[[quoteright:350:[[VideoGame/MortalKombat1 http://static.tvtropes.org/pmwiki/pub/images/fixed_floor_7308.png]]]]
[[caption-width-right:350:GET OVER HERE! ...as opposed to anywhere else?]]
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.

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

Contrast FreeFloorFighting.

* ''Franchise/StreetFighter''
* 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.
* ''[[VideoGame/SoulSeries Soul Edge]]'' and the succeeding ''Soulcalibur'' titles.
* ''VideoGame/NoMoreHeroes'' (except in the Shinobu levels in [[VideoGame/NoMoreHeroes2DesperateStruggle the 2nd game]]).
* ''VideoGame/SonicBattle'' has 3D levels where you can jump from one height to the next, but the stage itself is static.
* The ''Manga/{{Bleach}}'' DS fighting games have combat possible in either the foreground or the background, but the stage itself is consistent.
** ''VideoGame/FatalFury Special'' and ''Knuckle Heads'' have a foreground and background for fights as well.
* The ''VideoGame/LittleFighter2'' games have a long stretch of land, but it's all one plane.
* Creator/ArcSystemWorks' ''VideoGame/GuiltyGear'' and ''VideoGame/BlazBlue'' series.
* Browser game ''VideoGame/DragonFable.''
* 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.
** The UsefulNotes/Nintendo3DS and 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.
** ''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.
* ''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.
* ''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).