A New Perspective (I think?): Loop the stage

There was some other fighter that had infinite scrolling stages. Forgot the name, but I know it was on ps1 japan classics, and that it had a character named Juri, some fighting sandbag, and had a space theme I believe.

That stupid piece of shit Inuyasha fighter on PS1 had infinite loop stages.

I don’t remember Feudal Fairy Tale having looping stages.

I looked up a random video and there are corners indeed corners in that game.

something like this maybe?

Not every stage is looping. It’s kinda hard to tell because dudes are playing super serious against the AI and not moving very far in either direction, but gander if you will at how fast you hit a corner in this stage

and how they never hit a corner in this stage.

There are instances of the scrolling stopping because the opponent isn’t moving forward, but then after a couple seconds the AI will move forward and the screen keeps scrolling. I couldn’t find a video of the stage, but there’s one that’s a village stage right next to a river that I always distinctly remember as looping forever.

The AoS playing field is limited to the inside of that outer circle, though, right? As in, there are still walls that bound all possible positions, even though it lacks literal right-angle corners. (I’m asking because I haven’t played it.)

Am I correct that the ring is a fixed area in space? Like, as opposed to just indicating the maximum distance the two characters can be from each other in an otherwise infinite stage.

Also, it seems like, even from across the screen, you can still attack/pressure your opponent with reasonable effectiveness… at least well enough to prompt a response from him. In addition to offense being heavily projectile-based, my understanding is that there is no blocking in the conventional fighting game sense. Is this correct?

Ever played World Heroes in Deathmatch mode?

Am I the only one that remembers Galaxy Fight?