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A Fighting Game 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 Free-Floor Fighting game, as there is less variation for where an opponent, or the stage, may go. A Launcher Move 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 Polygon Ceiling in Long Runners. This type of fight may promote the Perfect Play AI. May be the result of the Invisible Wall or Insurmountable Waist-Height Fence.
Contrast Free-Floor Fighting.
- Street Fighter
- The first two Mortal Kombat games have these. The ones from 3 to vs DC Universe are more in line with Free-Floor Fighting.
- Soul Calibur
- No More Heroes (except in the Shinobu levels in the 2nd game).
- Sonic Battle has 3D levels where you can jump from one height to the next, but the stage itself is static.
- The Bleach DS fighting games have combat possible in either the foreground or the background, but the stage itself is consistent.
- Fatal Fury Special and Knuckle Heads have a foreground and background for fights as well.
- The Little Fighter 2 games have a long stretch of land, but it's all one plane.
- Arc System Works' Guilty Gear and BlazBlue series.
- Browser game Dragon Fable.
- While most of the stages in Super Smash Bros. involve multiple levels and constantly-shifting terrain, Final Destination fits this trope to a 'T', being just one flat platform suspended over the air.