History Main / KnockBack

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.
4th Nov '15 8:38:39 AM DarkStorm
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* ''VideoGame/CityOfHeroes'' has three versions: knock back, knock up, and knock down. Almost all melee classes have a power that resists these effects. There also exist enhancements that provide the player with resistance to it, which are in very high demand as most players hate being knocked around by enemies. There also exist enhancements for increasing the knockback in your own powers.

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* ''VideoGame/CityOfHeroes'' has three versions: knock back, knock up, and knock down. Almost all (In technical terms, knockdown was simply knockback of magnitudes of less than one, usually standardized to 0.67) All melee classes have (but not all melee defensive powersets) and the Leaping Power Pool had a power that resists resisted these effects. There also exist existed enhancements that provide the player with resistance to it, which are in very high demand as most players hate being knocked around by enemies. There also exist enhancements for increasing the knockback in your own powers. Near the end of the game's life, they introduced an enhancement that reduced knockback to knockdown (by reducing its magnitude to 1% of normal), because many players hated chasing knocked enemies around with melee characters.
* VideoGame/ChampionsOnline calls it simply "Knock", as a catch-all phrase for knockdown, knockback, knockup, and what it called knock-to (which involves making an enemy fall ''towards'' your character).
4th Sep '15 10:53:08 PM Kayube
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* In ''VideoGame/WarioLandII'' and ''[[VideoGame/WarioLand3 3]]'', Wario can't be killed (and in 3, he doesn't even drop any coins when hit, unlike II); thus, enemies knocking Wario back down to a lower part of the stage (or otherwise pushing him away from his objective) becomes the primary method of introducing difficulty.
16th Aug '15 6:21:58 PM Steven
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* ''VideoGame/YoshisIsland'' has knockback and flinching. In the former's case, getting hit will send you flying back a few steps while in the latter, getting hit while you're on the ground or are hit in midair and fall to the ground immediately has Yoshi shake his head in a daze for a second. Flinching is something you want to avoid as much as possible because you don't want to waste time with Yoshi being stunned while the timer to get back Baby Mario ticks down.
29th Jul '15 12:59:13 AM Adept
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* As an action [=MMO=], ''DragonNest'' practically requires players to exploit the various forms of this trope as even {{Mook}}s can easily do the same. Resistance to this trope can be a {{Gamebreaker}} especially in PVP.

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* As an action [=MMO=], ''DragonNest'' ''VideoGame/DragonNest'' practically requires players to exploit the various forms of this trope as even {{Mook}}s can easily do the same. Resistance to this trope can be a {{Gamebreaker}} especially in PVP.
6th Jul '15 11:27:08 AM TheGoodDoctor
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* In ''TabletopGame/PsionicsTheNextStageInHumanEvolution'', being hit with TK Push or TK Blast sends the victim flying.
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