History Main / CycleOfHurting

19th Jan '18 5:04:35 PM cdcdrr
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** Firelords and Molten Giants in Molten Core have silence and knockdown attacks that recover about as fast as their duration. Once again, solo players who rely on magic can be prevented from attacking completely if these get too close.
21st Nov '17 11:46:44 AM SolidSonicTH
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* Because of the way new characters enter the fight following a down in ''VideoGame/MarvelVsCapcom'' (unlike a tag, there is no entry attack so the character simply jumps into the battle defenseless), aggressive opponents can lord over the entry point and meet the new character with a mixup or a combo setup, which means the player who just lost a character has to contend with potentially eating another combo just because they lost their first character. The similarly-structured ''VideoGame/DragonBallFighterZ'' remedies this by having a short cinematic of the replacement character hitting the battle and clashing with the opponent in the middle of the stage before both characters jump backwards and stand as they were at the beginning of the fight, thus protecting the entering character from being mixed up on start.

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* Because of the way new characters enter the fight following a down in ''VideoGame/MarvelVsCapcom'' (unlike a raw tag, there is no [[DynamicEntry entry attack attack]] so the character simply jumps into the battle defenseless), aggressive opponents can lord over the entry point and meet the new character with a mixup or a combo setup, which means the player who just lost a character has to contend with potentially eating another combo just because they lost their first character. The similarly-structured ''VideoGame/DragonBallFighterZ'' remedies this by having a short cinematic of the replacement character hitting the battle and clashing with the opponent in the middle of the stage before both characters jump backwards and stand as they were at the beginning of the fight, thus protecting the entering character from being mixed up on start.
21st Nov '17 11:45:44 AM SolidSonicTH
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* Because of the way new characters enter the fight following a down in ''VideoGame/MarvelVsCapcom'' (unlike a tag, there is no entry attack so the character simply jumps into the battle defenseless), aggressive opponents can lord over the entry point and meet the new character with a mixup or a combo setup, which means the player who just lost a character has to contend with potentially eating another combo just because they lost their first character. The similarly-structured ''VideoGame/DragonBallFighterZ'' remedies this by having a short cinematic of the replacement character hitting the battle and clashing with the opponent in the middle of the stage before both characters jump backwards and stand as they were at the beginning of the fight, thus protecting the entering character from being mixed up on start.
20th Nov '17 11:15:25 AM dozaux
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* ''VideoGame/{{Overwatch}}'' has Mei, whose {{Freeze Ray}} first stops you in your tracks by gradually freezing your movements to a standstill only to carefully aim at your head and dish you out with an icicle, which kills most Heroes in the roster. The most terrifying thing about being killed in that way is that very often you will see Mei smile as she looks you in the eyes before your demise.
18th Nov '17 3:27:57 PM FRizer
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* This is generally known in fighting games as "infinite combos." They are often difficult to do, much less win with from 100% vitality, so they are generally considered either {{Game Breaking Bug}}s or {{Good Bad Bug}}s depending on the player's skill, but they are a common motivation for {{Updated Rerelease}}s in either case. Particularly bad loops are often banned in tournament play. Some games feature ComboBreaker mechanics to give players a way out of these or have a feature called hitstun decay that makes it so that the longer the combo, the less each individual hit stuns you, until you're finally able to escape the combo.
* ''VideoGame/StreetFighterII'' may be the UrExample for fighting games, as even combos themselves were actually a ''[[GoodBadBugs bug]]'' in the game's programming. Naturally, these are possible (if difficult) to do, as there's no programming in place to stop it.
** This fact was sent up by ''Webcomic/KidRadd'', which featured the titular hero and his companions in a ''Street Fighter''-esque environment. Both Radd and Bogey were able to set up inescapable cycles; Radd via BeamSpam, and Bogey by walking up to his enemy and [[CollisionDamage snuggling his opponent to death]].

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* This is generally known in fighting games as "infinite "infinite/loop combos." They are often difficult to do, much less win with from 100% vitality, so they are generally considered either {{Game Breaking Bug}}s or {{Good Bad Bug}}s depending on the player's skill, but they are a common motivation for {{Updated Rerelease}}s in either case. Particularly bad loops are often banned in tournament play. Some games feature ComboBreaker mechanics to give players a way out of these or have a feature called hitstun decay that makes it so that the longer the combo, the less each individual hit stuns you, until you're finally able to escape the combo.
* ''VideoGame/StreetFighterII'' Even when they don't combo, simple projectile spam may be lead to this depending on how severe it can get.
* Another non-loop case is
the UrExample for fighting games, as "vortex" or "set play" where one does an intricate play that makes the enemy unable to do anything even combos themselves were actually a ''[[GoodBadBugs bug]]'' in if they may escape combos. In particular, the game's programming. Naturally, these are "reset" tactic, where one tries to make a combo possible (if difficult) to do, as there's no programming in place to stop it.
** This fact was sent up by ''Webcomic/KidRadd'', which featured the titular hero and his companions in
immediately after a ''Street Fighter''-esque environment. Both Radd and Bogey were able to set up inescapable cycles; Radd via BeamSpam, and Bogey by walking up to his enemy and [[CollisionDamage snuggling his opponent to death]].previous combo ends.



* In ''Videogame/MegaManX'' series, it's often easy to keep the bosses in a loop [[ElementalRockPaperScissors with the weapon they're weak at]], especially if they tend to perform a specific action after getting hit by a weakness weapon; basically a case of [[AIBreaker tricking the AI]]. But the worst case of it is Spark Mandrill of the very first game - his weakness weapon is Shotgun Ice, which will freeze him if it hits; it's possible to hit him again with it as soon as he comes out of his frozen state, outright stunlocking him in the process.








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[[folder:Non-Videogame Examples]]

[[AC:Webcomics]]
* ''Webcomic/KidRadd'', which featured the titular hero and his companions in a ''Street Fighter''-esque environment. Both Radd and Bogey were able to set up inescapable cycles; Radd via BeamSpam, and Bogey by walking up to his enemy and [[CollisionDamage snuggling his opponent to death]].

[[/folder]]
27th Aug '17 12:31:05 AM DastardlyDemolition
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** In ''VideoGame/FalloutNewVegas'' and occasionally ''VideoGame/{{Fallout 3}}'', your character can spaz out in VATS and be unable to fire back while the enemy hacks away at you. Also, certain enemies can knock the player down; if they are attacking in a group, this can result in fatal stunlock. Third, as with many other games, the game can autosave right before or when the player recieves a killing blow, leading to a looping death reload.
** The [[GolfClubbing golf clubs]] in ''New Vegas'' can turn a fight into a Cycle of Hurting for whoever's against them because of the "Fore!" special ability. Its damage is only average, but always knocks the target down, probably to represent the inherently debilitating effects of [[GroinAttack taking a 9-iron shot between the legs]]. Anyone hit by it stays down for longer than it takes to wind up another swing, so by the time the victim finally gets up, you are ready to use "Fore!" again. This can turn one-on-one melee fights against human enemies into a post-apocalyptic rendition of "[[Film/{{Idiocracy}} Ow! My Balls!]]" Unfortunately, this can go both ways, with the player getting knocked down by constant "Fore!" hits regardless of armor. This is best exemplified by the terrifyingly fast and tough KingMook Driver Nephi, who employs a custom driver club and can tank waves of rifle rounds and buckshot to get up close enough to start the cycle.

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** In ''VideoGame/FalloutNewVegas'' and occasionally ''VideoGame/{{Fallout 3}}'', your character can spaz out in VATS and be unable to fire back while the enemy hacks away at you. Also, certain enemies can knock the player down; if they are attacking in a group, this can result in fatal stunlock. Third, as with many other games, the game can autosave right before or when the player recieves receives a killing blow, leading to a looping death reload.
** *** The [[GolfClubbing golf clubs]] in ''New Vegas'' can turn a fight into a Cycle of Hurting for whoever's against them because of the "Fore!" special ability. Its damage is only average, but always knocks the target down, probably to represent the inherently debilitating effects of [[GroinAttack taking a 9-iron shot between the legs]]. Anyone hit by it stays down for longer than it takes to wind up another swing, so by the time the victim finally gets up, you are ready to use "Fore!" again. This can turn one-on-one melee fights against human enemies into a post-apocalyptic rendition of "[[Film/{{Idiocracy}} Ow! My Balls!]]" Unfortunately, this can go both ways, with the player getting knocked down by constant "Fore!" hits regardless of armor. This is best exemplified by the terrifyingly fast and tough KingMook Driver Nephi, who employs a custom driver club and can tank waves of rifle rounds and buckshot to get up close enough to start the cycle.cycle and if you want the full bounty on him, you can't shoot him in the head. Then again, you can still blow his legs off.
** ''VideoGame/{{Fallout 4}}'' revamps the Feral Ghouls' DeadlyLunge into a power attack. Power attacks stagger the opponent when hit and feral ghouls just love to travel in packs of 3-5 at the least and hordes of over 10 so when a feral gets that good lunge in it lets the rest of the back close in and try to lunge as well. It's easiest to deal with charging ferals by dropping mines while running back as they grow far more docile when forced to crawl and shooting them in the head is far more difficult in a frantic fire fight for your life.
2nd Aug '17 11:32:12 PM Hashil
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** The 3rd game added a slowly replenishing meter that allows Special Attacks - the one thing you can use to prevent this trope from happening when ganged up on - without costing any health. To keep this from becoming too strong and risk free an option, some enemies were given rapid fire attacks that both stunlock you and drain your health away fast, forcing you to use them fairly frequently.
21st Apr '17 11:05:24 AM Abodos
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* In ''VideoGame/TheLegendOfZeldaBreathOfTheWild'', if a Guardian sends Link ragdolling with a laser blast, they can lock onto him again while he's still reeling, giving him less than half a second to move by the time he gets back up. And they'll have closed the distance, so the blast might as well be hitscan. Good luck surviving much longer.
18th Mar '17 8:27:14 AM Morgenthaler
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** In ''VideoGame/{{Doom}} 3'', some enemies such as Pinky Demons and Shotgun Z-Secs can stun-lock you, especially if you're trying to reload.

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** In ''VideoGame/{{Doom}} 3'', ''VideoGame/{{Doom 3}}'', some enemies such as Pinky Demons and Shotgun Z-Secs can stun-lock you, especially if you're trying to reload.



* ''GliderPRO'' isn't too smart about respawning gliders in safe spots. Respawning locations are either fixed or where the glider entered the room. If the latter happens to be inside the floor, you'll lose all your lives; this is a GameBreakingBug on one house released on the Glider PRO CD.

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* ''GliderPRO'' ''VideoGame/GliderPRO'' isn't too smart about respawning gliders in safe spots. Respawning locations are either fixed or where the glider entered the room. If the latter happens to be inside the floor, you'll lose all your lives; this is a GameBreakingBug on one house released on the Glider PRO CD.



* ''[[{{Tron20}} Tron 2.0]]'' - Due to the relative scarcity of checkpoints, you will be using the autosave frequently. Unfortunately, it is also just as easy to hit that autosave at exactly the wrong moment (like during a fall or when you're about to lose at a ProtectionMission), meaning you have to play the entire level over again.

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* ''[[{{Tron20}} Tron 2.0]]'' ''VideoGame/{{Tron20}}'' - Due to the relative scarcity of checkpoints, you will be using the autosave frequently. Unfortunately, it is also just as easy to hit that autosave at exactly the wrong moment (like during a fall or when you're about to lose at a ProtectionMission), meaning you have to play the entire level over again.



* Because of the way extra lives work in ''BlinxTheTimeSweeper'', it's quite easy to land yourself in one of these. When you lose a Retry, the game rewinds everything, including you, by a few seconds. Of course, if you were already stuck during those seconds, [[UnWinnable you have no choice but to restart the level.]]

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* Because of the way extra lives work in ''BlinxTheTimeSweeper'', ''VideoGame/BlinxTheTimeSweeper'', it's quite easy to land yourself in one of these. When you lose a Retry, the game rewinds everything, including you, by a few seconds. Of course, if you were already stuck during those seconds, [[UnWinnable you have no choice but to restart the level.]]
27th Feb '17 12:11:21 AM TSBasilisk
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* In ''VideoGame/DiabloIII'' one of the abilities elite packs can possess is to spawn ice crystals which shatter, freezing any player too close. While the stun by itself is only a few seconds, another elite can spawn another crystal on top of you while you're frozen which freezes you again, and then another. There's enough of an individual cooldown that the player won't be permanently stunned, but on higher difficulties, especially with aggressive playstyles, it can be lethal.

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* In ''VideoGame/DiabloIII'' one of the abilities elite packs can possess is to spawn ice crystals which shatter, freezing any player too close. While the The stun by itself is lasts only a few seconds, another elite can seconds but prior to patching in a global cooldown it was possible for other elites to spawn another crystal on top of you while you're frozen which freezes you again, and then another. There's crystals during the stun phase, extending the stun. Elite packs come in large groups so the stun could end up significantly longer than intended. There was still enough of an individual cooldown that the player won't be permanently stunned, to prevent a permanent stunlock, but on higher difficulties, especially with this could prove devastating for more aggressive playstyles, it can be lethal.playstyles.
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