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* If you take knockback in ''VideoGame/{{Warframe}}'', you can input a roll to dodge-roll to standing or a jump to handspring and negate the lengthy knockdown state. The input window is short, however, and failing to hit the timing will force you into a neutral getup instead--not ideal if you landed in something detrimental like an Eximus aura.
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In games where damage [[KnockBack flings a character around, stuns them or knocks them to the ground]], there is often a way to prevent this. In action games, it's usually done by hitting a certain key while being hit or BlownAcrossTheRoom. In fighting games, this is known as "teching".

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In games where damage [[KnockBack flings a character around, stuns them or knocks them to the ground]], there is often a way to prevent this. In action games, it's usually done by hitting a certain key while being hit or BlownAcrossTheRoom. In fighting games, this is known as "teching".
"teching", or more rarely with the Japanese term "ukemi".
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* In the ''VideoGame/{{Touhou}}'' fighting game spinoffs, you can airtech by airdashing or flying.

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* In the ''VideoGame/{{Touhou}}'' ''Franchise/TouhouProject'' fighting game spinoffs, you can airtech by airdashing or flying.
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ZCE


* In ''VideoGame/LevelUp'', this is possible.

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* %%* In ''VideoGame/LevelUp'', this is possible.possible. ZCE
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expanding context


* ''VideoGame/{{Iji}}'' has the Hidden Skill "Teching" that does this.

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* ''VideoGame/{{Iji}}'' has the Hidden Skill "Teching" that bypasses the ordeal of lying helpless on the floor for a few seconds, by tapping the "interact" key just as you're being hit by a knockback-inducing attack. There's also a special powerup which does this.this automatically for a short period of time.
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* In ''VideoGame/TheElderScrollsVSkyrim'', some very high-level opponents can use the "Unrelenting Force" Shout to send you flying, just as you can do it to them. However, any of the "Ward" spells can block the Shout. So can the shield "Spellbreaker" that you get as a reward for one of the daedric quests. You just need a few seconds to prepare...
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** In addition to this, ''VideoGame/SuperSmashBrosBrawl'' has [[https://www.ssbwiki.com/Momentum_canceling momentum cancelling]]. After [[ComboBreaker cancelling hitstun with an airdodge or your fastest aerial]], you can reduce your horizontal momentum by jumping[[note]]Some characters also have special moves that can be used to do this[[/note]], or your vertical momentum by fast-falling.
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* In ''VideoGame/FinalFantasyXIV'', melee DPS and tanks get a job action called Arm's Length, which causes them to be temporarily immune to knockback effects, so they don't break position from them.
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* In ''VideoGame/FinalFantasyXII'', many enemies including bosses have a passive ability that allows them to ignore knockback from your attacks and it's usually justified due to their size and mass.
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It's completely wrong that the Smash community came up with "tech" for Ukemi. The term came from Street Fighter and other 2D arcade fighters where you'd get a Tech Bonus for successfully doing a quick get up after a knockdown, which caused people to call it a "tech" (same with escaping throws). Smash merely borrowed that term.


** The ''Super Smash Bros.'' community is notably responsible for the use of the word "tech" for ukemi mechanics in video games. As the action was [[GuideDangIt never described in the manual]] for any of the Smash games, the community came up with the word "tech" as a placeholder. It became so widely accepted, that when the creator finally named it "Ukemi" after the real judo technique, [[InsistentTerminology the community largely went on using "tech"]], which then spread to other fighting games with similar mechanics.

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** The ''Super Smash Bros.'' community is notably responsible for the use of the word "tech" for ukemi mechanics in video games. As the action was [[GuideDangIt never described in the manual]] for any of the Smash games, the community came up with borrowed the word term "tech" from other fighting game communities, just as a placeholder. they had done with "wavedash" earlier. It became so widely accepted, that when the creator finally named it "Ukemi" after the real judo technique, [[InsistentTerminology the community largely went on using "tech"]], which then spread to other fighting games with similar mechanics."tech"]].
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[[folder: Action Role Playing Game]]
* A staple mechanic in the ''VideoGame/TalesSeries'' known as Recover, which lets you press the Guard button (or anything at all) to flip upright after being sent flying or knocked down, though one has to be mindful of knowing when it's safer to ''not'' do it, such as during times when its safer to take advantage of the invincibility of being knocked down or using the distance given to you from moves with large knockback. Some enemies are able to do this as well, which can be used to your advantage.
* A regular part of the ''Franchise/KingdomHearts'' series starting with ''VideoGame/KingdomHeartsII'' is an ability known as Aerial Recovery which lets you regain control after being launched. Some bosses and enemies in the series are capable of it as well, and knowing when to use yours and when they'll use theirs is an important part of getting through the higher difficulties.
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* ''TabletopGame/{{Champions}}'': Naturally, the game that gave us the Knockback term has ways to counter it. The superpower Knockback Resistance subtracts from Knockback inflicted on the character, and the skill Breakfall lets one "roll out" of being knocked to the ground. Characters that have neither can always use a combat action to brace against Knockback (using either their Strength or, if they have it, their Flight as a counter).

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* TheDishwasher often allows you to dodge in the middle of a knockback... or, for that matter, ''any other action'' that you normally wouldn't be able to attack or move in. ''[[HarderThanHard This tactic is absolutely vital in the first game]]'' and highly recommended in the second.

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\n* TheDishwasher ''VideoGame/TheDishwasher'' often allows you to dodge in the middle of a knockback... or, for that matter, ''any other action'' that you normally wouldn't be able to attack or move in. ''[[HarderThanHard This tactic is absolutely vital in the first game]]'' and highly recommended in the second.
second.



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* ''VideoGame/AsurasWrath'' also has this as a major mechanic, complete with the (partial) life recovery from ViewtifulJoe seen above. [[SuperMode Unlimited Mode]] makes it automatic for as long as it lasts, although since Asura doesn't take any damage during it, it only serves to allow him to resume attacking quicker.

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* ''VideoGame/AsurasWrath'' also has this as a major mechanic, complete with the (partial) life recovery from ViewtifulJoe VideoGame/ViewtifulJoe seen above. [[SuperMode Unlimited Mode]] makes it automatic for as long as it lasts, although since Asura doesn't take any damage during it, it only serves to allow him to resume attacking quicker.

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* ''MutantsAndMasterminds'' has the ability to spend a Hero Point to nullify Stun, which normally results in Knockback. Players can also use Acrobatics to avoid the Prone status after knockback.

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\n* ''MutantsAndMasterminds'' ''TabletopGame/MutantsAndMasterminds'' has the ability to spend a Hero Point to nullify Stun, which normally results in Knockback. Players can also use Acrobatics to avoid the Prone status after knockback.
knockback.
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** The ''Super Smas Bros.'' community is notably responsible for the use of the word "tech" for ukemi mechanics in video games. As the action was [[GuideDangIt never described in the manual]] for any of the Smash games, the community came up with the word "tech" as a placeholder. It became so widely accepted, that when the creator finally named it "Ukemi" after the real judo technique, the community largely went on using "tech", which then spread to other fighting games with similar mechanics.

to:

** The ''Super Smas Smash Bros.'' community is notably responsible for the use of the word "tech" for ukemi mechanics in video games. As the action was [[GuideDangIt never described in the manual]] for any of the Smash games, the community came up with the word "tech" as a placeholder. It became so widely accepted, that when the creator finally named it "Ukemi" after the real judo technique, [[InsistentTerminology the community largely went on using "tech", "tech"]], which then spread to other fighting games with similar mechanics.

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* ''[[SoulSeries Soul Calibur IV]]'' allows you to Ukemi or Just Ukemi as you are knocked to the ground in order to instantly stand up or roll.

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* ''[[SoulSeries ''[[VideoGame/SoulSeries Soul Calibur IV]]'' allows you to Ukemi or Just Ukemi as you are knocked to the ground in order to instantly stand up or roll.







* One class in ''RagnarokOnline'' - The Swordsman and its variants - has a skill that does that, and it makes lots of sense, with the sheer amount of mobs rallied in one train, or adds following the MVP boss.
* ''DCUniverseOnline'' lets you use Breakout to stop being knocked back and grant yourself a brief control immunity. Unusually for this trope, this is not without cost - Breakout costs valuable energy.

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\n* One class in ''RagnarokOnline'' ''VideoGame/RagnarokOnline'' - The Swordsman and its variants - has a skill that does that, and it makes lots of sense, with the sheer amount of mobs rallied in one train, or adds following the MVP boss.
* ''DCUniverseOnline'' ''VideoGame/DCUniverseOnline'' lets you use Breakout to stop being knocked back and grant yourself a brief control immunity. Unusually for this trope, this is not without cost - Breakout costs valuable energy.






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Adding in an active example of usage.

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[[folder: Tabletop RPG ]]

* ''MutantsAndMasterminds'' has the ability to spend a Hero Point to nullify Stun, which normally results in Knockback. Players can also use Acrobatics to avoid the Prone status after knockback.

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* ''SuperSmashBros'' allows you to do a quick recovery when you're knocked into a wall or the floor, either flipping or rolling to your feet when hitting the ground, or keeping yourself from smacking into a wall. If your character can wall-jump, you can use that to recover when hitting a wall.

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* ''SuperSmashBros'' ''VideoGame/SuperSmashBros'' allows you to do a quick recovery when you're knocked into a wall or the floor, either flipping or rolling to your feet when hitting the ground, or keeping yourself from smacking into a wall. If your character can wall-jump, you can use that to recover when hitting a wall.



** The ''SuperSmashBros'' community is notably responsible for the use of the word "tech" for ukemi mechanics in video games. As the action was [[GuideDangIt never described in the manual]] for any of the Smash games, the community came up with the word "tech" as a placeholder. It became so widely accepted, that when the creator finally named it "Ukemi" after the real judo technique, the community largely went on using "tech", which then spread to other fighting games with similar mechanics.

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** The ''SuperSmashBros'' ''Super Smas Bros.'' community is notably responsible for the use of the word "tech" for ukemi mechanics in video games. As the action was [[GuideDangIt never described in the manual]] for any of the Smash games, the community came up with the word "tech" as a placeholder. It became so widely accepted, that when the creator finally named it "Ukemi" after the real judo technique, the community largely went on using "tech", which then spread to other fighting games with similar mechanics.

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Since these are passive abilities rather than active ones, they are instead examples of Immune To Flinching.


* In some video games, hitting or shooting an enemy at just the right instant allows you to glitch through it without getting hit (and hence avoid knockback). This works, for instance, in ''VideoGame/SuperMetroid''.

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* In some video games, hitting or shooting an enemy at just the right instant allows you to glitch through it without [[CollisionDamage getting hit hit]] (and hence avoid knockback). This works, for instance, in ''VideoGame/SuperMetroid''.



* The Dwarves of ''WarhammerOnline'' have a tactic that is a partial example of this. The tactic is called "Stoutness of Stone" and it allows them to recover from being knocked down or stunned in half the time they normally would.
* ''GuildWars'' has a few stances, enchantments, and a ward that does this.



* ''SaintsRow The Third'' has an optional Upgrade of "No Ragdoll", which makes you no longer get knocked over by explosions.



[[folder: Tabletop RPG ]]

* ''MutantsAndMasterminds'' has the ability to nullify Stun, which results in Knockback, as well as a host of other ways to manipulate your stats to reduce Knockback values or increase your chances of surviving the impact.
* ''{{Champions}}'' has two ways to do this, Clinging and Knockback Resistance.

[[/folder]]
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** The ''SuperSmashBros'' community is notably responsible for the use of the word "tech" for ukemi mechanics in video games. As the action was [[GuideDangIt never described in the manual]] for any of the Smash games, the community came up with the word "tech" as a placeholder. It became so widely accepted, that when the creator finally named in "Ukemi" after the real judo technique, the community largely went on using "tech", which then spread to other fighting games with similar mechanics.

to:

** The ''SuperSmashBros'' community is notably responsible for the use of the word "tech" for ukemi mechanics in video games. As the action was [[GuideDangIt never described in the manual]] for any of the Smash games, the community came up with the word "tech" as a placeholder. It became so widely accepted, that when the creator finally named in it "Ukemi" after the real judo technique, the community largely went on using "tech", which then spread to other fighting games with similar mechanics.
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** The ''SuperSmashBros'' community is notably responsible for the use of the word "tech" for ukemi mechanics in video games. As the action was [[GuideDangIt never described in the manual]] for any of the Smash games, the community came up with the word "tech" as a placeholder. It became so widely accepted, that when the creator finally named in "Ukemi" after the real judo technique, the community largely went on using "tech", which then spread to other fighting games with similar mechanics.

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* ''ViewtifulJoe'' has this as an ability you can buy, specifically called Ukemi. If you zoom in right when you hit the ground, you'll flip back up and negate the damage, even though you already saw it subtracted from your lifebar. It won't help against hits that don't knock you back, though.

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* ''ViewtifulJoe'' has Most ''VideoGame/ViewtifulJoe'' installments have this as an ability you can buy, specifically called Ukemi. If you zoom in right when you hit the ground, you'll flip back up and negate the damage, even though you already saw it subtracted from your lifebar. It won't help against hits that don't knock you back, though.though, and doesn't always recover all your health if the attack is badly damaging. But if it is used miraculously, it can forgive that one mistake that might stop you from getting a perfect Rainbow V rank.
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In games where damage [[KnockBack flings a character around, stuns them or knocks them to the ground]], there is often a way to prevent this. In action games, it's usually done by hitting a certain key while being hit or BlownAcrossTheRoom. In fighting games, this is known as "teching".

to:

In games where damage [[KnockBack flings a character around, stuns them or knocks them to the ground]], there is often a way to prevent this. In action games, it's usually done by hitting a certain key while being hit or BlownAcrossTheRoom. In fighting games, this is known as "teching".



* The Zombie Officer soul in ''CastlevaniaAriaOfSorrow'' allows you to stop knockback.
** In some ''{{Castlevania}}'' games, knockback can be avoided by crouching.

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* The Zombie Officer soul in ''CastlevaniaAriaOfSorrow'' ''VideoGame/CastlevaniaAriaOfSorrow'' allows you to stop knockback.
** In some ''{{Castlevania}}'' ''Franchise/{{Castlevania}}'' games, knockback can be avoided by crouching.

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* In ''VideoGame/{{Clonk}}'' mage fights, a GoodBadBug allows you to stop tumbling by casting a spell you started aiming before being hit by an attack.

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* ''VideoGame/{{Clonk}}''
**
In ''VideoGame/{{Clonk}}'' mage fights, a GoodBadBug allows you to stop tumbling by casting a spell you started aiming before being hit by an attack.
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* ''VideoGame/TheWonderful101'', from the [[Creator/HidekiKamiya same director]], also has Ukemi. If you press jump button exactly the moment when you touch the ground after you've been hit -- you negate the damage and get a few seconds of invincibility to show you recover animation.

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