History Main / KnockBack

7th Apr '17 2:18:40 PM eroock
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* ''Flinching'': Short-term knockback yields little more than a 'flinching' animation and may interrupt whatever action the player was performing (a {{combo|s}} or ChargedAttack, say). The knockback otherwise does not impede or interfere with player movement or control.
* ''Knocked back'': The most common manifestation of knockback interrupts the player's action and momentum and pushes them back a short distance (perhaps one or two steps); the character recovers their footing quickly, and the player is able to resume action in short order.
* ''Knocked down'': In its extreme manifestation, the player's character may be knocked back a significant distance, and the player is unable to control them until the character comes to a stop and is able to get back up onto their feet again.

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* ''Flinching'': '''Flinching''': Short-term knockback yields little more than a 'flinching' animation and may interrupt whatever action the player was performing (a {{combo|s}} or ChargedAttack, say). The knockback otherwise does not impede or interfere with player movement or control.
* ''Knocked back'': '''Knocked back''': The most common manifestation of knockback interrupts the player's action and momentum and pushes them back a short distance (perhaps one or two steps); the character recovers their footing quickly, and the player is able to resume action in short order.
* ''Knocked down'': '''Knocked down''': In its extreme manifestation, the player's character may be knocked back a significant distance, and the player is unable to control them until the character comes to a stop and is able to get back up onto their feet again.
7th Apr '17 2:18:18 PM eroock
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''Knockback'' is a VideoGame simplification of basic physics where if a character is struck by an attack, it will physically push them aside some measure of distance[[labelnote:*]]Sometimes even allowing them to get to places they normally can't[[/labelnote]]. Modern games featuring full physics engines can incorporate numerous factors (relative mass, speed, gravity/wind, etc.) to calculate the exact force and direction of it, while older and simpler (and by extension, {{Retraux}}) will use extremely simplified rules, such as whether the attack originated from the right or left of the player and which direction the player was facing.

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''Knockback'' Knockback is a VideoGame simplification of basic physics where if a character is struck by an attack, it will physically push them aside some measure of distance[[labelnote:*]]Sometimes even allowing them to get to places they normally can't[[/labelnote]]. Modern games featuring full physics engines can incorporate numerous factors (relative mass, speed, gravity/wind, etc.) to calculate the exact force and direction of it, while older and simpler (and by extension, {{Retraux}}) will use extremely simplified rules, such as whether the attack originated from the right or left of the player and which direction the player was facing.
29th Oct '16 12:54:42 PM superkeijikun
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** In ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', a power attack will cause an opponent to stagger, and the Unrelenting Force shout will stagger an enemy, or send them flying at it's highest level.
*** One of the higher tier archery abilities, Power Draw, introduces knockback to arrows, half the time. Needless to say, the [[StunLock ability to stun an opponent at range over and over again]] is almost a GameBreaker. The only reason it isn't is because it only affects creatures that are about as big as the player; dragons, for example, don't care about knockback at all.

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** In * ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', a Skyrim]]''
** A
power attack will cause an opponent to stagger, and the stagger.
** The
Unrelenting Force shout has this effect. One word of the shout will stagger an enemy, or send enemy. Two words will cause them to fall to their knees. A full three-word shout releases a projectile that ragdolls enemies and sends them flying at it's highest level.
***
several dozen feet through the air.
**
One of the higher tier archery abilities, Power Draw, introduces knockback to arrows, half the time. Needless to say, the [[StunLock ability to stun an opponent at range over and over again]] is almost a GameBreaker. The only reason it isn't is because it only affects creatures that are about as big as the player; dragons, for example, don't care about knockback at all.
16th Oct '16 5:08:12 AM Morgenthaler
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* In ''Märchen Maze'', enemies and hazards cause knockback instead of direct damage, which is an effective threat because the levels are entirely on {{Floating Platform}}s.

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* In ''Märchen Maze'', enemies and hazards cause knockback instead of direct damage, which is an effective threat because the levels are entirely on {{Floating Platform}}s.



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16th Oct '16 4:47:03 AM Morgenthaler
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* Despite the utter ubiquity of this phenomenon in video games, the actual TropeNamer for it is '''''not''''' a video game. The term "knockback" was first used to describe this effect in a game by the creators of ''TabletopGame/{{Champions}}'' and the HeroSystem. When video games came along, the term had become so widespread among tabletop gamers (having migrated from ''TabletopGame/{{Champions}}'' to ''TabletopGame/{{GURPS}}'' to ''TabletopGame/DungeonsAndDragons'') that it was natural to call it this.

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* Despite the utter ubiquity of this phenomenon in video games, the actual TropeNamer for it is '''''not''''' a video game. The term "knockback" was first used to describe this effect in a game by the creators of ''TabletopGame/{{Champions}}'' and the HeroSystem.TabletopGame/HeroSystem. When video games came along, the term had become so widespread among tabletop gamers (having migrated from ''TabletopGame/{{Champions}}'' to ''TabletopGame/{{GURPS}}'' to ''TabletopGame/DungeonsAndDragons'') that it was natural to call it this.
21st Sep '16 10:18:36 AM erforce
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* ''GearsOfWar 2'' and 3 implement a "stopping power" system where being shot slows the player's movement toward the shooter. This was added to prevent players from charging through a hail of machine gun fire for a close-quarters execution with a shotgun. In addition, smoke grenades in 3 (and post-patch 2) cause a flinch effect, while in 1 and pre-patch 2 cause full-on knockback, though they deal no actual damage in either case.
* In ''{{PN 03}}'' the amount of knockback varies with the amount of damage inflicted by an enemy attack, with the strongest attacks blowing Vanessa [[BlownAcrossTheRoom clear across the room]]. In some cases, Vanessa mysteriously is knocked ''forward''.

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* ''GearsOfWar 2'' ''VideoGame/GearsOfWar2'' and 3 ''[[VideoGame/VideoGame/GearsOfWar3 3]]'' implement a "stopping power" system where being shot slows the player's movement toward the shooter. This was added to prevent players from charging through a hail of machine gun fire for a close-quarters execution with a shotgun. In addition, smoke grenades in 3 (and post-patch 2) cause a flinch effect, while in 1 and pre-patch 2 cause full-on knockback, though they deal no actual damage in either case.
* In ''{{PN 03}}'' ''VideoGame/PN03'' the amount of knockback varies with the amount of damage inflicted by an enemy attack, with the strongest attacks blowing Vanessa [[BlownAcrossTheRoom clear across the room]]. In some cases, Vanessa mysteriously is knocked ''forward''.



* While ''VideoGame/{{Warcraft}} III'' doesn't feature knockback, the trope's omnipresence is such that it's a very rare (custom) map that doesn't have this mechanism (such as ''VideoGame/DefenseOfTheAncients'' and its variants). It does feature plenty of ways to stun enemies or interrupt their casting.

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* While ''VideoGame/{{Warcraft}} III'' ''VideoGame/WarCraftIII'' doesn't feature knockback, the trope's omnipresence is such that it's a very rare (custom) map that doesn't have this mechanism (such as ''VideoGame/DefenseOfTheAncients'' and its variants). It does feature plenty of ways to stun enemies or interrupt their casting.



* ''Myth 1'' and 2 have a flinch mechanic that is fairly central to gameplay as it allows certain rock-paper-scissors balancing. For example, the fast but unarmored Berserks can often kill heavily armored Warriors by whaling on them fast enough that the Warrior can't get a swing in from all the flinching. However, the same Berserks have a tough time against archers, as being hit causes the Berserk to stop running while he flinches--making him an easier target. Those heavily-armored Warriors are less likely to take damage from arrows, and still less likely to take enough to flinch.

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* ''Myth 1'' and 2 ''2'' have a flinch mechanic that is fairly central to gameplay as it allows certain rock-paper-scissors balancing. For example, the fast but unarmored Berserks can often kill heavily armored Warriors by whaling on them fast enough that the Warrior can't get a swing in from all the flinching. However, the same Berserks have a tough time against archers, as being hit causes the Berserk to stop running while he flinches--making him an easier target. Those heavily-armored Warriors are less likely to take damage from arrows, and still less likely to take enough to flinch.
13th Aug '16 8:58:49 PM nombretomado
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* A key game mechanic in ''DissidiaFinalFantasy'', in the form of Wall/Floor/Ceiling Rush. Essentially--many attacks send the opponent away from the fighter at high velocity. If an attack has the ability to wall rush, and there's a wall somewhere along the victim's trajectory, they'll slam into it for extra damage (base value of one-half of the damage done by the original hit in ''Dissidia'', one-quarter in ''Duodecim''). Interestingly, various attacks have various 'likelihoods' of wall rush--a lot have zero chance of rushing, no matter if your opponent is right up next to the wall/ceiling, some have wall rush for a certain amount of distance (e.g. Bitter End can wall rush, but the opponent recovers if there's no wall for a long way), and a very amusing few (Nightglow, Shadow Bringer, and Cross Slash, for few) basically have guaranteed wall rush--so long as there ''is'' a surface to slam into, the opponent ''will'' do it--even if the closest wall is [[PunchedAcrossTheRoom hundreds and hundreds of meters away]].

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* A key game mechanic in ''DissidiaFinalFantasy'', ''VideoGame/DissidiaFinalFantasy'', in the form of Wall/Floor/Ceiling Rush. Essentially--many attacks send the opponent away from the fighter at high velocity. If an attack has the ability to wall rush, and there's a wall somewhere along the victim's trajectory, they'll slam into it for extra damage (base value of one-half of the damage done by the original hit in ''Dissidia'', one-quarter in ''Duodecim''). Interestingly, various attacks have various 'likelihoods' of wall rush--a lot have zero chance of rushing, no matter if your opponent is right up next to the wall/ceiling, some have wall rush for a certain amount of distance (e.g. Bitter End can wall rush, but the opponent recovers if there's no wall for a long way), and a very amusing few (Nightglow, Shadow Bringer, and Cross Slash, for few) basically have guaranteed wall rush--so long as there ''is'' a surface to slam into, the opponent ''will'' do it--even if the closest wall is [[PunchedAcrossTheRoom hundreds and hundreds of meters away]].
8th Jun '16 9:34:50 AM Willbyr
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* Tecmo's ''CaptainTsubasa'', extraordinary strong shot and tackle techniques include a knockback effect that sends weaker oppornents trying to intercept the user across the field in [[RuleOfCool an exaggerated fashion.]]

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* Tecmo's ''CaptainTsubasa'', ''Manga/CaptainTsubasa'', extraordinary strong shot and tackle techniques include a knockback effect that sends weaker oppornents trying to intercept the user across the field in [[RuleOfCool an exaggerated fashion.]]fashion]].
2nd Apr '16 10:53:09 AM Steven
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* ''VideoGame/FinalFantasyXIV'' has several player skills that can cause knockback to enemies, which is handy for interrupting attacks. Enemies also posses attacks that can knock back players for the same effect and in some cases, can push them off the edge of the arena for a OneHitKill. In PvP, a properly timed knock back can make or break the match.




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* The ''VideoGame/FinalFantasyTactics'' series has knock back as a strategic use. Knock backs (whether by abilities or a critical hit) will always push the character back one space and if they get shoved off a ledge or cliff, they'll suffer fall damage on the way down (enemies that float won't suffer fall damage).
28th Nov '15 3:12:54 PM gophergiggles
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* ''Disney/{{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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