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* ''Franchise/SuperMarioBros'' : ZigZagged when it comes to {{ground pound}}s. It varies between [[VideoGame/SuperMario64 just resetting your momentum]], to [[VideoGame/SuperMarioSunshine making you into a]] NighInvulnerable [[GroundShatteringLanding comet that is the only thing capable of destroying certain blocks.]]
to:
* ''Franchise/SuperMarioBros'' : ''Franchise/SuperMarioBros'': ZigZagged when it comes to {{ground pound}}s. It varies between [[VideoGame/SuperMario64 just resetting your momentum]], to [[VideoGame/SuperMarioSunshine making you into a]] NighInvulnerable [[GroundShatteringLanding comet that is the only thing capable of destroying certain blocks.]]
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Added example(s)
Changed line(s) 35 (click to see context) from:
to:
* ''VideoGame/{{Worms}}'' will take damage and lose their turn if they fall more than a few pixels, but if they fire a ninja rope into the ground, they can swing around at any speed they want. Wrapping the rope around an isolated patch of ground can sometimes build up enough speed that they're a blur, but they're not harmed at all.
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* ''VideoGame/WorldOfWarcraft'': The game allows you to do this using abilities like the Warrior's Charge, normally used on the ground to run a short distance at super speed to attack an enemy. It still works in the air. Druids have access to a variant in Bear form as well, resulting in memetic "bear drops". Mages have a facsimile that is slightly harder to execute in Blink, appearing instantly on the ground if close enough. However if used too far from the ground, the blink will only reset their velocit* ''VideoGame/{{Warframe}}'': You can avoid the landing lag of a 'heavy landing' by doing a GroundPound or SwordPlant--you can't cancel out of the recovery animation of a heavy landing, which leaves you vulnerable to being shot or beat up by opponents, but you ''can'' cancel out of a slam into a slide, so the best move in these instances is to attack the ground (which will usually clear a small space around you) and keep going.
y while leaving them in the air to begin the fall anew. Starting in ''Legion'' Rogues have the grappling hook variation.
y while leaving them in the air to begin the fall anew. Starting in ''Legion'' Rogues have the grappling hook variation.
to:
* ''VideoGame/{{Warframe}}'': You can avoid the landing lag of a 'heavy landing' by doing a GroundPound or SwordPlant--you can't cancel out of the recovery animation of a heavy landing, which leaves you vulnerable to being shot or beat up by opponents, but you ''can'' cancel out of a slam into a slide, so the best move in these instances is to attack the ground (which will usually clear a small space around you) and keep going.
* ''VideoGame/WorldOfWarcraft'': The game allows you to do this using abilities like the Warrior's Charge, normally used on the ground to run a short distance at super speed to attack an enemy. It still works in the air. Druids have access to a variant in Bear form as well, resulting in memetic "bear drops". Mages have a facsimile that is slightly harder to execute in Blink, appearing instantly on the ground if close enough. However if used too far from the ground, the blink will only reset theirvelocit* ''VideoGame/{{Warframe}}'': You can avoid the landing lag of a 'heavy landing' by doing a GroundPound or SwordPlant--you can't cancel out of the recovery animation of a heavy landing, which leaves you vulnerable to being shot or beat up by opponents, but you ''can'' cancel out of a slam into a slide, so the best move in these instances is to attack the ground (which will usually clear a small space around you) and keep going.
yvelocity while leaving them in the air to begin the fall anew. Starting in ''Legion'' Rogues have the grappling hook variation.
* ''VideoGame/WorldOfWarcraft'': The game allows you to do this using abilities like the Warrior's Charge, normally used on the ground to run a short distance at super speed to attack an enemy. It still works in the air. Druids have access to a variant in Bear form as well, resulting in memetic "bear drops". Mages have a facsimile that is slightly harder to execute in Blink, appearing instantly on the ground if close enough. However if used too far from the ground, the blink will only reset their
y
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Categorizing.
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* ''VideoGame/JustCause2'' (along with its sequels ''[[VideoGame/JustCause3 3]]'' and ''[[VideoGame/JustCause4 4]]'') is one of the biggest offenders of this; a review of which gives us the picture and title quote, and for good reason. You can literally fall from a mile-high height and survive by grappling into the ground and survive with no health loss whatsoever. This is made particularly noticeable by the fact that SoftWater is completely and utterly absent, so you find yourself actually 'aiming' for the ground.
* Zig-zagged with the ''Franchise/SuperMarioBros'' series when it comes to {{ground pound}}s - it varies between [[VideoGame/SuperMario64 just resetting your momentum]], to [[VideoGame/SuperMarioSunshine making you into a]] NighInvulnerable [[GroundShatteringLanding comet that is the only thing capable of destroying certain blocks.]]
* In full effect in ''VideoGame/{{Terraria}}''. Gravity is by far one of the harshest forces in the game, which makes the mid-game Lucky Horseshoe (which cancels fall damage) very highly sought-after. But until you get one, you can always use your Grappling Hook/Ivy Whip to latch onto the ground and survive.
* Zig-zagged in ''VideoGame/DragonsDogma'' where you have some special falling attacks which will completely negate fall damage, but you also have moves that explicitly stop your momentum in the air... but do not change your fall damage at all. A common situation for new players playing as a mage is to learn the levitation ability, at some point finding a moderate cliff of some sort, jumping off, hovering just inches off the ground... then falling 3 inches with the impact force of a car crash.
* If a ''Franchise/SpiderMan'' game has fall damage, chances are you can ignore it by web-zipping directly into the ground.
* This is the basis of [[GoodBadBugs Wavedashing and Wavelanding]] in ''VideoGame/SuperSmashBrosMelee'' and ''VideoGame/ProjectM''; using the directional air dodge to propel yourself straight into the ground allows you to act out of it faster than with an ordinary landing.
* In ''VideoGame/TeamFortress2'''s "Mannpower" mode, everyone has access to a grappling hook that pulls you directly at the surface you aimed it at. It negates fall damage both during the grapple and for two seconds afterward, allowing you to invoke this trope as much as you like.
* In ''VideoGame/ArxFatalis'' you often will receive no falling damage if you jump over the edge of a cliff instead of walking off it, due to glitches in jumping physics.
* ''VideoGame/WorldOfWarcraft'' allows you to do this using abilities like the Warrior's Charge, normally used on the ground to run a short distance at super speed to attack an enemy. It still works in the air. Druids have access to a variant in Bear form as well, resulting in memetic "bear drops". Mages have a facsimile that is slightly harder to execute in Blink, appearing instantly on the ground if close enough. However if used too far from the ground, the blink will only reset their velocity while leaving them in the air to begin the fall anew. Starting in ''Legion'' Rogues have the grappling hook variation.
* The E3 trailer of ''VideoGame/Dishonored2'' shows Emily surviving a fall of several stories by using her tentacle-like appendage to quickly reach the bottom of the stairs.
* Fall damage is rare in ''VideoGame/PacManWorld 2'', but a Butt-Bounce will negate it.
* ''VideoGame/DyingLight'' gives you a grappling hook part way through the game. It trivializes most parkour sequences (except where it's disallowed), but can also be fired at the ground to completely negate fall damage.
* ''[[VideoGame/SteamWorldDig Steam World Dig 2]]'' has a grappling hook that, while it is exceptionally difficult to pull off without practice, allows you to completely nullify fall damage if you grab the floor.
* ''VideoGame/DeadRising2'' and ''Off the Record'' have you take falling damage when you drop from high enough. Unless you use the double-leg drop kick/knee drop move, in which case you descend at least three times faster and take no damage at all, even though it should shatter your legs/kneecap by doing so.
* A similar effect happens in some of the 3D ''Franchise/TheLegendOfZelda'' games, where Link can negate falling damage by pulling out his sword and performing a jumping slash when close to the ground to reset his velocity.
* ''VideoGame/DeepRockGalactic'' has this with the Scout's grappling hook. The game tries to avert this trope a little by slowing down the reel-in at the end of a grapple, but it's hardly noticeable (and it wouldn't realistically help anyway).
* Variation: you can avoid the landing lag of a 'heavy landing' in ''VideoGame/{{Warframe}}'' by doing a GroundPound or SwordPlant--you can't cancel out of the recovery animation of a heavy landing, which leaves you vulnerable to being shot or beat up by opponents, but you ''can'' cancel out of a slam into a slide, so the best move in these instances is to attack the ground (which will usually clear a small space around you) and keep going.
* ''VideoGame/RiskOfRain2'': Acrid is immune to fall damage when using their Caustic Leap ability. If an Acrid player finds themselves falling off the map or a high place, once use of this move can keep them safe from taking heavy damage.
* Zig-zagged with the ''Franchise/SuperMarioBros'' series when it comes to {{ground pound}}s - it varies between [[VideoGame/SuperMario64 just resetting your momentum]], to [[VideoGame/SuperMarioSunshine making you into a]] NighInvulnerable [[GroundShatteringLanding comet that is the only thing capable of destroying certain blocks.]]
* In full effect in ''VideoGame/{{Terraria}}''. Gravity is by far one of the harshest forces in the game, which makes the mid-game Lucky Horseshoe (which cancels fall damage) very highly sought-after. But until you get one, you can always use your Grappling Hook/Ivy Whip to latch onto the ground and survive.
* Zig-zagged in ''VideoGame/DragonsDogma'' where you have some special falling attacks which will completely negate fall damage, but you also have moves that explicitly stop your momentum in the air... but do not change your fall damage at all. A common situation for new players playing as a mage is to learn the levitation ability, at some point finding a moderate cliff of some sort, jumping off, hovering just inches off the ground... then falling 3 inches with the impact force of a car crash.
* If a ''Franchise/SpiderMan'' game has fall damage, chances are you can ignore it by web-zipping directly into the ground.
* This is the basis of [[GoodBadBugs Wavedashing and Wavelanding]] in ''VideoGame/SuperSmashBrosMelee'' and ''VideoGame/ProjectM''; using the directional air dodge to propel yourself straight into the ground allows you to act out of it faster than with an ordinary landing.
* In ''VideoGame/TeamFortress2'''s "Mannpower" mode, everyone has access to a grappling hook that pulls you directly at the surface you aimed it at. It negates fall damage both during the grapple and for two seconds afterward, allowing you to invoke this trope as much as you like.
* In ''VideoGame/ArxFatalis'' you often will receive no falling damage if you jump over the edge of a cliff instead of walking off it, due to glitches in jumping physics.
* ''VideoGame/WorldOfWarcraft'' allows you to do this using abilities like the Warrior's Charge, normally used on the ground to run a short distance at super speed to attack an enemy. It still works in the air. Druids have access to a variant in Bear form as well, resulting in memetic "bear drops". Mages have a facsimile that is slightly harder to execute in Blink, appearing instantly on the ground if close enough. However if used too far from the ground, the blink will only reset their velocity while leaving them in the air to begin the fall anew. Starting in ''Legion'' Rogues have the grappling hook variation.
* The E3 trailer of ''VideoGame/Dishonored2'' shows Emily surviving a fall of several stories by using her tentacle-like appendage to quickly reach the bottom of the stairs.
* Fall damage is rare in ''VideoGame/PacManWorld 2'', but a Butt-Bounce will negate it.
* ''VideoGame/DyingLight'' gives you a grappling hook part way through the game. It trivializes most parkour sequences (except where it's disallowed), but can also be fired at the ground to completely negate fall damage.
* ''[[VideoGame/SteamWorldDig Steam World Dig 2]]'' has a grappling hook that, while it is exceptionally difficult to pull off without practice, allows you to completely nullify fall damage if you grab the floor.
* ''VideoGame/DeadRising2'' and ''Off the Record'' have you take falling damage when you drop from high enough. Unless you use the double-leg drop kick/knee drop move, in which case you descend at least three times faster and take no damage at all, even though it should shatter your legs/kneecap by doing so.
* A similar effect happens in some of the 3D ''Franchise/TheLegendOfZelda'' games, where Link can negate falling damage by pulling out his sword and performing a jumping slash when close to the ground to reset his velocity.
* ''VideoGame/DeepRockGalactic'' has this with the Scout's grappling hook. The game tries to avert this trope a little by slowing down the reel-in at the end of a grapple, but it's hardly noticeable (and it wouldn't realistically help anyway).
* Variation: you can avoid the landing lag of a 'heavy landing' in ''VideoGame/{{Warframe}}'' by doing a GroundPound or SwordPlant--you can't cancel out of the recovery animation of a heavy landing, which leaves you vulnerable to being shot or beat up by opponents, but you ''can'' cancel out of a slam into a slide, so the best move in these instances is to attack the ground (which will usually clear a small space around you) and keep going.
* ''VideoGame/RiskOfRain2'': Acrid is immune to fall damage when using their Caustic Leap ability. If an Acrid player finds themselves falling off the map or a high place, once use of this move can keep them safe from taking heavy damage.
to:
[[AC:Video Games]]
*''VideoGame/JustCause2'' (along ''VideoGame/ArxFatalis'': You often will receive no falling damage if you jump over the edge of a cliff instead of walking off it, due to glitches in jumping physics.
* ''VideoGame/DeadRising2'': It, along withits sequels ''[[VideoGame/JustCause3 3]]'' and ''[[VideoGame/JustCause4 4]]'') is one of ''VideoGame/{{Off the biggest offenders of this; a review of Record}}'', has you take falling damage when you drop from high enough. Unless you use the double-leg drop kick/knee drop move, in which gives us the picture case you descend at least three times faster and title quote, and for good reason. You can literally fall from a mile-high height and survive take no damage at all, even though it should shatter your legs/kneecap by doing so.
* ''VideoGame/DeepRockGalactic'': Scout's grapplinginto hook can let you break a fall if you shoot it at the ground and survive with no health loss whatsoever. This is made particularly ground. The game tries to avert this trope a little by slowing down the reel-in at the end of a grapple, but it's hardly noticeable (and it wouldn't realistically help anyway).
* ''VideoGame/Dishonored2'': The E3 trailer shows Emily surviving a fall of several stories by using her tentacle-like appendage to quickly reach thefact that SoftWater is completely and utterly absent, so you find yourself actually 'aiming' for the ground.
* Zig-zagged with the ''Franchise/SuperMarioBros'' series when it comes to {{ground pound}}s - it varies between [[VideoGame/SuperMario64 just resetting your momentum]], to [[VideoGame/SuperMarioSunshine making you into a]] NighInvulnerable [[GroundShatteringLanding comet that is the only thing capable of destroying certain blocks.]]
* In full effect in ''VideoGame/{{Terraria}}''. Gravity is by far onebottom of the harshest forces in the game, which makes the mid-game Lucky Horseshoe (which cancels fall damage) very highly sought-after. But until you get one, you can always use your Grappling Hook/Ivy Whip to latch onto the ground and survive.
stairs.
*Zig-zagged in ''VideoGame/DragonsDogma'' where you ''VideoGame/DragonsDogma'': ZigZagged. You have some special falling attacks which that will completely negate fall damage, but you also have moves that explicitly stop your momentum in the air... but do not change your fall damage at all. A common situation for new players playing as a mage is to learn the levitation ability, at some point finding a moderate cliff of some sort, jumping off, hovering just inches off the ground... then falling 3 inches with the impact force of a car crash.
*If ''VideoGame/DyingLight'': There's a ''Franchise/SpiderMan'' grappling hook part way through the game has that trivializes most parkour sequences (except where it's disallowed), but can also be fired at the ground to completely negate fall damage, chances are you damage.
* ''VideoGame/JustCause2'': It's, along with its sequels ''[[VideoGame/JustCause3 3]]'' and ''[[VideoGame/JustCause4 4]]'', one of the biggest offenders of this; a review of which gives us the picture and title quote, and for good reason. You canignore it literally fall from a mile-high height and survive by web-zipping directly grappling into the ground and survive with no health loss whatsoever. This is made particularly noticeable by the fact that SoftWater is completely and utterly absent, so you find yourself actually 'aiming' for the ground.
* ''Franchise/TheLegendOfZelda'': In some of the 3D games, Link can negate falling damage by pulling out his sword and performing a jumping slash when close to the ground to reset his velocity.
* ''VideoGame/PacManWorld2'': Fall damage is rare, but a Butt-Bounce will negate it.
* ''VideoGame/ProjectM'': This is the basis of [[GoodBadBugs Wavedashing andWavelanding]] in ''VideoGame/SuperSmashBrosMelee'' and ''VideoGame/ProjectM''; Wavelanding]]; using the directional air dodge to propel yourself straight into the ground allows you to act out of it faster than with an ordinary landing.
landing. It also works like that in ''VideoGame/SuperSmashBrosMelee''.
* ''VideoGame/RiskOfRain2'': Acrid is immune to fall damage when using their Caustic Leap ability. If an Acrid player finds themselves falling off the map or a high place, one use of this move can keep them safe from taking heavy damage.
* ''Franchise/SpiderMan'': If any game has fall damage, chances are you can ignore it by web-zipping directly into the ground.
* ''VideoGame/SteamWorldDig2'': There's a grappling hook that, while exceptionally difficult to pull off without practice, allows you to completely nullify fall damage if you grab the floor.
* ''Franchise/SuperMarioBros'' : ZigZagged when it comes to {{ground pound}}s. It varies between [[VideoGame/SuperMario64 just resetting your momentum]], to [[VideoGame/SuperMarioSunshine making you into a]] NighInvulnerable [[GroundShatteringLanding comet that is the only thing capable of destroying certain blocks.]]
* ''VideoGame/TeamFortress2'': In''VideoGame/TeamFortress2'''s "Mannpower" mode, everyone has access to a grappling hook that pulls you directly at the surface you aimed it at. It negates fall damage both during the grapple and for two seconds afterward, allowing you to invoke this trope as much as you like.
*In ''VideoGame/ArxFatalis'' ''VideoGame/{{Terraria}}'': Gravity is by far one of the harshest forces in the game, which makes the mid-game Lucky Horseshoe (which cancels fall damage) very highly sought-after. But until you often will receive no falling damage if get one, you jump over can always use your Grappling Hook/Ivy Whip to latch onto the edge of a cliff instead of walking off it, due to glitches in jumping physics.
ground and survive.
*''VideoGame/WorldOfWarcraft'' ''VideoGame/WorldOfWarcraft'': The game allows you to do this using abilities like the Warrior's Charge, normally used on the ground to run a short distance at super speed to attack an enemy. It still works in the air. Druids have access to a variant in Bear form as well, resulting in memetic "bear drops". Mages have a facsimile that is slightly harder to execute in Blink, appearing instantly on the ground if close enough. However if used too far from the ground, the blink will only reset their velocity velocit* ''VideoGame/{{Warframe}}'': You can avoid the landing lag of a 'heavy landing' by doing a GroundPound or SwordPlant--you can't cancel out of the recovery animation of a heavy landing, which leaves you vulnerable to being shot or beat up by opponents, but you ''can'' cancel out of a slam into a slide, so the best move in these instances is to attack the ground (which will usually clear a small space around you) and keep going.
y while leaving them in the air to begin the fall anew. Starting in ''Legion'' Rogues have the grappling hook variation.
* The E3 trailer of ''VideoGame/Dishonored2'' shows Emily surviving a fall of several stories by using her tentacle-like appendage to quickly reach the bottom of the stairs.
* Fall damage is rare in ''VideoGame/PacManWorld 2'', but a Butt-Bounce will negate it.
* ''VideoGame/DyingLight'' gives you a grappling hook part way through the game. It trivializes most parkour sequences (except where it's disallowed), but can also be fired at the ground to completely negate fall damage.
* ''[[VideoGame/SteamWorldDig Steam World Dig 2]]'' has a grappling hook that, while it is exceptionally difficult to pull off without practice, allows you to completely nullify fall damage if you grab the floor.
* ''VideoGame/DeadRising2'' and ''Off the Record'' have you take falling damage when you drop from high enough. Unless you use the double-leg drop kick/knee drop move, in which case you descend at least three times faster and take no damage at all, even though it should shatter your legs/kneecap by doing so.
* A similar effect happens in some of the 3D ''Franchise/TheLegendOfZelda'' games, where Link can negate falling damage by pulling out his sword and performing a jumping slash when close to the ground to reset his velocity.
* ''VideoGame/DeepRockGalactic'' has this with the Scout's grappling hook. The game tries to avert this trope a little by slowing down the reel-in at the end of a grapple, but it's hardly noticeable (and it wouldn't realistically help anyway).
* Variation: you can avoid the landing lag of a 'heavy landing' in ''VideoGame/{{Warframe}}'' by doing a GroundPound or SwordPlant--you can't cancel out of the recovery animation of a heavy landing, which leaves you vulnerable to being shot or beat up by opponents, but you ''can'' cancel out of a slam into a slide, so the best move in these instances is to attack the ground (which will usually clear a small space around you) and keep going.
* ''VideoGame/RiskOfRain2'': Acrid is immune to fall damage when using their Caustic Leap ability. If an Acrid player finds themselves falling off the map or a high place, once use of this move can keep them safe from taking heavy damage.
*
* ''VideoGame/DeadRising2'': It, along with
* ''VideoGame/DeepRockGalactic'': Scout's grappling
* ''VideoGame/Dishonored2'': The E3 trailer shows Emily surviving a fall of several stories by using her tentacle-like appendage to quickly reach the
* Zig-zagged with the ''Franchise/SuperMarioBros'' series when it comes to {{ground pound}}s - it varies between [[VideoGame/SuperMario64 just resetting your momentum]], to [[VideoGame/SuperMarioSunshine making you into a]] NighInvulnerable [[GroundShatteringLanding comet that is the only thing capable of destroying certain blocks.]]
* In full effect in ''VideoGame/{{Terraria}}''. Gravity is by far one
*
*
* ''VideoGame/JustCause2'': It's, along with its sequels ''[[VideoGame/JustCause3 3]]'' and ''[[VideoGame/JustCause4 4]]'', one of the biggest offenders of this; a review of which gives us the picture and title quote, and for good reason. You can
* ''Franchise/TheLegendOfZelda'': In some of the 3D games, Link can negate falling damage by pulling out his sword and performing a jumping slash when close to the ground to reset his velocity.
* ''VideoGame/PacManWorld2'': Fall damage is rare, but a Butt-Bounce will negate it.
* ''VideoGame/ProjectM'': This is the basis of [[GoodBadBugs Wavedashing and
* ''VideoGame/RiskOfRain2'': Acrid is immune to fall damage when using their Caustic Leap ability. If an Acrid player finds themselves falling off the map or a high place, one use of this move can keep them safe from taking heavy damage.
* ''Franchise/SpiderMan'': If any game has fall damage, chances are you can ignore it by web-zipping directly into the ground.
* ''VideoGame/SteamWorldDig2'': There's a grappling hook that, while exceptionally difficult to pull off without practice, allows you to completely nullify fall damage if you grab the floor.
* ''Franchise/SuperMarioBros'' : ZigZagged when it comes to {{ground pound}}s. It varies between [[VideoGame/SuperMario64 just resetting your momentum]], to [[VideoGame/SuperMarioSunshine making you into a]] NighInvulnerable [[GroundShatteringLanding comet that is the only thing capable of destroying certain blocks.]]
* ''VideoGame/TeamFortress2'': In
*
*
y while leaving them in the air to begin the fall anew. Starting in ''Legion'' Rogues have the grappling hook variation.
* Fall damage is rare in ''VideoGame/PacManWorld 2'', but a Butt-Bounce will negate it.
* ''VideoGame/DyingLight'' gives you a grappling hook part way through the game. It trivializes most parkour sequences (except where it's disallowed), but can also be fired at the ground to completely negate fall damage.
* ''[[VideoGame/SteamWorldDig Steam World Dig 2]]'' has a grappling hook that, while it is exceptionally difficult to pull off without practice, allows you to completely nullify fall damage if you grab the floor.
* ''VideoGame/DeadRising2'' and ''Off the Record'' have you take falling damage when you drop from high enough. Unless you use the double-leg drop kick/knee drop move, in which case you descend at least three times faster and take no damage at all, even though it should shatter your legs/kneecap by doing so.
* A similar effect happens in some of the 3D ''Franchise/TheLegendOfZelda'' games, where Link can negate falling damage by pulling out his sword and performing a jumping slash when close to the ground to reset his velocity.
* ''VideoGame/DeepRockGalactic'' has this with the Scout's grappling hook. The game tries to avert this trope a little by slowing down the reel-in at the end of a grapple, but it's hardly noticeable (and it wouldn't realistically help anyway).
* Variation: you can avoid the landing lag of a 'heavy landing' in ''VideoGame/{{Warframe}}'' by doing a GroundPound or SwordPlant--you can't cancel out of the recovery animation of a heavy landing, which leaves you vulnerable to being shot or beat up by opponents, but you ''can'' cancel out of a slam into a slide, so the best move in these instances is to attack the ground (which will usually clear a small space around you) and keep going.
* ''VideoGame/RiskOfRain2'': Acrid is immune to fall damage when using their Caustic Leap ability. If an Acrid player finds themselves falling off the map or a high place, once use of this move can keep them safe from taking heavy damage.
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None
Added DiffLines:
* ''VideoGame/RiskOfRain2'': Acrid is immune to fall damage when using their Caustic Leap ability. If an Acrid player finds themselves falling off the map or a high place, once use of this move can keep them safe from taking heavy damage.
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Off the Record is a standalone game and not DLC
Changed line(s) 29 (click to see context) from:
* ''VideoGame/DeadRising2'' and its WhatIf DLC ''Off the Record'' have you take falling damage when you drop from high enough. Unless you use the double-leg drop kick/knee drop move, in which case you descend at least three times faster and take no damage at all, even though it should shatter your legs/kneecap by doing so.
to:
* ''VideoGame/DeadRising2'' and its WhatIf DLC ''Off the Record'' have you take falling damage when you drop from high enough. Unless you use the double-leg drop kick/knee drop move, in which case you descend at least three times faster and take no damage at all, even though it should shatter your legs/kneecap by doing so.
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None
Changed line(s) 25 (click to see context) from:
* The E3 trailer of ''Videogame/{{Dishonored 2}}'' shows Emily surviving a fall of several stories by using her tentacle-like appendage to quickly reach the bottom of the stairs.
to:
* The E3 trailer of ''Videogame/{{Dishonored 2}}'' ''VideoGame/Dishonored2'' shows Emily surviving a fall of several stories by using her tentacle-like appendage to quickly reach the bottom of the stairs.
Changed line(s) 31 (click to see context) from:
* ''VideoGame/DeepRockGalactic'' has this as well, although it is only possible with the Scout, as he is the only one with a grappling gun.
to:
* ''VideoGame/DeepRockGalactic'' has this as well, although it is only possible with the Scout, as he is the only one with a Scout's grappling gun.hook. The game tries to avert this trope a little by slowing down the reel-in at the end of a grapple, but it's hardly noticeable (and it wouldn't realistically help anyway).
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None
Changed line(s) 4 (click to see context) from:
->''"He doesn't even need [parachutes] to break his fall, because he can hookshot onto the ground and escape unharmed. That's right! The best way to survive smacking into concrete at terminal velocity is to smack into it slightly faster.'' Maybe it's a homeopathic thing."
to:
->''"He doesn't even need [parachutes] to break his fall, because he can hookshot onto the ground and escape unharmed. That's right! The best way to survive smacking into concrete at terminal velocity is to smack into it slightly faster.'' Maybe it's a homeopathic thing.""''
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None
Changed line(s) 28,29 (click to see context) from:
* [[VideoGame/SteamWorldDig Steam World Dig 2]] has a grappling hook that, while it is exceptionally difficult to pull off without practice, allows you to completely nullify fall damage if you grab the floor.
* ''VideoGame/DeadRising2'' and its WhatIf DLC ''Off the Record'' have you take falling damage when you drop from high enough. Unless you use the double-leg drop kick/knee drop move, in which case you descend at least three times faster and take no damage at all.
* ''VideoGame/DeadRising2'' and its WhatIf DLC ''Off the Record'' have you take falling damage when you drop from high enough. Unless you use the double-leg drop kick/knee drop move, in which case you descend at least three times faster and take no damage at all.
to:
* [[VideoGame/SteamWorldDig ''[[VideoGame/SteamWorldDig Steam World Dig 2]] 2]]'' has a grappling hook that, while it is exceptionally difficult to pull off without practice, allows you to completely nullify fall damage if you grab the floor.
* ''VideoGame/DeadRising2'' and its WhatIf DLC ''Off the Record'' have you take falling damage when you drop from high enough. Unless you use the double-leg drop kick/knee drop move, in which case you descend at least three times faster and take no damage atall.all, even though it should shatter your legs/kneecap by doing so.
* ''VideoGame/DeadRising2'' and its WhatIf DLC ''Off the Record'' have you take falling damage when you drop from high enough. Unless you use the double-leg drop kick/knee drop move, in which case you descend at least three times faster and take no damage at
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* ''VideoGame/DeepRockGalactic'' has this as well, although it is only possible with the scout, as he is the only one with a grappling gun.
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* ''VideoGame/DeepRockGalactic'' has this as well, although it is only possible with the scout, Scout, as he is the only one with a grappling gun.
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* Variation: you can avoid the landing lag of a 'heavy landing' in ''VideoGame/{{Warframe}}'' by doing a GroundPound or SwordPlant--you can't cancel out of the recovery animation of a heavy landing, which leaves you vulnerable to being shot or beat up by opponents, but you ''can'' cancel out of a slam into a slide, so the best move in these instances is to attack the ground (which will usually clear a small space around you) and keep going.
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* Variation: you can avoid the landing lag of a 'heavy landing' in ''VideoGame/{{Warframe}}'' by doing a GroundPound or SwordPlant--you can't cancel out of the recovery animation of a heavy landing, which leaves you vulnerable to being shot or beat up by opponents, but you ''can'' cancel out of a slam into a slide, so the best move in these instances is to attack the ground (which will usually clear a small space around you) and keep going.going.
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* ''VideoGame/WorldOfWarcraft'' allows you to do this using abilities like the Warrior's Charge, normally used on the ground to run a short distance at super speed to attack an enemy. It still works in the air. Druids have access to a variant in Bear form as well, resulting in memetic "bear drops". Mages have a facsimile that is slightly harder to execute in Blink, appearing instantly on the ground if close enough. However if used too far from the ground, the blink will only reset their velocity while leaving them in the air to begin the fall anew.
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* ''VideoGame/WorldOfWarcraft'' allows you to do this using abilities like the Warrior's Charge, normally used on the ground to run a short distance at super speed to attack an enemy. It still works in the air. Druids have access to a variant in Bear form as well, resulting in memetic "bear drops". Mages have a facsimile that is slightly harder to execute in Blink, appearing instantly on the ground if close enough. However if used too far from the ground, the blink will only reset their velocity while leaving them in the air to begin the fall anew. Starting in ''Legion'' Rogues have the grappling hook variation.
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That sentence added nothing.
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Regardless, whether it was intentional, or an exploitable flaw of the game, you've just managed to [[ExactlyWhatItSaysOnTheTin Hit The Ground Harder]] and cheat death.
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* ''VideoGame/DeepRockGalactic'' has this as well, although it is only possible with the scout, as he is the only one with a grappling gun.
to:
* ''VideoGame/DeepRockGalactic'' has this as well, although it is only possible with the scout, as he is the only one with a grappling gun.gun.
* Variation: you can avoid the landing lag of a 'heavy landing' in ''VideoGame/{{Warframe}}'' by doing a GroundPound or SwordPlant--you can't cancel out of the recovery animation of a heavy landing, which leaves you vulnerable to being shot or beat up by opponents, but you ''can'' cancel out of a slam into a slide, so the best move in these instances is to attack the ground (which will usually clear a small space around you) and keep going.
* Variation: you can avoid the landing lag of a 'heavy landing' in ''VideoGame/{{Warframe}}'' by doing a GroundPound or SwordPlant--you can't cancel out of the recovery animation of a heavy landing, which leaves you vulnerable to being shot or beat up by opponents, but you ''can'' cancel out of a slam into a slide, so the best move in these instances is to attack the ground (which will usually clear a small space around you) and keep going.
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Added example
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* A similar effect happens in some of the 3D ''Franchise/TheLegendOfZelda'' games, where Link can negate falling damage by pulling out his sword and performing a jumping slash when close to the ground to reset his velocity.
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* A similar effect happens in some of the 3D ''Franchise/TheLegendOfZelda'' games, where Link can negate falling damage by pulling out his sword and performing a jumping slash when close to the ground to reset his velocity.velocity.
* ''VideoGame/DeepRockGalactic'' has this as well, although it is only possible with the scout, as he is the only one with a grappling gun.
* ''VideoGame/DeepRockGalactic'' has this as well, although it is only possible with the scout, as he is the only one with a grappling gun.
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* ''VideoGame/JustCause2'' is one of the biggest offenders of this; a review of which gives us the picture and title quote, and for good reason. You can literally fall from a mile-high height and survive by grappling into the ground and survive with no health loss whatsoever. This is made particularly noticeable by the fact that SoftWater is completely and utterly absent, so you find yourself actually 'aiming' for the ground.
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* ''VideoGame/JustCause2'' (along with its sequels ''[[VideoGame/JustCause3 3]]'' and ''[[VideoGame/JustCause4 4]]'') is one of the biggest offenders of this; a review of which gives us the picture and title quote, and for good reason. You can literally fall from a mile-high height and survive by grappling into the ground and survive with no health loss whatsoever. This is made particularly noticeable by the fact that SoftWater is completely and utterly absent, so you find yourself actually 'aiming' for the ground.
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This might not be quite the right trope, but it is "attack the ground".
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* ''VideoGame/DeadRising2'' and its WhatIf DLC ''Off the Record'' have you take falling damage when you drop from high enough. Unless you use the double-leg drop kick/knee drop move, in which case you descend at least three times faster and take no damage at all.
to:
* ''VideoGame/DeadRising2'' and its WhatIf DLC ''Off the Record'' have you take falling damage when you drop from high enough. Unless you use the double-leg drop kick/knee drop move, in which case you descend at least three times faster and take no damage at all.all.
* A similar effect happens in some of the 3D ''Franchise/TheLegendOfZelda'' games, where Link can negate falling damage by pulling out his sword and performing a jumping slash when close to the ground to reset his velocity.
* A similar effect happens in some of the 3D ''Franchise/TheLegendOfZelda'' games, where Link can negate falling damage by pulling out his sword and performing a jumping slash when close to the ground to reset his velocity.
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None
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Regardless, whether it was intentional, or [[GoodBadBugs an exploitable flaw of the game]], you've just managed to [[ExactlyWhatItSaysOnTheTin Hit The Ground Harder]] and cheat death.
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Regardless, whether it was intentional, or [[GoodBadBugs an exploitable flaw of the game]], game, you've just managed to [[ExactlyWhatItSaysOnTheTin Hit The Ground Harder]] and cheat death.
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* This is the basis of [[GoodBadBugs Wavedashing and Wavelanding]] in ''[[VideoGame/SuperSmashBros Super Smash Bros. Melee]]'' and ''VideoGame/ProjectM''; using the directional air dodge to propel yourself straight into the ground allows you to act out of it faster than with an ordinary landing.
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* This is the basis of [[GoodBadBugs Wavedashing and Wavelanding]] in ''[[VideoGame/SuperSmashBros Super Smash Bros. Melee]]'' ''VideoGame/SuperSmashBrosMelee'' and ''VideoGame/ProjectM''; using the directional air dodge to propel yourself straight into the ground allows you to act out of it faster than with an ordinary landing.
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* ''VideoGame/DeadRising2’’ and ''VideoGame/DeadRising2:OffTheRecord’’ have you take falling damage when you drop from high enough. Unless you use the double-leg drop kick/knee drop move, in which case you descend at least three times faster and take no damage at all.
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* ''VideoGame/DeadRising2’’ ''VideoGame/DeadRising2'' and ''VideoGame/DeadRising2:OffTheRecord’’ its WhatIf DLC ''Off the Record'' have you take falling damage when you drop from high enough. Unless you use the double-leg drop kick/knee drop move, in which case you descend at least three times faster and take no damage at all.
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* [[VideoGame/SteamWorldDig Steam World Dig 2]] has a grappling hook that, while it is exceptionally difficult to pull off without practice, allows you to completely nullify fall damage if you grab the floor.
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* [[VideoGame/SteamWorldDig Steam World Dig 2]] has a grappling hook that, while it is exceptionally difficult to pull off without practice, allows you to completely nullify fall damage if you grab the floor.floor.
* ''VideoGame/DeadRising2’’ and ''VideoGame/DeadRising2:OffTheRecord’’ have you take falling damage when you drop from high enough. Unless you use the double-leg drop kick/knee drop move, in which case you descend at least three times faster and take no damage at all.
* ''VideoGame/DeadRising2’’ and ''VideoGame/DeadRising2:OffTheRecord’’ have you take falling damage when you drop from high enough. Unless you use the double-leg drop kick/knee drop move, in which case you descend at least three times faster and take no damage at all.
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None
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* ''VideoGame/DyingLight'' gives you a grappling hook part way through the game. It trivializes most parkour sequences (except where it's disallowed), but can also be fired at the ground to completely negate fall damage.
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* ''VideoGame/DyingLight'' gives you a grappling hook part way through the game. It trivializes most parkour sequences (except where it's disallowed), but can also be fired at the ground to completely negate fall damage.damage.
* [[VideoGame/SteamWorldDig Steam World Dig 2]] has a grappling hook that, while it is exceptionally difficult to pull off without practice, allows you to completely nullify fall damage if you grab the floor.
* [[VideoGame/SteamWorldDig Steam World Dig 2]] has a grappling hook that, while it is exceptionally difficult to pull off without practice, allows you to completely nullify fall damage if you grab the floor.
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* Fall damage is rare in ''VideoGame/PacManWorld 2'', but a Butt-Bounce will negate it.
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* Fall damage is rare in ''VideoGame/PacManWorld 2'', but a Butt-Bounce will negate it.it.
* ''VideoGame/DyingLight'' gives you a grappling hook part way through the game. It trivializes most parkour sequences (except where it's disallowed), but can also be fired at the ground to completely negate fall damage.
* ''VideoGame/DyingLight'' gives you a grappling hook part way through the game. It trivializes most parkour sequences (except where it's disallowed), but can also be fired at the ground to completely negate fall damage.
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It's not "You Fail X Forever" anymore
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But no, you're not like other people. You have a way to survive your immense fall. Make your fall speed even higher and smash into the ground at an even higher speed, [[YouFailPhysicsForever to make the laws of reality fold in on themselves and escape from your situation unscathed]], or at least, far better off than you would have been if you'd just let gravity take its toll.
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But no, you're not like other people. You have a way to survive your immense fall. Make your fall speed even higher and smash into the ground at an even higher speed, [[YouFailPhysicsForever [[ArtisticLicensePhysics to make the laws of reality fold in on themselves and escape from your situation unscathed]], or at least, far better off than you would have been if you'd just let gravity take its toll.
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moderator restored to earlier version