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* Creator/ArcSystemWorks' ''VideoGame/GuiltyGear'' and ''VideoGame/BlazBlue'' series.

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* Creator/ArcSystemWorks' ''VideoGame/GuiltyGear'' and ''VideoGame/BlazBlue'' series.series, though ''Guilty Gear -STRIVE-'' added breakable walls.
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* ''VideoGame/{{Tekken}}'' did until ''4'', where they tried uneven surfaces. It was poorly received, going back to this in ''5'' (although from ''6'' onwards you can smash opponents through certain surfaces).

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* ''VideoGame/{{Tekken}}'' did until ''4'', where they tried uneven surfaces. It was poorly received, going back received and very difficult to this program, so in ''5'' they returned to this trope (although from ''6'' onwards you can smash opponents through certain surfaces).
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* While most of the stages in ''VideoGame/SuperSmashBros.'' involve [[FreeFloorFighting multiple levels and constantly-shifting terrain]], Final Destination fits this trope to a T, being just one flat platform suspended over the air. Leading to the memetic cry of {{scrub}}s demanding "[[AbridgedArenaArray No items, Fox only, Final Destination]]".

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* While most of the stages in ''VideoGame/SuperSmashBros.'' ''VideoGame/SuperSmashBros'' involve [[FreeFloorFighting multiple levels and constantly-shifting terrain]], Final Destination fits this trope to a T, being just one flat platform suspended over the air. Leading to the memetic cry of {{scrub}}s demanding "[[AbridgedArenaArray No items, Fox only, Final Destination]]".
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* While most of the stages in ''VideoGame/SuperSmashBros.'' involve [[FreeFloorFighting multiple levels and constantly-shifting terrain]], Final Destination fits this trope to a T, being just one flat platform suspended over the air.

to:

* While most of the stages in ''VideoGame/SuperSmashBros.'' involve [[FreeFloorFighting multiple levels and constantly-shifting terrain]], Final Destination fits this trope to a T, being just one flat platform suspended over the air. Leading to the memetic cry of {{scrub}}s demanding "[[AbridgedArenaArray No items, Fox only, Final Destination]]".
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** Ultimate's DLC would later include the King of Fighters Stadium, which is a flat platform surrounded by breakable walls.
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* The first two ''Franchise/MortalKombat'' games have these. The ones from ''[[VideoGame/MortalKombat3 3]]'' to ''[[VideoGame/MortalKombatVsDCUniverse vs. DC Universe]]'' are more in line with FreeFloorFighting.

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* The first two three ''Franchise/MortalKombat'' games have these. The ones from ''[[VideoGame/MortalKombat3 3]]'' ''[[VideoGame/MortalKombat4 4]]'' to ''[[VideoGame/MortalKombatVsDCUniverse vs. DC Universe]]'' are more in line with FreeFloorFighting.
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* ''[[VideoGame/SoulSeries Soul Edge]]'' and the succeeding ''Soulcalibur'' titles.

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* ''[[VideoGame/SoulSeries Soul Edge]]'' and the succeeding ''Soulcalibur'' titles.titles are fully-3D versions of this.
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"the stage itself does not change, and as such is fixed"


A FightingGame trope, Where the action all takes place on one stable plane. Stages could have multiple levels in less arcade style games, but the stage itself does not change, and as such is fixed. ''This is not a matter of 2D vs 3D games. There are plenty of examples of both.''

Fights here tend to be more technical, as the simplified stages offer less chance for unpredictability. The limited range of action means combos may likely be continued longer than in a FreeFloorFighting game, as there is less variation for where an opponent, or the stage, may go. A LauncherMove will do just that, launch an opponent into the air. However, the opponent must come down at a limited set of places to allow the fight to continue.

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A FightingGame trope, Where trope where the action all takes place on one stable plane. Stages could have multiple levels in less arcade style games, but the stage itself does not change, and as such is fixed. ''This is not a matter of 2D vs 3D games. There are plenty of examples of both.''

Fights here tend to be more technical, as the simplified stages offer less chance for unpredictability. The limited range of action means combos may likely be continued longer than in a FreeFloorFighting game, as there is less variation for where an opponent, or the stage, may go. A LauncherMove will do just that, launch an opponent into the air. However, the opponent must come down at a limited set of places to allow the fight to continue.
go.
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Added DiffLines:

** ''Ultimate'' brought back the Omega variants, but it also introduced "Battlefield" variants as well, making stages mimic the layout of Battlefield in addition to Final Destination.
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* ArcSystemWorks' ''VideoGame/GuiltyGear'' and ''VideoGame/BlazBlue'' series.

to:

* ArcSystemWorks' Creator/ArcSystemWorks' ''VideoGame/GuiltyGear'' and ''VideoGame/BlazBlue'' series.
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** The Nintendo3DS and WiiU versions offer alternate "Omega" versions of the stages that follow this trope, essentially giving Final Destination a variety of alternate settings. The "For Glory" gameplay mode in anonymous online battles is entirely fixed floor fights, while "For Fun" is the opposite.

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** The Nintendo3DS UsefulNotes/Nintendo3DS and WiiU UsefulNotes/WiiU versions offer alternate "Omega" versions of the stages that follow this trope, essentially giving Final Destination a variety of alternate settings. The "For Glory" gameplay mode in anonymous online battles is entirely fixed floor fights, while "For Fun" is the opposite.
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* ''Franchise/{{Tekken}}'' did until ''4'', where they tried uneven surfaces. It was poorly received, going back to this in ''5'' (although from ''6'' onwards you can smash opponents through certain surfaces).

to:

* ''Franchise/{{Tekken}}'' ''VideoGame/{{Tekken}}'' did until ''4'', where they tried uneven surfaces. It was poorly received, going back to this in ''5'' (although from ''6'' onwards you can smash opponents through certain surfaces).
Is there an issue? Send a MessageReason:
None


* ''Franchise/{{Tekken}}'' did until ''4'', where they tried uneven surfaces. It was poorly received, going back to this in ''5''.

to:

* ''Franchise/{{Tekken}}'' did until ''4'', where they tried uneven surfaces. It was poorly received, going back to this in ''5''.''5'' (although from ''6'' onwards you can smash opponents through certain surfaces).
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None


* The ''LittleFighter2'' games have a long stretch of land, but it's all one plane.

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* The ''LittleFighter2'' ''VideoGame/LittleFighter2'' games have a long stretch of land, but it's all one plane.
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This should probably be on the right, not the left


[[MortalKombat http://static.tvtropes.org/pmwiki/pub/images/fixed_floor_7308.png]]
[[caption-width:350:GET OVER HERE! ...as opposed to anywhere else?]]

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[[MortalKombat [[quoteright:350:[[VideoGame/MortalKombat1 http://static.tvtropes.org/pmwiki/pub/images/fixed_floor_7308.png]]
[[caption-width:350:GET
png]]]]
[[caption-width-right:350:GET
OVER HERE! ...as opposed to anywhere else?]]
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** The Nintendo3DS and WiiU versions offer alternate "Omega" versions of the stages that follow this trope, essentially giving Final Destination a variety of alternate settings. The "For Glory" gameplay mode in anonymous online battles is entirely fixed floor fights.

to:

** The Nintendo3DS and WiiU versions offer alternate "Omega" versions of the stages that follow this trope, essentially giving Final Destination a variety of alternate settings. The "For Glory" gameplay mode in anonymous online battles is entirely fixed floor fights.fights, while "For Fun" is the opposite.
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None

Added DiffLines:

** The Nintendo3DS and WiiU versions offer alternate "Omega" versions of the stages that follow this trope, essentially giving Final Destination a variety of alternate settings. The "For Glory" gameplay mode in anonymous online battles is entirely fixed floor fights.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''Franchise/{{Tekken}}'' did until ''4'', where they tried uneven surfaces. It was poorly received, going back to this in ''5''.
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None

Added DiffLines:

* ''VideoGame/PlaystationAllStarsBattleRoyale'' has the All-Stars Arena where the rivalry battles and the FinalBoss battle happen. Not too big and the walls influence interesting combo-exploration.

Changed: 285

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* ''StreetFighter''
* The first two ''MortalKombat'' games have these. The ones from ''3'' to ''vs DC Universe'' are more in line with FreeFloorFighting.
* ''SoulCalibur''
* ''NoMoreHeroes'' (except in the Shinobu levels in the 2nd game).
* ''SonicBattle'' has 3D levels where you can jump from one height to the next, but the stage itself is static.
* The ''{{Bleach}}'' DS fighting games have combat possible in either the foreground or the background, but the stage itself is consistent.
** ''[[FatalFury Fatal Fury Special]]'' and ''Knuckle Heads'' have a foreground and background for fights as well.

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* ''StreetFighter''
''Franchise/StreetFighter''
* The first two ''MortalKombat'' ''Franchise/MortalKombat'' games have these. The ones from ''3'' ''[[VideoGame/MortalKombat3 3]]'' to ''vs ''[[VideoGame/MortalKombatVsDCUniverse vs. DC Universe'' Universe]]'' are more in line with FreeFloorFighting.
* ''SoulCalibur''
''[[VideoGame/SoulSeries Soul Edge]]'' and the succeeding ''Soulcalibur'' titles.
* ''NoMoreHeroes'' ''VideoGame/NoMoreHeroes'' (except in the Shinobu levels in [[VideoGame/NoMoreHeroes2DesperateStruggle the 2nd game).
game]]).
* ''SonicBattle'' ''VideoGame/SonicBattle'' has 3D levels where you can jump from one height to the next, but the stage itself is static.
* The ''{{Bleach}}'' ''Manga/{{Bleach}}'' DS fighting games have combat possible in either the foreground or the background, but the stage itself is consistent.
** ''[[FatalFury Fatal Fury Special]]'' ''VideoGame/FatalFury Special'' and ''Knuckle Heads'' have a foreground and background for fights as well.



* ArcSystemWorks' ''GuiltyGear'' and ''BlazBlue'' series.

to:

* ArcSystemWorks' ''GuiltyGear'' ''VideoGame/GuiltyGear'' and ''BlazBlue'' ''VideoGame/BlazBlue'' series.



* While most of the stages in ''SuperSmashBros'' involve [[FreeFloorFighting multiple levels and constantly-shifting terrain]], Final Destination fits this trope to a 'T', being just one flat platform suspended over the air.

to:

* While most of the stages in ''SuperSmashBros'' ''VideoGame/SuperSmashBros.'' involve [[FreeFloorFighting multiple levels and constantly-shifting terrain]], Final Destination fits this trope to a 'T', T, being just one flat platform suspended over the air.
Is there an issue? Send a MessageReason:
None


* The first two ''MortalKombat'' games. Newer ones, especially since the shift to 3D, are more in line with FreeFloorFighting.

to:

* The first two ''MortalKombat'' games. Newer ones, especially since the shift games have these. The ones from ''3'' to 3D, ''vs DC Universe'' are more in line with FreeFloorFighting.
Is there an issue? Send a MessageReason:
None


* StreetFighter
* The first two MortalKombat games. Newer ones, especially since the shift to 3D, are more in line with FreeFloorFighting.
* SoulCalibur
* NoMoreHeroes (except in the Shinobu levels in the 2nd game).
* SonicBattle has 3D levels where you can jump from one height to the next, but the stage itself is static.
* The {{Bleach}} DS fighting games have combat possible in either the foreground or the background, but the stage itself is consistent.

to:

* StreetFighter
''StreetFighter''
* The first two MortalKombat ''MortalKombat'' games. Newer ones, especially since the shift to 3D, are more in line with FreeFloorFighting.
* SoulCalibur
''SoulCalibur''
* NoMoreHeroes ''NoMoreHeroes'' (except in the Shinobu levels in the 2nd game).
* SonicBattle ''SonicBattle'' has 3D levels where you can jump from one height to the next, but the stage itself is static.
* The {{Bleach}} ''{{Bleach}}'' DS fighting games have combat possible in either the foreground or the background, but the stage itself is consistent.



* The LittleFighter2 games have a long stretch of land, but it's all one plane.
* ArcSystemWorks' GuiltyGear and BlazBlue series.

to:

* The LittleFighter2 ''LittleFighter2'' games have a long stretch of land, but it's all one plane.
* ArcSystemWorks' GuiltyGear ''GuiltyGear'' and BlazBlue ''BlazBlue'' series.
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This type of level design may be somewhat tied to the PolygonCeiling in LongRunners. This type of fight may promote the MKWalker. May be the result of the InvisibleWall or InsurmountableWaistHighFence.

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This type of level design may be somewhat tied to the PolygonCeiling in LongRunners. This type of fight may promote the MKWalker.PerfectPlayAI. May be the result of the InvisibleWall or InsurmountableWaistHighFence.
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* Browser game DragonFable

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* Browser game DragonFable''VideoGame/DragonFable.''
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Subtle. Yeah, no.


* While most of the stages in ''SuperSmashBros'' involve [[FreeFloorFighting multiple levels and constantly-shifting terrain]], Final Destination is the [[ComplacentGamingSyndrome most commonly used stage for]] [[StopHavingFunGuys competitive play]] because it's just one flat platform over a pit.

to:

* While most of the stages in ''SuperSmashBros'' involve [[FreeFloorFighting multiple levels and constantly-shifting terrain]], Final Destination is the [[ComplacentGamingSyndrome most commonly used stage for]] [[StopHavingFunGuys competitive play]] because it's fits this trope to a 'T', being just one flat platform suspended over a pit. the air.
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None

Added DiffLines:

* While most of the stages in ''SuperSmashBros'' involve [[FreeFloorFighting multiple levels and constantly-shifting terrain]], Final Destination is the [[ComplacentGamingSyndrome most commonly used stage for]] [[StopHavingFunGuys competitive play]] because it's just one flat platform over a pit.
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None


* NoMoreHeroes

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* NoMoreHeroesNoMoreHeroes (except in the Shinobu levels in the 2nd game).

Added: 4

Changed: 4

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----



* Browser game DragonFable

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* Browser game DragonFableDragonFable
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* The first two MortalKombat games. Later ones would be MixedFloorFighting. Newer ones, especially since the shift to 3D, are more in line with FreeFloorFighting.

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* The first two MortalKombat games. Later ones would be MixedFloorFighting. Newer ones, especially since the shift to 3D, are more in line with FreeFloorFighting.

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