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-->-- '''''WebAnimation/ZeroPunctuation''''' on ''{{VideoGame/Remothered}}: Broken Porcelain''

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-->-- '''''WebAnimation/ZeroPunctuation''''' on ''{{VideoGame/Remothered}}: ''VideoGame/{{Remothered}}: Broken Porcelain''



!!Examples

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!!Examples
!!Examples:



* ''VideoGame/ANNOMutationem'': Receiving a succession of melee attacks including from explosive weapons causes immediate knockback with more heavy-damaging attacks inducing a knock down, while weaker attacks cause brief flinching. Enemies will also experience a flinch after their [[BodyArmorAsHitPoints armor]] has been fully depleted.



** Some enemies (such as some bosses) inflict a KnockbackSlide on ''you'' when you hit ''them''. (Moldorm from ''VideoGame/TheLegendOfZeldaALinkToThePast'' (and ''VideoGame/TheLegendOfZeldaLinksAwakening'', ''VideoGame/TheLegendOfZeldaFourSwordsAdventures'', and ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds''), as well as the Hardhat Beetles from the same games, are some of the most infamous examples.

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** Some enemies (such as some bosses) inflict a KnockbackSlide on ''you'' when you hit ''them''. (Moldorm from ''VideoGame/TheLegendOfZeldaALinkToThePast'' ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]'' (and ''VideoGame/TheLegendOfZeldaLinksAwakening'', ''VideoGame/TheLegendOfZeldaFourSwordsAdventures'', ''[[VideoGame/TheLegendOfZeldaLinksAwakening Link's Awakening]]'', ''[[VideoGame/TheLegendOfZeldaFourSwordsAdventures Four Sword Adventures]]'', and ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds''), ''[[VideoGame/TheLegendOfZeldaALinkBetweenWorlds A Link Between Worlds]]''), as well as the Hardhat Beetles from the same games, are some of the most infamous examples.



* ''VideoGame/DeadlyTowers'' has Prince Myer get knocked in whatever direction is opposite the way he's facing quite a distance without a way to stop himself. Unfortunately, this game also features BottomlessPits...

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* ''VideoGame/DeadlyTowers'' has Prince Myer get knocked in whatever direction is opposite the way he's facing quite a distance without a way to stop himself. Unfortunately, this game also features BottomlessPits...BottomlessPits.



* In ''VideoGame/JoJosBizarreAdventureAllStarBattle'', [[Manga/JoJosBizarreAdventure Iggy]] is able to weaponize his tendency of being a {{Gasshole}} where he latches onto an opponent's face and farts on them, resulting in a knockback, leaving the opponent stunned on the ground for a second.



* ''VideoGame/DivinityOriginalSin'' and ''[[VideoGame/DivinityOriginalSinII Original Sin II]]: "Knocked Down" is a {{Status Effect|s}} that can be [[StatusInflictionAttack inflicted]] by a variety of attacks, from the advanced Earthquake spell to the lowly Sucker-Punch. Since it renders the target helpless for a full turn, it's an important factor in the PlayerCharacter's offensive strategy and AntiDebuff defenses.

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* ''VideoGame/DivinityOriginalSin'' and ''[[VideoGame/DivinityOriginalSinII Original Sin II]]: II]]'': "Knocked Down" is a {{Status Effect|s}} that can be [[StatusInflictionAttack inflicted]] by a variety of attacks, from the advanced Earthquake spell to the lowly Sucker-Punch. Since it renders the target helpless for a full turn, it's an important factor in the PlayerCharacter's offensive strategy and AntiDebuff defenses.



* In ''VideoGame/TeamFortress2'' regular attacks have an amount of knockback generally proportional to damage and only something like the Heavy's minigun does enough damage for this knockback to significantly impede movement instead of just messing with aim. There are some special cases which do much more: explosives, the Scout's Force-A-Nature, sentry guns (which can be even harder to deal with than its damage, especially since the default [[LimitBreak Ubercharge]] does not protect against knockback), melee {{Critical Hit}}s, and the Pyro's [[AttackDeflector airblast]] (which does nothing ''but'' knockback). Probably the most bizarre thing is that damage over time (fire, bleeding) causes ''upward'' knockback for the sake of messing with the user's aim. The Soldier's Mantreads and the Quick-Fix's Ubercharge reduce knockback by 75% and 100% respectively.

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* In ''VideoGame/TeamFortress2'' ''VideoGame/TeamFortress2'', regular attacks have an amount of knockback generally proportional to damage and only something like the Heavy's minigun does enough damage for this knockback to significantly impede movement instead of just messing with aim. There are some special cases which do much more: explosives, the Scout's Force-A-Nature, sentry guns (which can be even harder to deal with than its damage, especially since the default [[LimitBreak Ubercharge]] does not protect against knockback), melee {{Critical Hit}}s, and the Pyro's [[AttackDeflector airblast]] (which does nothing ''but'' knockback). Probably the most bizarre thing is that damage over time (fire, bleeding) causes ''upward'' knockback for the sake of messing with the user's aim. The Soldier's Mantreads and the Quick-Fix's Ubercharge reduce knockback by 75% and 100% respectively.



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* ''Videogame/{{Lancer}}:'' Certain weapons, abilities and Ramming attacks can inflict Knockback on enemies, blasting them back a given number of spaces depending on the armament and the size of the mechs involved; this is considered one form of Involuntary Movement. Some mechs can be immune (like the IPS-N Drake engaging [[AnchoredAttackStance Fortress Protocol]]) while other mechs are especially vulnerable (the HA Barbarossa's ChargedAttack is ''completely'' reset by any involuntary movement). The IPS-N Caliban in particular is completely built around Knockback, having augmented strength and the massive shotguns to abuse it with: Everything it packs has Knockback of some kind, and its traits let it count as [[HumongousMecha Size 3]] for Knockback purposes despite being [[PoweredArmor Size 1/2]], chase after the unfortunate target at the exact same speed and incapacitate them once they inevitably crash into a wall.
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* ''VideoGame/Boktai2SolarBoyDjango'': As a human, Django's weapons don't knock enemies back, but as a vampire, it throws them a fair distance away. Since it changes the entire game mechanic from [[StealthBasedGame sort-of-stealth]] HitAndRunTactics to "run right in and thrash enemies until they die" tactics, it's a borderline GameBreaker.

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* ''VideoGame/Boktai2SolarBoyDjango'': ''[[VideoGame/{{Boktai}} Boktai 2: Solar Boy Django]]'': As a human, Django's weapons don't knock enemies back, but as a vampire, it throws them a fair distance away. Since it changes the entire game mechanic from [[StealthBasedGame sort-of-stealth]] HitAndRunTactics to "run right in and thrash enemies until they die" tactics, it's a borderline GameBreaker.



[[folder:Web Comics]]
* ''Webcomic/ElGoonishShive:'' While Elliot's "[[http://egscomics.com/comic/2002-04-18 Tamashi Gekido]]" technique does do some damage, the main effect is to fling the opponent away.

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[[folder:Web Comics]]
[[folder:Webcomics]]
* ''Webcomic/ElGoonishShive:'' ''Webcomic/ElGoonishShive'': While Elliot's "[[http://egscomics.com/comic/2002-04-18 Tamashi Gekido]]" technique does do some damage, the main effect is to fling the opponent away.
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** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'': Knockback is a major part of combat. All weapon strikes will cause a flinching animation in basic enemies that will cancel their current action, while Link and large enemies are ImmuneToFlinching. Landing a full [[ThreeStrikeCombo strike combo]] (four strikes for one-handed weapons, eight for spears and two for heavy weapons) will also cause full knockback on all enemies and send them toppling back and often ragdolling for a while before picking themselves back up. Likewise, powerful strikes by large enemies such as Moblins and Lynels will always send Link flying back several meters if they land. Link can also obtain a gimmick weapon, the Spring-Loaded Hammer, which causes low damage but deals increased knockback and will send enemies flying several times farther than normal weapons will.

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** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'': ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' and ''VideoGame/TheLegendOfZeldaTearsOfTheKingdom'': Knockback is a major part of combat. All weapon strikes will cause a flinching animation in basic enemies that will cancel their current action, while Link and large enemies are ImmuneToFlinching. Landing a full [[ThreeStrikeCombo strike combo]] (four strikes for one-handed weapons, eight for spears and two for heavy weapons) will also cause full knockback on all enemies and send them toppling back and often ragdolling for a while before picking themselves back up. Likewise, powerful strikes by large enemies such as Moblins and Lynels will always send Link flying back several meters if they land. Link can also obtain a gimmick weapon, the Spring-Loaded Hammer, which causes low damage but deals increased knockback and will send enemies flying several times farther than normal weapons will.
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This is the Capcom version of Aladdin. The Virgin version has no knockback at all.


* The first ''Flintstones'' NES game made the player fall back and be stunned for a second when hit, often down the pit. The second game removed the knockback, although the stun effect remained.

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* The first ''Flintstones'' NES game ''VideoGame/TheFlintstonesTheRescueOfDinoAndHoppy'' made the player fall back and be stunned for a second when hit, often down the pit. The second game sequel, ''VideoGame/TheFlintstonesTheSurpriseAtDinosaurPeak'' removed the knockback, although the stun effect remained.



%%Which Aladdin game? * ''VideoGame/{{Aladdin}}'' actually turned it's knockback into a ''good thing''. Getting struck by an enemy bounces you straight up into the air and Aladdin becomes fully controllable again at the peak of it, so many is the time an enemy will actually help you reach a ledge rather than fall helplessly to your death. This is very prominent in the Cave of Wonders, where if you jump for one of the rising platforms too late and strike the lava underneath, you'll be bounced right up onto the platform and only lose a single heart.

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%%Which Aladdin game? * ''VideoGame/{{Aladdin}}'' ''VideoGame/AladdinCapcom'' actually turned it's knockback into a ''good thing''. Getting struck by an enemy bounces you straight up into the air and Aladdin becomes fully controllable again at the peak of it, so many is the time an enemy will actually help you reach a ledge rather than fall helplessly to your death. This is very prominent in the Cave of Wonders, where if you jump for one of the rising platforms too late and strike the lava underneath, you'll be bounced right up onto the platform and only lose a single heart.

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