Follow TV Tropes

Following

History Main / FreeFloorFighting

Go To

OR

Changed: 69

Removed: 71

Is there an issue? Send a MessageReason:


* In ''VideoGame/InjusticeGodsAmongUs'', characters can knock their opponents into new sections of the arena, with transitions that include being knocked through several buildings, hit by a train, beaten up by Batman's RoguesGallery, or ''knocked into the vacuum of space, bouncing off a satellite, and then smashed into by an out of control shuttlecraft'' along the way. This causes them to take extra damage.
** The sequel, ''VideoGame/Injustice2'', has similar stage transitions.

to:

* In ''VideoGame/InjusticeGodsAmongUs'', characters can knock their opponents into new sections of the arena, with transitions that include being knocked through several buildings, hit by a train, beaten up by Batman's RoguesGallery, or ''knocked into the vacuum of space, bouncing off a satellite, and then smashed into by an out of control shuttlecraft'' along the way. This causes them to take extra damage.
**
damage. The sequel, ''VideoGame/Injustice2'', has similar stage transitions.

Added: 452

Changed: 95

Is there an issue? Send a MessageReason:
None


* In ''VideoGame/InjusticeGodsAmongUs'', characters can knock their opponents into new sections of the arena, with transitions that include being knocked through several buildings, hit by a train, beaten up by Batman's RoguesGallery, or ''knocked into the vacuum of space, bouncing off a satellite, and then smashed into by an out of control shuttlecraft'' along the way.
* The sequel, ''VideoGame/Injustice2'', has similar stage transitions.

to:

* In ''VideoGame/InjusticeGodsAmongUs'', characters can knock their opponents into new sections of the arena, with transitions that include being knocked through several buildings, hit by a train, beaten up by Batman's RoguesGallery, or ''knocked into the vacuum of space, bouncing off a satellite, and then smashed into by an out of control shuttlecraft'' along the way.
*
way. This causes them to take extra damage.
**
The sequel, ''VideoGame/Injustice2'', has similar stage transitions.



* Some stages in ''VideoGame/StreetFighterV'' have walls that can break if you corner your opponent. For example, one stage goes from a busy street to a Chinese restaurant, and briefly into the restaurant's kitchen.

to:

* Some stages in ''VideoGame/StreetFighterV'' have walls that can break if you KO an opponent in the corner your opponent. with a hard-hitting attack. For example, one stage goes from a busy street to a Chinese restaurant, and briefly into the restaurant's kitchen.kitchen.
* ''VideoGame/GuiltyGear -STRIVE-'' added a Wall Break mechanic, where if you knock an opponent into the corner of the stage multiple times, they'll eventually get stuck to the wall. Knocking them into the wall again will [[BlownAcrossTheRoom send them flying]] and set both players' position to the middle of the next room, and the player who did it gets a Positive bonus, gaining extra Tension over time. Landing a Dust attack also transitions rooms.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/GangBeasts'': Several stages has moving hazards and one has you fighting on wobbling ice sheets. The giant fan stage does may technically have a fixed floor but the wind will suddenly lift all the combatants in the air and slam them down again after a few seconds.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/JoJosBizarreAdventureEyesOfHeaven'' has fully explorable environments which serve as fighting arenas, ranging from the hilly seaside of Morioh near the Boyoyon Cape to an entire pavilion of the Green Dolphin Street Prison. Some of them do have stage hazards, like out-of-bounds areas (i.e. places from which you can fall, although you can come back from that) to an NPC using his/her Stand to perform a minor InterfaceScrew.

to:

* ''VideoGame/JoJosBizarreAdventureEyesOfHeaven'' has fully explorable environments which serve as fighting arenas, ranging from the hilly seaside of Morioh near the Boyoyon Cape to an entire pavilion of the Green Dolphin Street Prison. Some of them do have stage hazards, like out-of-bounds areas (i.e. places from which you can fall, although you can come back from that) to an NPC using his/her Stand to perform a minor InterfaceScrew.InterfaceScrew.
----
Is there an issue? Send a MessageReason:
None
Is there an issue? Send a MessageReason:
Fixed a link


* ''VideoGame/SuperSmashBros'': Stages in this game vary from as constant as Final Destination to as chaotic as Big Blue (pictured above). In this stage you actually fight on top of [[VideoGame/FZero cars as they race around a track.]] If you fall off of one and onto the asphalt, you get whisked off the side of the stage as the camera leaves you behind, resulting in a near-instant KO unless you can ''very'' quickly jump off and return to the stage. Others such as [[Franchise/FireEmblem Castle Siege]], [[VideoGame/NewSuperMarioBrosU Mushroom Kingdom U]], and [[VideoGame/WiiSports Wuhu Island]] come in multiple "stages", so it's entirely possible for a character to just drop to their doom if they don't know the stage is about to change under them.

to:

* ''VideoGame/SuperSmashBros'': Stages in this game vary from as constant as Final Destination to as chaotic as Big Blue (pictured above). In this stage you actually fight on top of [[VideoGame/FZero cars as they race around a track.]] If you fall off of one and onto the asphalt, you get whisked off the side of the stage as the camera leaves you behind, resulting in a near-instant KO unless you can ''very'' quickly jump off and return to the stage. Others such as [[Franchise/FireEmblem Castle Siege]], [[VideoGame/NewSuperMarioBrosU Mushroom Kingdom U]], and [[VideoGame/WiiSports [[VideoGame/WiiSportsResort Wuhu Island]] come in multiple "stages", so it's entirely possible for a character to just drop to their doom if they don't know the stage is about to change under them.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** ''Ultimate'' also has Stage Morphing, where two separate stages will transform into each other during the match.
Is there an issue? Send a MessageReason:
None


[[quoteright:292:[[VideoGame/SuperSmashBros https://static.tvtropes.org/pmwiki/pub/images/bigbluestageinmeleexo7_7667.jpg]]]]

to:

[[quoteright:292:[[VideoGame/SuperSmashBros [[quoteright:292:[[VideoGame/SuperSmashBrosMelee https://static.tvtropes.org/pmwiki/pub/images/bigbluestageinmeleexo7_7667.jpg]]]]



** ''Ultimate'' adds "Battlefield" variants to the stages. These variants consist of a simple main platform with three smaller platforms above it, allowing players to have elevated battles in a variety of scenes without having to worry about the intrusive gimmicks of the main stages. Of course, the "Omega" variants from the fourth generation, which [[FixedFloorFighting just consist of one main platform a la Final Destination]], return as well.

to:

** ''Ultimate'' ''[[VideoGame/SuperSmashBrosUltimate Ultimate]]'' adds "Battlefield" variants to the stages. These variants consist of a simple main platform with three smaller platforms above it, allowing players to have elevated battles in a variety of scenes without having to worry about the intrusive gimmicks of the main stages. Of course, the "Omega" variants from the fourth generation, which [[FixedFloorFighting just consist of one main platform a la Final Destination]], return as well.
Is there an issue? Send a MessageReason:
None


* The demo for ''VideoGame/StreetFighterV'' shows that walls will be breakable, resulting in one stage moving from a busy street to a Chinese restaurant, and briefly into the restaurant's kitchen.

to:

* The demo for Some stages in ''VideoGame/StreetFighterV'' shows that have walls will be breakable, resulting in that can break if you corner your opponent. For example, one stage moving goes from a busy street to a Chinese restaurant, and briefly into the restaurant's kitchen.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** ''Ultimate'' adds "Battlefield" variants to the stages. These variants consist of a simple main platform with three smaller platforms above it, allowing players to have elevated battles in a variety of scenes without having to worry about the intrusive gimmicks of the main stages. Of course, the "Omega" variants from the fourth generation, which [[FixedFloorFighting just consist of one main platform a la Final Destination]], return as well.
Is there an issue? Send a MessageReason:
None


** Prior to this, there was ''Dragon Ball Z: Hyper Dimension'' for the [[SuperNintendoEntertainmentSystem Super Famicom]]. Here, players could knock their opponents towards other stages within a select group of stages. Some of these stages also took place mid air, which changed the way the game worked.

to:

** Prior to this, there was ''Dragon Ball Z: Hyper Dimension'' for the [[SuperNintendoEntertainmentSystem Super Famicom]].UsefulNotes/SuperFamicom. Here, players could knock their opponents towards other stages within a select group of stages. Some of these stages also took place mid air, which changed the way the game worked.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/SuperSmashBros'': Stages in this game vary from as constant as Final Destination to as chaotic as Big Blue (pictured above). In this stage you actually fight on top of [[VideoGame/{{F-Zero}} cars as they race around a track.]] If you fall off of one and onto the asphalt, you get whisked off the side of the stage as the camera leaves you behind, resulting in a near-instant KO unless you can ''very'' quickly jump off and return to the stage. Others such as [[Franchise/FireEmblem Castle Siege]], [[VideoGame/NewSuperMarioBrosU Mushroom Kingdom U]], and [[VideoGame/WiiSports Wuhu Island]] come in multiple "stages", so it's entirely possible for a character to just drop to their doom if they don't know the stage is about to change under them.

to:

* ''VideoGame/SuperSmashBros'': Stages in this game vary from as constant as Final Destination to as chaotic as Big Blue (pictured above). In this stage you actually fight on top of [[VideoGame/{{F-Zero}} [[VideoGame/FZero cars as they race around a track.]] If you fall off of one and onto the asphalt, you get whisked off the side of the stage as the camera leaves you behind, resulting in a near-instant KO unless you can ''very'' quickly jump off and return to the stage. Others such as [[Franchise/FireEmblem Castle Siege]], [[VideoGame/NewSuperMarioBrosU Mushroom Kingdom U]], and [[VideoGame/WiiSports Wuhu Island]] come in multiple "stages", so it's entirely possible for a character to just drop to their doom if they don't know the stage is about to change under them.
Is there an issue? Send a MessageReason:
None


* In ''VideoGame/InjusticeGodsAmongUs'', characters can knock their opponents into new sections of the arena, with transitions that include being knocked through several buildings, hit by a train, beaten up by Batman's RoguesGallery, or ''knocked into the exposed vacuum of space, bouncing off a satellite, and then smashed into by an out of control shuttlecraft'' along the way.

to:

* In ''VideoGame/InjusticeGodsAmongUs'', characters can knock their opponents into new sections of the arena, with transitions that include being knocked through several buildings, hit by a train, beaten up by Batman's RoguesGallery, or ''knocked into the exposed vacuum of space, bouncing off a satellite, and then smashed into by an out of control shuttlecraft'' along the way.

Added: 70

Changed: 18

Is there an issue? Send a MessageReason:
None


* In ''VideoGame/InjusticeGodsAmongUs'', characters can knock their opponents into new sections of the arena, with transitions that include being knocked through several buildings, hit by a train, getting being beaten up by Batman's RoguesGallery, or ''knocked into the exposed vacuum of space, bouncing off a satellite, and then get smashed into by an out of control shuttlecraft'' along the way.

to:

* In ''VideoGame/InjusticeGodsAmongUs'', characters can knock their opponents into new sections of the arena, with transitions that include being knocked through several buildings, hit by a train, getting being beaten up by Batman's RoguesGallery, or ''knocked into the exposed vacuum of space, bouncing off a satellite, and then get smashed into by an out of control shuttlecraft'' along the way.way.
* The sequel, ''VideoGame/Injustice2'', has similar stage transitions.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/XMenNextDimension'' has levels where you can knock an opponent from one section down to another, dealing additional damage to them. For some levels, there are even multiple paths to make them fall.

to:

* ''VideoGame/XMenNextDimension'' has levels where you can knock an opponent from one section down to another, dealing additional damage to them. For some levels, there are even multiple paths to make them fall. Sometimes it'll even be into a different map - the big hole in the train station map leads directly to the sewer map, for example.
Is there an issue? Send a MessageReason:
None


* ''MadWorld'' has fights that are as simple as a plane (or rather, the ceiling of a [[ShoutOut familiar]] [[Franchise/StarTrek ship]]), or as complex as ''the entire castle of the last level you just played'' (i.e. The Courtyard, where you fight the Shamans).

to:

* ''MadWorld'' ''VideoGame/MadWorld'' has fights that are as simple as a plane (or rather, the ceiling of a [[ShoutOut familiar]] [[Franchise/StarTrek ship]]), or as complex as ''the entire castle of the last level you just played'' (i.e. The Courtyard, where you fight the Shamans).
Is there an issue? Send a MessageReason:
None


* ''[[{{Tekken}} Tekken 6]]'' had certain stages where the floor would collapse, and you can smash opponents through some walls as well. ''Tekken Tag Tournament 2'' adds the ability to knock enemies off some balconies, blowing them through the railings and onto the floor below.

to:

* ''[[{{Tekken}} ''[[VideoGame/{{Tekken}} Tekken 6]]'' had certain stages where the floor would collapse, and you can smash opponents through some walls as well. ''Tekken Tag Tournament 2'' adds the ability to knock enemies off some balconies, blowing them through the railings and onto the floor below.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/DeadOrAlive'' picked this up in the second game onward, instead of the ''VirtuaFighter''-style {{Ring Out}}s used in the first.

to:

* ''VideoGame/DeadOrAlive'' picked this up in the second game onward, instead of the ''VirtuaFighter''-style ''VideoGame/VirtuaFighter''-style {{Ring Out}}s used in the first.
Is there an issue? Send a MessageReason:
None


* All stages in ''VideoGame/PlayStationAllStarsBattleRoyale''. Special mention goes to Dreamscape from LittleBigPlanet, which starts completely flat but builds itself up in classic LBP-fashion, eventually becoming the most platform-heavy arena in the game.

to:

* All stages in ''VideoGame/PlayStationAllStarsBattleRoyale''. Special mention goes to Dreamscape from LittleBigPlanet, ''VideoGame/LittleBigPlanet'', which starts completely flat but builds itself up in classic LBP-fashion, eventually becoming the most platform-heavy arena in the game.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/SuperSmashBros'': Stages in this game vary from as constant as Final Destination to as chaotic as Big Blue (pictured above). In this stage you actually fight on top of [[VideoGame/{{F-Zero}} cars as they race around a track.]] If you fall off of one and onto the asphalt, you get whisked off the side of the stage as the camera leaves you behind, resulting in a near-instant KO unless you can ''very'' quickly jump off and return to the stage.

to:

* ''VideoGame/SuperSmashBros'': Stages in this game vary from as constant as Final Destination to as chaotic as Big Blue (pictured above). In this stage you actually fight on top of [[VideoGame/{{F-Zero}} cars as they race around a track.]] If you fall off of one and onto the asphalt, you get whisked off the side of the stage as the camera leaves you behind, resulting in a near-instant KO unless you can ''very'' quickly jump off and return to the stage. Others such as [[Franchise/FireEmblem Castle Siege]], [[VideoGame/NewSuperMarioBrosU Mushroom Kingdom U]], and [[VideoGame/WiiSports Wuhu Island]] come in multiple "stages", so it's entirely possible for a character to just drop to their doom if they don't know the stage is about to change under them.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/JoJosBizarreAdventureEyesOfHeaven'' introduces, among other things, stages where the battle takes place in uneven areas, such as the rooftops of Cairo. Falling from them only makes your character respawn nearby, though.

to:

* ''VideoGame/JoJosBizarreAdventureEyesOfHeaven'' introduces, among other things, stages where the battle takes place in uneven areas, such has fully explorable environments which serve as the rooftops of Cairo. Falling fighting arenas, ranging from the hilly seaside of Morioh near the Boyoyon Cape to an entire pavilion of the Green Dolphin Street Prison. Some of them only makes your character respawn nearby, though.do have stage hazards, like out-of-bounds areas (i.e. places from which you can fall, although you can come back from that) to an NPC using his/her Stand to perform a minor InterfaceScrew.
Is there an issue? Send a MessageReason:
None


* The demo for ''VideoGame/StreetFighterV'' shows that walls will be breakable, resulting in one stage moving from a busy street to a Chinese restaurant, and briefly into the restaurant's kitchen.

to:

* The demo for ''VideoGame/StreetFighterV'' shows that walls will be breakable, resulting in one stage moving from a busy street to a Chinese restaurant, and briefly into the restaurant's kitchen.kitchen.
* ''VideoGame/JoJosBizarreAdventureEyesOfHeaven'' introduces, among other things, stages where the battle takes place in uneven areas, such as the rooftops of Cairo. Falling from them only makes your character respawn nearby, though.
Is there an issue? Send a MessageReason:
None


* The demo for ''VideoGame/StreetFighterV'' shows that walls will breakable, resulting in one stage moving from a busy street to a Chinese restaurant, and briefly into the restaurant's kitchen.

to:

* The demo for ''VideoGame/StreetFighterV'' shows that walls will be breakable, resulting in one stage moving from a busy street to a Chinese restaurant, and briefly into the restaurant's kitchen.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Prior to this, there was ''Dragon Ball Z: Hyper Dimension'' for the [[SuperNintendoEntertainmentSystem Super Famicom]]. Here, players could knock their opponents towards other stages within a select group of stages. Some of these stages also took place mid air, which changed the way the game worked.
Is there an issue? Send a MessageReason:
None


** ''VideoGame/X-MenChildrenOfTheAtom'' had Colossus' and Spiral's stages. The former was simply a bridge that broke, resulting in players fighting on a barge. The latter had multiple floors that could break until players reached the very bottom of the stage.

to:

** ''VideoGame/X-MenChildrenOfTheAtom'' ''VideoGame/XMenChildrenOfTheAtom'' had Colossus' and Spiral's stages. The former was simply a bridge that broke, resulting in players fighting on a barge. The latter had multiple floors that could break until players reached the very bottom of the stage.



** ''[[VideoGame/XMenVsStreetFighter X-Men Vs. Street Fighter]]'' and ''VideoGame/MarvelSuperHeroesVsStreetFighter'' had the Manhattan stage which featured fighters fighting in the street surrounded by the police, only for the road to give way and the fight moving down to the sewer below.

to:

** ''[[VideoGame/XMenVsStreetFighter X-Men Vs. Street Fighter]]'' ''VideoGame/XMenVsStreetFighter'' and ''VideoGame/MarvelSuperHeroesVsStreetFighter'' had the Manhattan stage which featured fighters fighting in the at street level surrounded by the police, only for the road floor to give way and the fight moving down to the sewer below.

Added: 1130

Changed: 195

Is there an issue? Send a MessageReason:
None


* ''VideoGame/TatsunokoVsCapcom'': Uncharted Region of China has a breakaway floor, and Galactor's base has a path that can be adjusted. Both of these are affected by attacks that damage the ground.

to:

* ''VideoGame/TatsunokoVsCapcom'': Various games in the ''VideoGame/MarvelVsCapcom'' series have this.
** ''VideoGame/X-MenChildrenOfTheAtom'' had Colossus' and Spiral's stages. The former was simply a bridge that broke, resulting in players fighting on a barge. The latter had multiple floors that could break until players reached the very bottom of the stage.
** ''VideoGame/MarvelSuperHeroes'' had Wolverine's stage, a bridge over a waterfall where the bridge would eventually fall into the river below after one too many knockdowns. In addition to this, Shuma Gorath's stage allowed players to knock their opponents off to the side, to a different part of the stage continuously. This would eventually cause the stage to loop back into itself.
** ''[[VideoGame/XMenVsStreetFighter X-Men Vs. Street Fighter]]'' and ''VideoGame/MarvelSuperHeroesVsStreetFighter'' had the Manhattan stage which featured fighters fighting in the street surrounded by the police, only for the road to give way and the fight moving down to the sewer below.
*''VideoGame/TatsunokoVsCapcom'':
Uncharted Region of China has a breakaway floor, and Galactor's base has a path that can be adjusted. Both of these are affected by attacks that damage the ground.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/ClayFighter 63 1/3'' had quite a few stages that transitioned into other stages if one player was hit the correct way at the correct place, especially the stages in and around Santa's Workshop.

to:

* ''VideoGame/ClayFighter 63 1/3'' had quite a few stages that transitioned into other stages if one player was hit the correct way at the correct place, especially the stages in and around Santa's Workshop.Workshop.
* The demo for ''VideoGame/StreetFighterV'' shows that walls will breakable, resulting in one stage moving from a busy street to a Chinese restaurant, and briefly into the restaurant's kitchen.
Is there an issue? Send a MessageReason:
None


* In ''VideoGame/InjusticeGodsAmongUs'', characters can knock their opponents into new sections of the arena, with transitions that include being knocked through several buildings, hit by a train, getting being beaten up by Batman's RoguesGallery, or ''knocked into the exposed vacuum of space, bouncing off a satellite, and then get smashed into by an out of control shuttlecraft'' along the way.

to:

* In ''VideoGame/InjusticeGodsAmongUs'', characters can knock their opponents into new sections of the arena, with transitions that include being knocked through several buildings, hit by a train, getting being beaten up by Batman's RoguesGallery, or ''knocked into the exposed vacuum of space, bouncing off a satellite, and then get smashed into by an out of control shuttlecraft'' along the way.way.
* ''VideoGame/ClayFighter 63 1/3'' had quite a few stages that transitioned into other stages if one player was hit the correct way at the correct place, especially the stages in and around Santa's Workshop.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Almost all of the stages in ''VideoGame/PowerStone 2'' are like this. One prominent example is the Blue Sky Area, which begins on an airship that falls apart after enough time passes, sending the combatants into free-fall before continuing the fight on a floating castle below.
Is there an issue? Send a MessageReason:
None


* ''{{X-Men Next Dimension}}'' has levels where you can knock an opponent from one section down to another, dealing additional damage to them. For some levels, there are even multiple paths to make them fall.
* ''DeadOrAlive'' picked this up in the second game onward, instead of the ''VirtuaFighter''-style {{Ring Out}}s used in the first.

to:

* ''{{X-Men Next Dimension}}'' ''VideoGame/XMenNextDimension'' has levels where you can knock an opponent from one section down to another, dealing additional damage to them. For some levels, there are even multiple paths to make them fall.
* ''DeadOrAlive'' ''VideoGame/DeadOrAlive'' picked this up in the second game onward, instead of the ''VirtuaFighter''-style {{Ring Out}}s used in the first.

Top