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Free-Floor Fighting: Difference between revisions

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* ''[[Mortal Kombat vs. DC Universe]]'' has this. In most stages, you can go into "Vertical Kombat" by knocking an opponent off a ledge or through the floor, and some of them also allows you to smash them through walls and buildings into new areas. In both cases, you are able to keep hitting your opponent during the sequence, using a button-mashing minigame. In this series, this goes at least as far back as ''[[Mortal Kombat 3]]'', which had stages in which uppercutting the opponent would send them to another stage directly linked to the previous one. In ''Deception'' and ''Armageddon'', many stages had more than one area working in the same principle of the aforementioned Vertical Kombat system, except without the Kombat.
* ''[[MadWorld]]'' has fights that are as simple as a plane (or rather, the ceiling of a [[Shout-Out|familiar]] [[Star Trek|ship]]), or as complex as ''the entire castle of the last level you just played'' (i.e. The Courtyard, where you fight the Shamans).
* ''[[TatsunokovsTatsunoko vs. Capcom]]'': 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.
* ''[[Super Smash Bros.]]'': 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 [[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.
* ''[[Power Stone]]''
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