Follow TV Tropes

Following

History Main / ThreeRoundDeathmatch

Go To

OR

Is there an issue? Send a MessageReason:
None


* Justified in ''VideoGame/FatalFury 2'' and later games in the series - the first time a character loses a round, they get back to their knees and gasp for breath while the game tallies the round bonus. It's only when the match point is lost that they get knocked out. Notably, some of them even try to get back up only to fall over again (e.g. Krauser, Yamazaki, Jin Chonrei).

to:

* Justified in ''VideoGame/FatalFury 2'' ''VideoGame/FatalFury2'' and later games in the series - the first time a character loses a round, they get back to their knees and gasp for breath while the game tallies the round bonus. It's only when the match point is lost that they get knocked out. Notably, some of them even try to get back up only to fall over again (e.g. Krauser, Yamazaki, Jin Chonrei).



* The UsefulNotes/{{PlayStation}}-only ''VideoGame/SamuraiShodown: Warriors Rage'' features a different spin: both characters start with a three-segmented health bar colored green. Once the green bar is depleted, one segment gets slashed off and it turns yellow. Deplete it again and the second segment is removed, the winning character utters a quick quote, and the opponent is given a small health bar that flashes red. Deplete that one and the match ends.
* After playing it straight for four generations, ''VideoGame/DeadOrAlive 5'' finally subverts it. Defeated characters are visibly still semi-conscious, and shown on the ground woozily holding their head or propping themselves up even on a match point. Story fights only go for one round, and arcade modes are [[ExcusePlot ostensibly]] an organized tournament where fighters would be allowed to recover between rounds.

to:

* The UsefulNotes/{{PlayStation}}-only Platform/PlayStation-only ''VideoGame/SamuraiShodown: Warriors Rage'' features a different spin: both characters start with a three-segmented health bar colored green. Once the green bar is depleted, one segment gets slashed off and it turns yellow. Deplete it again and the second segment is removed, the winning character utters a quick quote, and the opponent is given a small health bar that flashes red. Deplete that one and the match ends.
* After playing it straight for four generations, ''VideoGame/DeadOrAlive 5'' ''VideoGame/DeadOrAlive5'' finally subverts it. Defeated characters are visibly still semi-conscious, and shown on the ground woozily holding their head or propping themselves up even on a match point. Story fights only go for one round, and arcade modes are [[ExcusePlot ostensibly]] an organized tournament where fighters would be allowed to recover between rounds.
Is there an issue? Send a MessageReason:
None



to:

* ''Lucha libre'' matches are often best-of-three-falls. In tag team matches, both competitors on a team must be defeated to score a fall. In ''trios'' (three to a side) matches, both sides have a captain; if the captain is defeated, [[WeCannotGoOnWithoutYou that side loses the fall]], otherwise defeating the other two will count.
Is there an issue? Send a MessageReason:
None



to:

* Played mostly straight in ''VideoGame/FistOfTheNorthStarTwinBlueStarsOfJudgment'', but played with concerning the Deadly Fist Blow (or "Fatal KO" as they're commonly known). These moves are OneHitKill moves, but unlike ''Blazblue'', they're theoretically usable at any time. ''Theoretically'', as you must drain the opponent's Star Meter to make them available. Fittingly, the amount of damage you need to deal to your opponent to take them down to their last Star is enough that your Deadly Fist Blow will almost certainly only be available in the match point round.
Is there an issue? Send a MessageReason:
None


* Likewise with the first ''VideoGame/{{Touhou}}'' fighting game, ''Immaterial and Missing Power''. Both players get a second to position themselves after a "knockdown" but there's no reset. This fits well with the single player story mode, where all of your opponents will have multiple stages anyway.

to:

* Likewise with the first ''VideoGame/{{Touhou}}'' ''Franchise/TouhouProject'' fighting game, ''Immaterial and Missing Power''.''VideoGame/TouhouSuimusouImmaterialAndMissingPower''. Both players get a second to position themselves after a "knockdown" but there's no reset. This fits well with the single player story mode, where all of your opponents will have multiple stages anyway.



[[folder: Web Comics ]]

to:

[[folder: Web Comics Webcomics ]]
Is there an issue? Send a MessageReason:
None


* The UsefulNotes/{{Sony PlayStation}}-only ''VideoGame/SamuraiShodown: Warriors Rage'' features a different spin: both characters start with a three-segmented health bar colored green. Once the green bar is depleted, one segment gets slashed off and it turns yellow. Deplete it again and the second segment is removed, the winning character utters a quick quote, and the opponent is given a small health bar that flashes red. Deplete that one and the match ends.

to:

* The UsefulNotes/{{Sony PlayStation}}-only UsefulNotes/{{PlayStation}}-only ''VideoGame/SamuraiShodown: Warriors Rage'' features a different spin: both characters start with a three-segmented health bar colored green. Once the green bar is depleted, one segment gets slashed off and it turns yellow. Deplete it again and the second segment is removed, the winning character utters a quick quote, and the opponent is given a small health bar that flashes red. Deplete that one and the match ends.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/PrimalRage'' gives you a choice of one, three or five rounds.

to:

* ''VideoGame/PrimalRage'' gives you a choice of one, three or five rounds. Instead of numbers, each round is given a title ("First Blood", "Vengeance", and "Domination" in a three-round battle).
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** ''VideoGame/MortalKombat11'' uses it in a clever way in the Story Mode. The final battle with Kronika is first to two wins. But if you lose a round, [[spoiler:Kronika uses the time Liu Kang needs to recover to finish destroying the timeline, giving you the bad ending]].
Is there an issue? Send a MessageReason:
None


* Examples of the "team battle" aversion include ''VideoGame/TheKingOfFighters'' (since the first game), ''VideoGame/MarvelVsCapcom'' [[VideoGame/CapcomVsWhatever and]] ''[[VideoGame/SNKVsCapcom Capcom vs. SNK]]''. ''[=KoF=]'' and ''[=CvS=]'' end rounds whenever a fighter falls so a fight can be as short as one round (in ''Capcom vs. SNK 2'' if your opponent only opted to use one ratio 4 character) or as many as seven (in ''[=KoF=] 2001'' if neither you or your opponent opted to use Striker characters and battled to the final character on each team). The tag-team gameplay of the ''[=MvC=]'' games (and by extension ''Tatsunoko vs. Capcom'') are isolated to single-round, "last team standing" format (''[=KoF=] 2003'' and ''XI'' also use this format).

to:

* Examples of the "team battle" aversion include ''VideoGame/TheKingOfFighters'' (since the first game), ''VideoGame/MarvelVsCapcom'' [[VideoGame/CapcomVsWhatever [[VideoGame/CapcomVs and]] ''[[VideoGame/SNKVsCapcom Capcom vs. SNK]]''. ''[=KoF=]'' and ''[=CvS=]'' end rounds whenever a fighter falls so a fight can be as short as one round (in ''Capcom vs. SNK 2'' if your opponent only opted to use one ratio 4 character) or as many as seven (in ''[=KoF=] 2001'' if neither you or your opponent opted to use Striker characters and battled to the final character on each team). The tag-team gameplay of the ''[=MvC=]'' games (and by extension ''Tatsunoko vs. Capcom'') are isolated to single-round, "last team standing" format (''[=KoF=] 2003'' and ''XI'' also use this format).
Is there an issue? Send a MessageReason:
None


** Not quite; we have to mention the JustForFun/{{egregious}} example of ''MortalKombat Deception'' and ''Armageddon''; MK, being a fond believer of this trope already, took it to the ludicrous extreme when they added in {{death trap}}s, which ''killed your opponent instantly'' if you threw them into it...but if you haven't ''won'' the Three Round Deathmatch, the next round starts with the opponent suddenly un-deadified and back to full health.
*** Although there is a slight aversion in the ''MortalKombat'' (and many others) series in that you can only perform signature Fatality and such moves at the end of the match-winning round.

to:

** Not quite; we have to mention the JustForFun/{{egregious}} example of ''MortalKombat Deception'' ''VideoGame/MortalKombatDeception'' and ''Armageddon''; MK, being a fond believer of this trope already, took it to the ludicrous extreme when they added in {{death trap}}s, which ''killed your opponent instantly'' if you threw them into it...but if you haven't ''won'' the Three Round Deathmatch, the next round starts with the opponent suddenly un-deadified and back to full health.
*** Although there is a slight aversion in the ''MortalKombat'' ''Franchise/MortalKombat'' (and many others) series in that you can only perform signature Fatality and such moves at the end of the match-winning round.
Is there an issue? Send a MessageReason:
None


This term pops up in ProWrestling, where "deathmatch" typically just means no disqualifications.

to:

This term pops up in ProWrestling, ProfessionalWrestling, where "deathmatch" typically just means no disqualifications.
Is there an issue? Send a MessageReason:
None


** Not quite; we have to mention the {{egregious}} example of ''MortalKombat Deception'' and ''Armageddon''; MK, being a fond believer of this trope already, took it to the ludicrous extreme when they added in {{death trap}}s, which ''killed your opponent instantly'' if you threw them into it...but if you haven't ''won'' the Three Round Deathmatch, the next round starts with the opponent suddenly un-deadified and back to full health.

to:

** Not quite; we have to mention the {{egregious}} JustForFun/{{egregious}} example of ''MortalKombat Deception'' and ''Armageddon''; MK, being a fond believer of this trope already, took it to the ludicrous extreme when they added in {{death trap}}s, which ''killed your opponent instantly'' if you threw them into it...but if you haven't ''won'' the Three Round Deathmatch, the next round starts with the opponent suddenly un-deadified and back to full health.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The otherwise forgettable ''VideoGame/BloodStorm'' allowed characters to dismember each other mid-fight in addition to the Mortal Kombat-style death traps. Even if a fighter was missing both arms, their entire lower body, and had just been impaled on a huge stalagmite, the game would just move on to the next round if it wasn't two losses for them. All their missing viscera would be returned as if nothing had happened.
Is there an issue? Send a MessageReason:
None


** Let's be honest, ''[[FuunSeries Kizuna Tag Encounter]]'' was [[OlderThanTheyThink Urier-than-thou]] in this case. And yes, you're still screwed, should only you lose ONE fighter.

to:

** Let's be honest, ''[[FuunSeries ''[[VideoGame/FuunSeries Kizuna Tag Encounter]]'' was [[OlderThanTheyThink Urier-than-thou]] in this case. And yes, you're still screwed, should only you lose ONE fighter.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** ''VideoGame/DragonBallFighterZ'' puts a unique spin on ''Marvel vs. Capcom''[='s=] format. The match as a whole stays true to ''[=MvC=]''[='s=] format where everything takes place in a single round tag-team battle and the last team with a fighter still standing at the end is declared the winner. However, when a team loses a fighter, the replacement fighter rushes into the battle and clashes with the opponent in the center of the stage before both characters leap backwards and are given a neutral start. Thus, with each fall, the match is divided into "pseudo-rounds" in order to avoid a CycleOfHurting where the victorious opponent can mix up the incoming replacement and potentially give their opponent a much worse start.
Is there an issue? Send a MessageReason:
None


* Likewise with the first ''{{Touhou}}'' fighting game, ''Immaterial and Missing Power''. Both players get a second to position themselves after a "knockdown" but there's no reset. This fits well with the single player story mode, where all of your opponents will have multiple stages anyway.

to:

* Likewise with the first ''{{Touhou}}'' ''VideoGame/{{Touhou}}'' fighting game, ''Immaterial and Missing Power''. Both players get a second to position themselves after a "knockdown" but there's no reset. This fits well with the single player story mode, where all of your opponents will have multiple stages anyway.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Played with in that fighters aren't ever "knocked out" in the traditional sense - just sent flying offstage and, rules permitting, returning to the fight on a hovering platform. The trope is averted if the rules are set to give fighters traditional HP, which means either a RingOut or running out of health removes that fighter from the match completely.

Added: 145

Changed: 109

Is there an issue? Send a MessageReason:
Added collapsible folders.


[[AC: VideoGames]]

to:

[[AC: VideoGames]][[foldercontrol]]

[[folder: Video Games ]]



[[AC: WebComics]]

to:

[[AC: WebComics]][[/folder]]

[[folder: Web Comics ]]



[[AC: ProfessionalWrestling]]

to:

[[AC: ProfessionalWrestling]][[/folder]]

[[folder: Professional Wrestling ]]



[[AC: WesternAnimation]]

to:

[[AC: WesternAnimation]][[/folder]]

[[folder: Western Animation ]]



[[AC: RealLife]]

to:

[[AC: RealLife]][[/folder]]

[[folder: Real Life ]]


Added DiffLines:


[[/folder]]
Is there an issue? Send a MessageReason:
Added namespaces.


* ''PrimalRage'' gives you a choice of one, three or five rounds.
* Justified in ''TheLastBlade'', where the opponent sits up and recovers after the first loss, only going down (or dying) when the match point is scored.

to:

* ''PrimalRage'' ''VideoGame/PrimalRage'' gives you a choice of one, three or five rounds.
* Justified in ''TheLastBlade'', ''VideoGame/TheLastBlade'', where the opponent sits up and recovers after the first loss, only going down (or dying) when the match point is scored.
Is there an issue? Send a MessageReason:
None


** The same applies for ''VideoGame/MortalKombat9'', [[BloodierAndGorier only moreso]]. In addition, when a round ends, the defeated character gets back to their feet (some even have special ways to do so - Noob Saibot, for example, drops himself through one of his portals and lands upright) to start the next round.
* ''VideoGame/KillerInstinct'' uses a variant. Each character gets two life meters. When the first runs out, the character stands back up, the two face off, and the battle continues.

to:

** The same applies for ''VideoGame/MortalKombat9'', [[BloodierAndGorier only moreso]]. In addition, when a round ends, the defeated character gets back to their feet (some even have special ways to do so - Noob Saibot, for example, drops himself through one of his portals and lands upright) to start the next round.
round. ''VideoGame/XMenChildrenOfTheAtom'' and ''VideoGame/MarvelSuperHeroes'' predate ''Mortal Kombat 9'' with a similar round segregation (no wipe, just having the defeated character stand up and both energy meters refill).
* ''VideoGame/KillerInstinct'' uses a variant. Each character gets two life meters. When the first runs out, the character stands back up, the two face off, and the battle continues. The winning character retains their health from the previous fall.
Is there an issue? Send a MessageReason:
None


* Examples of the "team battle" aversion include ''VideoGame/TheKingOfFighters'' (since the first game), ''VideoGame/MarvelVsCapcom'' [[CapcomVsWhatever and]] ''[[SNKVsCapcom Capcom vs. SNK]]''. ''[=KoF=]'' and ''[=CvS=]'' end rounds whenever a fighter falls so a fight can be as short as one round (in ''Capcom vs. SNK 2'' if your opponent only opted to use one ratio 4 character) or as many as seven (in ''[=KoF=] 2001'' if neither you or your opponent opted to use Striker characters and battled to the final character on each team). The tag-team gameplay of the ''[=MvC=]'' games (and by extension ''Tatsunoko vs. Capcom'') are isolated to single-round, "last team standing" format (''[=KoF=] 2003'' and ''XI'' also use this format).

to:

* Examples of the "team battle" aversion include ''VideoGame/TheKingOfFighters'' (since the first game), ''VideoGame/MarvelVsCapcom'' [[CapcomVsWhatever [[VideoGame/CapcomVsWhatever and]] ''[[SNKVsCapcom ''[[VideoGame/SNKVsCapcom Capcom vs. SNK]]''. ''[=KoF=]'' and ''[=CvS=]'' end rounds whenever a fighter falls so a fight can be as short as one round (in ''Capcom vs. SNK 2'' if your opponent only opted to use one ratio 4 character) or as many as seven (in ''[=KoF=] 2001'' if neither you or your opponent opted to use Striker characters and battled to the final character on each team). The tag-team gameplay of the ''[=MvC=]'' games (and by extension ''Tatsunoko vs. Capcom'') are isolated to single-round, "last team standing" format (''[=KoF=] 2003'' and ''XI'' also use this format).
Is there an issue? Send a MessageReason:
None



to:

* After playing it straight for four generations, ''VideoGame/DeadOrAlive 5'' finally subverts it. Defeated characters are visibly still semi-conscious, and shown on the ground woozily holding their head or propping themselves up even on a match point. Story fights only go for one round, and arcade modes are [[ExcusePlot ostensibly]] an organized tournament where fighters would be allowed to recover between rounds.

Top