hold Item, which increases the HP restored by 30%. While some of these draining moves can prove useful, Absorb is simply too weak to be used effectively other than in the beginning of the game when HP is low.
In Generation I, only Tangela, the Oddish, and Kabuto lines got the move, the latter presumably referencing how it drains fluid from its prey. A couple Pokemon learned it throughout the years, but in Sun and Moon suddenly a ton of classic Pokemon like Zubat, Paras, Spinarak, and Nincada learned it out of nowhere. Why? Well, Absorb didn't do anything, rather a similar move that those Pokemon learned, Leech Life, suddenly got a major boost in power and thus it was either removed from some Pokemon's move list or moved up, Absorb replacing it.