History Main / ThreeRoundDeathmatch

1st Jun '16 4:58:50 AM Kazmahu
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* 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.
23rd Jan '16 11:53:35 PM GrammarNavi
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* The ''SuperSmashBros'' series doesn't divide the fight into rounds at all, though characters may (and often do) have multiple lives.

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* The ''SuperSmashBros'' ''VideoGame/SuperSmashBros'' series doesn't divide the fight into rounds at all, though characters may (and often do) have multiple lives.
8th Dec '15 6:09:22 PM SolidSonicTH
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* 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.
26th Aug '15 12:16:21 AM Arutema
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* ''[[VideoGame/{{Darkstalkers}} Vampire Savior]]'' also has a similar setup. In ''Darkstalkers 3'', it's enhanced SonyPlaystation port, one play mode allows your combatant to have up to four or five "lives" per battle.
** Somewhat averted since things like the winner's health and the characters positions don't reset back after each "round." It's more like one long round with a slight pause in between.
** ''VideoGame/InjusticeGodsAmongUs'' works like this, as opposed to the nominal round system used in ''Mortal Kombat 9''.



* ''Darkstalkers 3'' had a subversion. Once a life-bar is depleted, the opponent immediately gets up with their life-bar completely replenishing while the victor's life-bar remains the same, essentially making the match divided between life-bars rather than rounds, though there was still a round counter. The positions of both fighters would be right where the match ended.
** InjusticeGodsAmongUs would use this system later as well, and outright said the match was divided between life-bars rather than rounds. A grey life-bar is seen on top of a red one, and once the grey one is depleted, the loser would be knocked really far back and roll a little bit and lie on the floor for a bit, enough time for the victor to [[IShallTauntYou deliver]] a taunt, before getting up and resuming the match in the same position. Again, the victor's life-bar remained the same, meaning it's not uncommon to see one character's life-bar depleted followed immediately by the one who did the depleting become the one that gets depleted. Being on your second life-bar also allowed access to clashes, a combo breaker that can be used to turn the match in your favor, but only once per match per character. Also notably, while the first life-bar depletion has the character lie on the floor motionless for a few seconds, the match point will have the user get back up to strike a defeated pose as if they're even less damaged from the first round end.

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* ''Darkstalkers ''VideoGame/{{Darkstalkers}} 3'' had a subversion. Once a life-bar is depleted, the opponent immediately gets up with their life-bar completely replenishing while the victor's life-bar remains the same, essentially making the match divided between life-bars rather than rounds, though there was still a round counter. The positions of both fighters would be right where the match ended.
** InjusticeGodsAmongUs ''VideoGame/InjusticeGodsAmongUs'' would use this system later as well, and outright said the match was divided between life-bars rather than rounds. A grey life-bar is seen on top of a red one, and once the grey one is depleted, the loser would be knocked really far back and roll a little bit and lie on the floor for a bit, enough time for the victor to [[IShallTauntYou deliver]] a taunt, before getting up and resuming the match in the same position. Again, the victor's life-bar remained the same, meaning it's not uncommon to see one character's life-bar depleted followed immediately by the one who did the depleting become the one that gets depleted. Being on your second life-bar also allowed access to clashes, a combo breaker that can be used to turn the match in your favor, but only once per match per character. Also notably, while the first life-bar depletion has the character lie on the floor motionless for a few seconds, the match point will have the user get back up to strike a defeated pose as if they're even less damaged from the first round end.
* ''VideoGame/ArcanaHeart 3'' uses a hybrid system. After a round victory, lifebars (but not fighter positions or super meters) reset as the loser stands up and dusts herself off. The defeat animations also vary. Lose a round, and you fighter is only knocked down. Lose the match and Fiona's {{BFS}} shatters, the blob that fights for Kira flies offscreen...
23rd Jun '15 10:35:51 AM nombretomado
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* Examples of the "team battle" aversion include ''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).

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* Examples of the "team battle" aversion include ''TheKingOfFighters'' ''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).
15th May '15 6:16:11 PM nombretomado
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* ''GuiltyGear'' uses the round system (except in story mode, where fights are one round only). The original game, however, had "Instant Kill" attacks, which if connected finished the entire match. Subsequent games changed these to simply finishing the round.

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* ''GuiltyGear'' ''VideoGame/GuiltyGear'' uses the round system (except in story mode, where fights are one round only). The original game, however, had "Instant Kill" attacks, which if connected finished the entire match. Subsequent games changed these to simply finishing the round.
28th Apr '15 9:23:16 AM nombretomado
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* In ''BobAndGeorge'', Mega Man loses his fight against Pharaoh Man, and dies. Then there's a Round 2. Mega Man wins this round, then moves on to fight the next Robot Master. [[MetaGuy The volcano kid]] [[LampshadeHanging points out]] that there should be a tiebreaker round, and Mega Man shoots him.

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* In ''BobAndGeorge'', ''Webcomic/BobAndGeorge'', Mega Man loses his fight against Pharaoh Man, and dies. Then there's a Round 2. Mega Man wins this round, then moves on to fight the next Robot Master. [[MetaGuy The volcano kid]] [[LampshadeHanging points out]] that there should be a tiebreaker round, and Mega Man shoots him.
26th Mar '15 7:48:42 PM nombretomado
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* Justified in ''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).

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* Justified in ''FatalFury ''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).
22nd Dec '14 10:15:54 AM nombretomado
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*** ''VideoGame/Persona4Arena'', based on BlazBlue's style, is the same.

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*** ''VideoGame/Persona4Arena'', based on BlazBlue's VideoGame/BlazBlue's style, is the same.
28th Oct '14 10:04:15 PM Alman
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*** ''VideoGame/Persona4Arena'', based on BlazBlue's style, is the same.
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