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3%%
4[[quoteright:268:[[VideoGame/PokemonBlack2AndWhite2 https://static.tvtropes.org/pmwiki/pub/images/cobalion_3.png]]]]
5[[caption-width-right:268:I don't care if I have hooves, I am a [[Literature/TheThreeMusketeers swordsman]] and I will [[TheFourthWallWillNotProtectYou cut your screen into shards]] to make you understand that!]]
6%%
7->''"FIGHT IT OUT!"''
8-->-- '''''Webcomic/CaptainSNES'''''[[note]]Who took it from ''Videogame/OgreBattle'', but since that game just used standard wipes, it's Administrivia/NotAnExample. ''Captain SNES'' at least had the good sense of using a blurring effect when the line was called.[[/note]]
9
10Graphic effect where you hit a [[RandomEncounters Random Encounter]] and the screen flashes, breaks, or [[IdiosyncraticWipe does another psychedelic transition]] before revealing a generic backdrop (usually themed according to the environment) upon which the actual fighting takes place. At the same time, the area's background music, whether it's the background music of the player's current location or the {{Leitmotif}} of the character the player is battling, abruptly stops while the BattleThemeMusic kicks in.
11
12While most games use a single transition sequence when fading from scenery to combat, some games may provide variations depending on context. Sometimes the Fight Woosh occurs [[BGMOverride without interrupting the background music]]; sometimes the game may provide a different transition before a BossBattle, or the transition itself may hint that one side (either player or enemy) is going to get an advantage (such as a preemptive strike) at the start of battle.
13
14----
15!!Examples:
16[[foldercontrol]]
17
18!!Video-Game Examples:
19
20[[folder:Action-Adventure Games]]
21* The original ''VideoGame/BlasterMaster''; when entering a boss room, the screen flashed repeatedly and an alarm sounded before the room faded to a black background where the player fought the boss.
22** ''VideoGame/BlasterMaster: Blasting Again'''s usual loading screens showed either Roddy or [=SOPHIA=] travelling through a void towards the next room. However, when encountering a BossBattle, the loading screen was instead the word "Warning" flashing with an alert siren in the background.
23* In ''VideoGame/HarryPotterAndTheChamberOfSecrets'', every time you touch a [[ItMakesSenseInContext big blue cloud of smoke]], the screen would vanish, the music would change to the predetermined area for fighting, and the image would reappear with Harry (and, depending on the time, Ron and/or Hermione) in front of an enemy. Played with, as the setting was a lot like the place where you were before entering the fight.
24* ''VideoGame/LaMulana'' opens {{Boss Battle}}s with a very understated version of this (probably because the player has to trigger it deliberately): the game falls silent for a few seconds while the Ankh turns into a wisp which flies offscreen, and the boss fades in.
25* In ''VideoGame/TheGuardianLegend'', a siren sounds when a boss is about to appear, and in the overworld, the screen gets surrounded with blocks to prevent you from running away.
26* ''VideoGame/{{Valis}} II'' (Platform/PCEngine CD version): "Warning! A strong warrior, [boss name] is coming here!", accompanied by a klaxon.
27* ''VideoGame/Nightshade1992'': When encountering an enemy, we see the spinning Nightshade insignia.
28* ''VideoGame/{{Amagon}}'': At the end of Zone 1-2, lightning flashes and the background fades to black, revealing the first major boss. Oddly, none of the other bosses feature this.
29* ''VideoGame/{{Okami}}'' has demon scrolls and gates that, when touched, send Amaterasu to the demonic plane, surrounded by a barrier of kanji and swirling colors. The game does let you escape by finding a weak spot and attacking it, although doing so causes you to take more damage in subsequent battles.
30[[/folder]]
31
32[[folder:Adventure Games]]
33* Occurs in ''VideoGame/{{Quest for Glory III}}'', where overland travel is performed via world map. A random encounter places you immediately on a "normal" savannah or jungle screen, with the opponent approaching rapidly before the melee begins. Most games in the series prefer keeping you moving between normal screens, requiring no transition.
34* The Game Boy Color port of ''VideoGame/AloneInTheDarkTheNewNightmare'' traded in the real-time combat system of its console brethren for RandomEncounters, signified with a dialog box of Carnby readying himself to fight. Obviously a concession to the much weaker hardware, but there are two extremely unfortunate caveats: you have no option for melee combat and no way to escape from these encounters, so if you run out of ammunition during a battle, [[UnwinnableByDesign you're pretty well hosed]].
35[[/folder]]
36
37[[folder:Fighting Games]]
38* A couple of the [[LimitBreak EX Bursts]] in ''VideoGame/DissidiaFinalFantasy'' use the Fight Wooshes of their respective games (like [[VideoGame/FinalFantasyX Tidus]]'.) [[VideoGame/FinalFantasyIX Zidane's]] uses the card dealing animation from Tetra Master.
39[[/folder]]
40
41[[folder:MMORPG]]
42* ''VideoGame/AtlanticaOnline'' has several transitions from the overworld to the battle screens, including one that is very similar to the one ''VideoGame/FinalFantasyX'' used.
43* Though ''VideoGame/FinalFantasyXI'' averted this, ''VideoGame/FinalFantasyXIV'' has varying Fight Wooshes before most main and class quest battles.
44[[/folder]]
45
46[[folder:Real-Time Strategy]]
47* A variant occurs in the Turn-Based-Real-Time-Strategy hybrid ''VideoGame/TotalWar'' series (From ''VideoGame/RomeTotalWar'' onward). When two (or more) enemy armies engage on the Turn-Based campaign map, a top-down woosh zooms down to the block where the fighting takes place; after the loading screen, an exact replica of the block, but with much more details and massively upsized, will be used for the Real-Time battle.
48[[/folder]]
49
50[[folder:Roguelike]]
51* ''VideoGame/PokemonMysteryDungeonExplorers of Time/Darkness'' has a couple of flashes, scrolling lines, and a fade to white before entering a BossBattle. Normal encounters, on the other hand, take place on the actual field.
52[[/folder]]
53
54[[folder:Role-Playing Games]]
55* Due to its fully real-time battles, ''Project Franchise/DotHack'' and ''.hack Conglomerate'' games do not feature this. Instead, there's simply a warning sign where battle phase is taking place. In the second series, ''[[VideoGame/DotHackGU GU]]'', while not wooshing, a "wall" encircles the fight area and the characters pull their weapons out. Not the case in the first four games since their weapons are out all the time (and no wall either; running away from enemies is always a valid strategy, except in dungeons).
56* ''VideoGame/BarkleyShutUpAndJamGaiden'' has this effect too (and chooses randomly between a bunch of different patterns). Green if you have the advantage, gray if neutral, and red if enemy gets you from behind.
57* The reason for the jump scares over the ''Franchise/FinalFantasy'' old school woosh? A [=PS1=] game called ''VideoGame/BeyondTheBeyond'' used the zoom in woosh, as well, but the character remained visible, and the zoom never seemed to end (it continued to zoom in and out rapidly until the battle screen was loaded)! This resulted in seeing a rather ugly looking pixalated zoom in of the character at times. The sound was also a suddenly "PEAW!" sound that did decrease in volume, but the second you hear it, you also see a white flash while the screen is zooming in.
58* ''VideoGame/BlackRockShooter'' has the screen turn black with neon blue lines making squares, which normally just break off, but if fighting an Apostle, it turns into a signature huke checkerboard pattern with either a big image of the boss or BRS and the boss facing each other from opposite sides of the screen. For the latter, expect "THE GAME" to be put in as well.
59* ''VideoGame/BreathOfFireIV'' used this as well, with blue for normal, green if you got first hit, and red if the enemies did, although its prequel, ''VideoGame/BreathOfFireIII'', had no woosh and RandomEncounters took place on the field.
60* ''The Chosen: Well Of Souls'' transitions from a map to a side view with background (each opponent starts on one side of the screen) in combat.
61* ''VideoGame/ChronoTrigger'' is a famous exception; there was no fight woosh, with the fights taking place on the same map as everything else. In some areas, such as scripted gauntlet battles, the ''music'' doesn't even change, either maintaining the normal stage theme or the battle theme for the duration of the segment.
62* In ''VideoGame/EndlessFrontier'', the music stops abruptly and there's an almost sub-audible "CRASH!" as bits of glass rain down the screen.
63* Just about any ''Franchise/FinalFantasy'' game has one:
64** ''VideoGame/FinalFantasyX'' has two - the regular full-screen transition (The screen "shatters" and the pieces fly offscreen) before random fights, and a slight blurring before boss battles, which are fought on the same background where they were standing in the cutscene.
65** ''VideoGame/FinalFantasyXII'' has the Victory Whoosh instead after boss battles, while your allies discreetly move into position for their {{Victory Pose}}s.
66** When ported to different consoles, ''VideoGame/FinalFantasyIV'', ''[[VideoGame/FinalFantasyV V]]'', and ''[[VideoGame/FinalFantasyVI VI]]'' have used different whooshes.
67*** However, on the SNES, they used a more generic woosh that was used during that time (and the port of FFIV on the Playstation retained this). On the overworld, the character sprite would disappear, and the camera would quickly zoom in on the location that the character got attacked. In a dungeon, it was switched to the screen pixelating quickly before going to black. Both transitions were accompanied by a quick two woosh sound that the zoom and pixelation were in tune to. Was actually a memorable transition, but did provide some with jump scares if they weren't used to it.
68*** ''[[VideoGame/FinalFantasyV V]]'' contained a village hidden in a forest which faked out the player by triggering a fight whoosh when you stepped on the tile to enter it, making you think you'd hit a random encounter at first. Sadly, the remakes changed the fight whooshes for random encounters but forgot to update the one for the village, so the fakeout became pretty obvious.
69** ''VideoGame/FinalFantasyVIII'' also uses a different woosh for boss battles than it does for normal encounters.
70** ''VideoGame/FinalFantasyXIII'' has a particularly cool fight woosh: upon triggering an encounter, the camera zooms in as your character takes a battle stance, and the screen fades to black while streams of light that match up to specific elements (lights in the background, weapon glints, the metallic bodies of enemies) streak by. For fights preceded by a cutscene, the woosh is often timed to an ImpendingClashShot.
71** ''VideoGame/FinalFantasyIVTheAfterYears'' has the "shattered glass" variation for boss fights and two different ones for normal encounters.
72** ''VideoGame/FinalFantasyCrystalChronicles'' uses broken-glass style woosh for boss battles. Being an action RPG, it doesn't have or need wooshes for random battles.
73** [[SpiritualSuccessor Spiritual Successors]] ''Videogame/BravelyDefault'' and ''Videogame/BravelySecond'' feature a pane of glass shattering away from the screen prior to major boss fights, [[spoiler: or to put it in another term, the FourthWall itself [[BreakingTheFourthWall breaks away.]]]]
74* ''VideoGame/GoldenSun'' normally has a very short flash of white expanding from the central horizontal line, but the final boss replaces it with a slightly longer animation of breaking glass.
75* In ''VideoGame/Haven2020'', the [[OptionalBoss Beruberu]]'s appearance is preceded by [[RedSkyTakeWarning red skies]], tremors with increasing frequency, and screen tearing.
76* Inverted in ''Franchise/KingdomHearts''. Almost every fight takes place in the same area where you first ran into the enemy. There is, however, a fight woosh at the ''end'' of most event battles, especially boss fights, often followed by a cutscene.
77** Played straight in ''VideoGame/KingdomHeartsChainOfMemories'' and ''Re:Chain of Memories'', as the special fight zones are needed for cards to only be used then and there. Unsurprisngly, the fight woosh features the heart from the logo flashing on screen.
78* In ''VideoGame/TheLastRemnant'', there is a pretty energy-like Fight Woosh when you collide with a hostile. Unlike most {{RPG}}s, in this game, you have a button dedicated to starting a battle (complete with awesome pose), and when you enter a battle this way the playing field is even, and the Fight Woosh is a nice blue-white colour. If you allow the enemy to charge at you, your character cowers slightly and the Fight Woosh becomes a red-orange colour, and the enemy gets an advantage. Finally, boss battles begin with the screen dividing into several dozen little cubes that fly toward the screen.
79* In ''VideoGame/LegacyOfTheWizard'' for the NES, the screen starts scrolling wildly when entering or exiting a BossBattle. %% VideoGame/DragonSlayer game; move if it's added.
80* ''VideoGame/TheLegendOfDragoon'' had a reeeeeally looooong fight woosh, but it wasn't so bad, because random encounters were less frequent than in, say, ''Franchise/FinalFantasy'' games. You probably know how close you are to a fight by the marker over Dart's head. If it's red when you first enter an area, then you have to collide with enemies on screen to fight. This is always so in places like [[spoiler:Hellena Prision or The Black Castle]].
81* ''VideoGame/TheLordOfTheRingsTheThirdAge'' had level specific fight wooshes where something would obscure the screen accompanied by a monstrous shriek. For example, the first area, a forest, would have leaves gather up from the ground and cover the screen. They would then fall away and reveal the battle at hand.
82* ''VideoGame/MegaManXCommandMission'' did this with screen blurring and a screeching guitar chord.
83* In ''VideoGame/{{Miitopia}}'', every single fight starts with this: a crude monster face appears and zooms at the player each time. [[spoiler:After the Dark Lord is defeated, the symbol of the Dark Curse will be used instead of the monster face.]]
84* ''VideoGame/{{Mother}}''
85** In ''VideoGame/EarthboundBeginnings'', all battles are cued with an IrisOut and a simultaneous black circle expanding from the middle.
86** In ''VideoGame/EarthBound1994'', regular battles are cued with an expanding circular swirl whose color depends on which directions both you and the enemy you make contact with are facing. If both parties are facing each other, or the battle is preceded by some dialogue, the swirl is bluish-gray, and the fight starts normally. If the enemy is facing away from you, the swirl is green, and your party gets a free turn. If you're facing away from your enemy, the swirl is red (with a different, negative jingle to boot), and your enemies get a free turn. Most boss battles are cued with a swirl shaped like a four-pointed star.
87** The same mechanics apply in ''VideoGame/Mother3'', but the swirls are replaced with a series of dots (or squares, for boss battles) that fill the screen up outward.
88* ''VideoGame/MSSagaANewDawn'' has the screen break into squares that fall away. They're color-coded for Random Encounter, Pre-Existing Encounter, or Boss Fight.
89* In ''VideoGame/OkageShadowKing'', upon entering battle, the screen will blur and swirl, before fading into a battle sequence.
90* ''VideoGame/TheOtherRosiesRoadOfLove'': Zoom out a little bit, screen flash white, and then zoom in on contact point between party and enemy, while fading to back before unfading to battle screen.
91** That was just for bosses. Normal battles have a Final Fantasy-style zoom-in accompanied by blue motion lines and a "SHOOP!" sound effect.
92* ''VideoGame/PanzerDragoon Saga'' uses a fairly simplistic FadeToWhite whenever a battle triggers with some teensy possible changes. Normal random encounters cause the flight in progress to freeze in place when the fade occurs; cutscenes which precede a boss fight continue moving as the fade occurs.
93* ''VideoGame/ParasiteEve'' changes the colors of the scenery to various shades of gray and an echoing heartbeat plays when you find enemies. In the sequel, only one heartbeat is heard and the color change is instant.
94* ''Franchise/{{Pokemon}}'' actually has ''hundreds'' of different Fight Wooshes, depending on the type of battle you're going into.
95** RandomEncounters use various transitions depending on the area (a wavy or watery effect while surfing, for example). These are coupled with different BattleThemeMusic for each type too.
96** Battles against other Trainers use different transitions with Poké Balls added, and starting in Generation III, members of the villainous team ''du jour'' have a unique woosh showing their insignia.
97** Each kind of common battle (Trainers, wild encounters on different terrain) has a whoosh variation based on whether they outlevel your lead Pokémon.
98** Starting in Generation III, important battles (such as Gym Leaders or the Elite Four) also throw in a VersusCharacterSplash.
99*** ''Emerald'' in particular really gets into this trope; all six of the stationary Legendaries in the game have iconic markings on their bodies, and when you initiate the fight with them, those markings flash on the screen.
100** In Generation IV, Legendary Pokémon ([[MyFriendsAndZoidberg and Rotom]]) now have a new transition where the screen pulls back, before zooming in while shaking.
101*** But Cresselia gets the regular one, meaning it turns up without the forewarning of the Woosh. Not fun if you encounter it when it's weak and, say, KO it by mistake.
102** ''VideoGame/PokemonBlackAndWhite'' have different Fight Wooshes for the different legendaries: Reshiram and Zekrom just have the screen pause and fade to black, Kyurem has some energy balls swirl into the center, the Forces of Nature have a beam shoot across the screen and an energy swirl expands from the center, and the Swords of Justice have a sword that slashes across the screen a few times before it "shatters" and falls away to reveal the battle screen a la ''VideoGame/FinalFantasyX'', with that particular FightWoosh being the current page image.
103** ''VideoGame/PokemonSwordAndShield'' have a blur burst when encountering a Pokémon. If it's a random encounter in the grass, the burst is accompanied by a multicolored "!" as well.
104* ''VideoGame/ResonanceOfFate'' transitions from the map to random battles with several gunshot effects making bullet holes appear in the screen. This is more obviously a disguised loading screen than some because the number of shots can be different. Dungeon battles don't do this since you move into a new area to start each fight.
105* Averted in ''VideoGame/RogueGalaxy'', where the beginning of battle is simply a flashing warning message, and the battle occurs on the field map in realtime. Boss battles tend to be a bit whooshy sometimes, however.
106* ''VideoGame/SaGaFrontier'' does this as well.
107* ''VideoGame/SailorMoonAnotherStory'' for the SNES has a voice saying "Make Up" (the universal call for a Sailor Soldier to transform), and then for a large crescent moon zoom out as a fade to black effect before entering the battle scene. The make up line is somewhat justified, as sometimes the Sailors are on the field in their civilian form in the game when a battle occurs, so you would think they'd have to transform to be able to fight. Plus, it IS one of the most recognizable phrases in ''Franchise/SailorMoon,'' so it's somewhat of fanservice, too.
108* ''VideoGame/ShadowHearts'' series uses it in all games. The [[VideoGame/ShadowHearts1 original game]] has a spinning still image of the last moment before the fight, while ''[[VideoGame/ShadowHeartsCovenant Covenant]]'' and ''[[VideoGame/ShadowHeartsFromTheNewWorld From the New World]]'' replace it with a broken glass-style whoosh for normal fights, and an exploding energy ball for boss battles.
109* Most of the ''Franchise/ShinMegamiTensei'' and, by extension, ''Franchise/{{Persona}}'' games, employ an "advantage" system, where if you attack the enemy's model on the dungeon map from behind you get a blue flash (after the fight woosh) with the words "Player Advantage" and a bonus round, while if the enemy gets you from behind there's a red flash and "Enemy Advantage." There's no flash after the transition in the case of neither side having an advantage.
110** ''VideoGame/RaidouKuzunohaVsTheSoullessArmy'' has a very quick fight whoosh, and usually shows the enemy and your familiar teleport into the battle field.
111* ''VideoGame/SkiesOfArcadia'', pretty well-known for excessive random encounters, has a whoosh sound when you're about to fight coupled with a random special effect, including the screen breaking into pieces or spinning around. Also, on the Dreamcast version, you could hear it load before a fight would take place, at which point you could open the menu, change a weapon and it would prevent the fight... for a while. The Fight Woosh was shortened in the Platform/NintendoGameCube remake along with battle loading times, and a reduction in random battles was thrown in for good measure.
112* In the EdutainmentGame ''VideoGame/SlimeForestAdventure'', a closeup of a slime momentarily blocks the screen.
113* ''VideoGame/StarOcean'' series:
114** Both ''[[VideoGame/StarOceanTheSecondStory The Second Story]]'' and ''[[VideoGame/StarOceanTillTheEndOfTime Till the End of Time]]'' has a slight close-up on the lead character, complete with heavily saturated colors.
115** ''[[VideoGame/StarOceanTheLastHope The Last Hope]]'' has several spinning concentric semicircles over the still image of the party leader colliding with the enemy.
116** ''[[VideoGame/StarOceanIntegrityAndFaithlessness Integrity and Faithlessness]]'' and ''[[VideoGame/StarOceanTheDivineForce The Divine Force]]'' notably avert this, merely displaying "start battle" or "preemptive attack", as your characters draw their weapons,
117* ''VideoGame/SuikodenV'' has a rather annoying fight woosh designed to mask the load times: The sun beams down on the screen while the transition to the battlefield occurs. It's much more interesting (and bearable) if you are playing the game off a hard drive.
118* ''Franchise/SuperMarioBros'' [=RPGs=]:
119** The ''VideoGame/MarioAndLuigi RPG'' series transitions to the battles with a polygonal star. It also accompanies them with quips:
120---> '''Mario:''' "Let's-a go!"\
121'''Luigi:''' "Okey-dokey!"
122*** The quips changed if Mario or Luigi got hit from behind or jumped on a spiked enemy:
123---->Mario or Luigi: Oh no!
124*** And if Luigi was by himself:
125---->Mama mia...\
126Luigi!
127*** In the third game:
128----> '''Bowser:''' "Showtime!"
129*** The fourth game lost the quips, but now there's five pictures used for the transaction: the star for when neither side has the upper hand, a hammer or a shoe for when Mario and Luigi hits an enemy in the overworld using a hammer or a jump, respectively, an exclamation mark for when the enemy manages to get the upper hand, and a picture of an angry starburst for boss fights. And for the last boss fight, there's a sixth; [[spoiler:the iconic silhouette of Bowser's face]].
130** ''VideoGame/PaperMario:'' ''VideoGame/PaperMario64'' had a star-shaped iris centering and closing in on Mario and the enemy, then the battle screen fades in afterwards, while ''VideoGame/PaperMarioTheThousandYearDoor'' had a stage curtain drop when a battle started, then raise to reveal the battle on a literal stage. The background elements were themed on the location where the battle was started, and in ''The Thousand-Year Door'', these elements could randomly fall over, hurting Mario and his partner, the enemies, everyone on stage, or nobody, depending on the prop's size. This was the same for every battle, though it had overlay text if you attacked the enemy on the field ("You got the First Strike!", followed by an extra attack on the enemy when battle started) or if an enemy hit you first ("The enemy struck first!"); the two First Strike messages are complimented by a burst of introduction music in the former. ''Super Paper Mario'' didn't have Fight Wooshes, as all the battles (except one) were platformer-style.
131* The ''VideoGame/TalesSeries'' also has color-coded whooshes of the glass-shatter variety. Blue is a standard battle. Gold-yellow is a boss battle or other unavoidable fight. And as in ''Earthbound'', red is a battle where you've been ambushed, and green is for fights where you have a significant advantage at the start.
132** In ''VideoGame/TalesOfVesperia'', the "glass" will receive extra cracks in it depending on the number of mobs you pulled before the fight starts.
133** ''VideoGame/TalesOfPhantasia'', the first one, only had a traditional spinning woosh. The shattering may have only started with the sixth-generation games (like ''[[VideoGame/TalesOfSymphonia Symphonia]]'').
134** A rather quick one happens in ''VideoGame/TalesOfGraces'' where, due to the DynamicLoading, there's a very fast flash to the battle field followed by a quick wooshing sound.
135** ''VideoGame/TalesOfXillia'' has the screen get "slashed" from the top right and left corners of the screen leaving a large "X" gash over the screen. It's ColourCodedForYourConvenience of course. Yellow (normal battle) , blue (caught enemy from behind) red (ambush) and turquoise (caught enemy from behind while they were unaware).
136* ''VideoGame/TheTenthLine'': The game transitions to a separate battle screen when you encounter a group of enemies.
137* In ''VideoGame/{{Undertale}}'', when you get into a scripted or {{Random Encounter|s}}, the background goes black and your character's sprite transforms into the HeartSymbol that represents your SOUL and is pulled directly into the battle menu. There is one cutscene where this sequence gets interrupted and the expected battle does not ensue. Getting hit in a LaserHallway or by one of Undyne's spears is handled similarly, except that you go straight into and then out of the attack-dodging screen. The {{Random Encounter}}s also have a "!" balloon appear over your character's head with an alert sound, which is also featured as a generic reaction of surprise in many non-battle cutscenes; midway into a Genocide Run, however, this exclamation mark is rather creepily replaced with a smiley face.
138** ''VideoGame/{{Deltarune}}'' has a quick transition to a battle screen, with the protagonists and enemy moving to the left and right sides of the screen respectively. All bosses and most minibosses will mostly avert this by still showing the area rather than the battle screen, with the characters already being on the left and right sides, but will still play a sound effect and use the party's animations as they transition into battle.
139* ''VideoGame/PrayerOfTheFaithless'': The final battle starts with the screen dissolving into black and white particles, before revealing the battle.
140* ''VideoGame/AVeryLongRopeToTheTopOfTheSky'': When entering a battle, there is a exploding swirly blackness that fills the screen and then transitions into a swirly distortion of the area map which also has a heat-haze effect.
141* ''VideoGame/WildArms4'' and ''[[VideoGame/WildARMs5 5]]'', which take place on a hex "playing field", have the screen break into mini-hexes which then flip themselves around to form the battlefield. There are several different animations depending on what sort of battle it is (normal, surprise attack, boss, special boss).
142* In ''VideoGame/TheWorldEndsWithYou'', after you tap Noise symbols to initiate a battle, your {{Player Character}}s' sprites will warp away (up for Neku and down for his partner in the DS version, or both vanishing in a swirl for the single-screen remakes). The Secret Reports reveal that this, of all tropes, is ''{{justified|Trope}}'' -- battles take place in an alternate plane of existence, dubbed the "Noise dimension".
143* In ''VideoGame/{{Xenogears}}'', the screen shatters into dozens of triangles before every fight. You can usually hear the Platform/PlayStation's laser move just before the actual woosh begins.
144* ''VideoGame/{{Xenosaga}} 2'' uses this brilliantly: after beating the BigBad, you're greeted with the usual post-battle results screen, without him changing forms or powering up...[[spoiler:except the characters listed in it aren't likely match and everyone is lv 99...at which point the results screen shatters with the usual battle transition effect and the second part of the fight begins]].
145* ''VideoGame/XenobladeChronicles2'', which normally lacks this trope, parodies it in a cutscene involving [[ButtMonkey Zeke]]; when Rex tries to explain away Nia's "[[InnocentInnuendo one-eyed monster]]" statement, Mythra [[CameraAbuse slaps him into the screen]] hard enough to break it, whereupon the fight against Zeke begins in earnest.
146* Almost every enemy encounter in ''VideoGame/YakuzaLikeADragon'' has after-images of the screen spin around briefly before displaying what group they belong to and having them suddenly don more outrageous-looking clothes. In-universe, most of this is said to be just Kasuga's imagination, due to him being a big classic RPG fan.
147[[/folder]]
148
149[[folder:Simulation Game]]
150* In the SNES version of ''VideoGame/SimCity'', when a disaster occurs, a siren and ScareChord are heard, and a burning cityscape is shown with Dr. Wright describing the disaster.
151[[/folder]]
152
153[[folder:Turn-Based Strategy]]
154* ''VideoGame/HeroesOfMightAndMagic V'' uses one similar to ''Total War's'' one: The camera zooms to the battlefield, which (somewhat) resembles the environment.
155* Combats in ''VideoGame/{{Odium}}'' start by the screen melting away to the sides and a LoadingScreen with a rotating buzzsaw popping up for a while before the battle begins.
156* In ''VideoGame/FireEmblemAwakening'', each fight starts with a blurry zoom-in woosh before switching from the 2D grid to the 3D fighting characters.
157[[/folder]]
158
159[[folder:Tower Defence]]
160* Upon selecting a stage to play in ''VideoGame/TheBattleCats'', there will be a black screen coming from the right and, once the stage is finished loading, will disappear going to the left.
161[[/folder]]
162
163!!Non-Video-Game Examples:
164
165[[folder:Fan Works]]
166* Parodied in ''WebVideo/YuGiOhTheAbridgedSeries'', when Yami defeated Kaiba.
167[[/folder]]
168
169[[folder:Literature]]
170* Being that it was a parody of all things Fantasy, including ''TabletopGame/DungeonsAndDragons'', ''Literature/TheColourOfMagic'' includes a random encounter, where a troll is whisked from its mountain home to the middle of a plain to attack the heroes, much to their -- and its -- confusion. The way it's described, it almost perfectly matches most of the effects described above, despite predating nearly all of them.
171[[/folder]]
172
173[[folder:Web Animation]]
174* Parodied in ''WebAnimation/{{Arfenhouse}}: The Movie'', with Joe crying out in disorientation as the woosh happens.
175* ''WebAnimation/DeathBattle'' has ''[[Franchise/TheLegendOfZelda Link]] vs. [[VideoGame/FinalFantasyVII Cloud]] (2021)'' start with one of these in the style of ''VideoGame/FinalFantasyVII''.
176[[/folder]]
177
178[[folder:Web Comics]]
179* Mocked in [[https://images.squarespace-cdn.com/content/v1/5758783607eaa0b68fc52697/1466001465442-CH5TLBYRQ4Y9G5775RAB/0005.GIF?format=2500w this]] ''Webcomic/{{Adventurers}}!'' strip.
180* Also mocked in ''Webcomic/RPGWorld,'' where one character becomes dizzy and disoriented and the other calls it "almost as much fun as the fight!"
181* ''Webcomic/{{Homestuck}}'':
182** Seen when John is attacked by an imp [[http://www.mspaintadventures.com/?s=6&p=002292 here]].
183** And again when Squarewave ambushes Dirk in a rap-off [[http://www.mspaintadventures.com/?s=6&p=006440 here]].
184* Used in the ''Webcomic/ShotgunShuffle'' strip titled [[http://shotgunshuffle.com/?attachment_id=2705#.VwREskcwjmg "Fight Woosh"]].
185[[/folder]]
186
187[[folder:Web Original]]
188* ''WebVideo/CollegeSaga'' parodies this, along with many other tropes.
189[[/folder]]

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