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1[[quoteright:640: [[TabletopGame/PokemonTradingCardGame https://static.tvtropes.org/pmwiki/pub/images/bench.png]]]]
2 [[caption-width-right:640:]]
3
4->'''Vearn:''' I see. A castling maneuver.\
5'''Kill-Vearn:''' Castling?\
6'''Vearn:''' In the game of chess, there is a move where the king and rook can be rearranged.
7-->-- ''Manga/DragonQuestTheAdventureOfDai''
8
9In a combat setting with TagTeam dynamics, these moves cause a character to switch with their partner as part of an action.
10
11When used on your own character, this can allow you to cycle out a vulnerable unit behind a sturdier one. This can naturally be combined with HitAndRunTactics to abuse the strategy. Games with these moves will also often have some units with [[DynamicEntry entry attacks]] which are designed reap advantages for being switched into.
12
13When used for disruption, these moves may ''force someone else'' to switch with their partner. Generally this is used to brings a more vulnerable target to the frontlines who has a poor matchup or can't easily retreat.
14
15See also SwapFighter, where an ''entire character'' revolves around tagging in/out with their partners as needed (switching is usually a free action). Compare NinjaLog, where a character switches places with an inanimate object. Contrast StandYourGround, where a character cannot be forced to switch out.
16
17A possible use for SwapTeleportation. Contrast UnableToRetreat.
18----
19!!Examples:
20
21[[foldercontrol]]
22
23[[folder:Anime & Manga]]
24* In ''Anime/YuGiOh'', Yugi Mutou switches consciousnesses with Yami Yugi in this way, at least after little Yugi finds out about Yami. Whoever's soul is not using the body stays in the holding place in the brain. They tag in and out to switch. Their ability to do this comes in handy when fighting an opponent who can read their thoughts.
25* ''Manga/HunterXHunter'': Goreinu's abilities can do this with SwapTeleportation. He can summon two gorillas, a black one and a white one, both of whom can move about on their own. Goreinu can instantly switch locations with the black gorilla; he can cause someone else to switch locations with the white one.
26* ''Manga/OnePiece'':
27** Luffy attempts this with Zoro, who is holding off Arlong. Unfortunately for the swordsman, [[IdiotHero Luffy]]'s idea of an example of this trope involves sending Zoro (who, mind you, is heavily wounded by this point) flying backwards about 100 feet in the air.
28** Also when Luffy switches with Buggy in his battle with Mihawk.
29* ''Manga/BirdyTheMighty'': Given that Tsutomu and Birdy share the same body, they can switch with each other whenever needed.
30* ''Literature/SwordArtOnline'': Switching is heavily used technique where the player switches with their partner after attacking the enemy, offsetting it, and the partner does a follow-up attack so the former can recuperate.
31* ''Manga/TodaysCerberus'' has a cerberus's human disguise work like this: only one of her heads is "out" at once, and their shared body changes to suit it. This isn't an especially convenient instance: she has little to no conscious control over the process, it can easily be triggered against her will, and only the two heads presently in "storage" can communicate with each other, though they know what's going on. But as her heads have differing personalities and aptitudes (despite obviously getting along well enough to share a body), it narratively functions as this trope.
32* ''Manga/JujutsuKaisen'': Aoi Todo's Cursed Technique, Boogie Woogie, allows him to switch positions with any entity with sufficient cursed energy whenever he claps his hands, which he uses in his and Yuji's fight with Hanami to repeatedly change his and Yuji's positions to confuse Hanami.
33* ''Anime/PokemonTheSeries'':
34** Iris's Emolga knows Volt Switch which she mostly uses to get out of battling such as in ''Anime/PokemonTheMovieBlackAndWhite'' when she uses it to switch out for Excadrill when going up against Tatsuki's Emboar in the opening montage, causing Iris to be instantly disqualified because you can only use one Pokémon during the battles. Needless to say, Iris is [[DeathGlare not happy]]. In [=BW041=], Emolga uses Volt Switch to take down Stephan's Sawk.
35** During Ash's battle with Leon, Leon's Dragapult uses Dragon Tail to damage and switch out Ash's Pokémon, which is also the first time Dragon Tail has this effect as all of its other appearances simply have it doing damage without switching in a Trainer Battle. Despite this, the Dragon/Ghost-type is only able to use this to beat Mega Lucario.
36* In ''Manga/DragonQuestTheAdventureOfDai'', Block is an [[AnimateInanimateObject animated Rook chess piece]] who serves as the MightyGlacier of Hadler's Royal Guard, slow and heavily armoured but capable of lifting and throwing an entire ship. As a Rook, [[spoiler: he dies "castling" with Hadler to [[TakingTheBullet intercept Vearn's spear.]]]]
37[[/folder]]
38
39[[folder:Board Games]]
40* Castling in TabletopGame/{{Chess}} swaps the player's king with one of his rooks.
41* The number 11 card in the game ''Sorry'' has two options, like several other cards in the game. If you draw a number 11, you can a) move eleven spaces, or b) swap places with an opponent.
42[[/folder]]
43
44[[folder:Card Games]]
45* Some cards in ''TabletopGame/MagicTheGathering'' allow you to do so, such as the [[http://magiccards.info/bok/en/44.html "Ninjutsu"]] mechanic, which allows you to trade one attacking creature for another in the middle of combat.
46* The Gladiator Beast monsters in the ''TabletopGame/YuGiOh'' card game have the ability to tag-out by returning to the deck in exchange for a different Gladiator Beast. The second one that comes in ends up with a special ability it wouldn't have otherwise.
47* The ''TabletopGame/{{Pokemon}}'' Trading Card Game allows Pokémon to switch back to the Bench [a reserve area] after it attacks. The most infamous card to do so among players is Dunsparce, which, for minimal Energy costs, inflicted Confusion and would retreat back, making it near impossible to defeat. Most subsequent cards based on Dunsparce have had an attack-and-retreat move since.
48[[/folder]]
49
50[[folder:Comic Books]]
51* The first ''Franchise/MarvelUniverse ComicBook/{{Captain Marvel|MarvelComics}}'' had this ability due to having SwapTeleportation. His partner, Rick Jones, could send himself to the Negative Zone (and release Captain Marvel to take his place) by striking the Nega Bands on his wrists together over his head. It was a homage to the [[ComicBook/{{Shazam}} better-known DC character]] of the same name (who [[IAmNotShazam is not Shazam]], [[ComicBook/New52 except when he is]].)
52[[/folder]]
53
54[[folder:Live-Action TV]]
55* ''Series/BuffyTheVampireSlayer'': Combining with CallingYourAttacks in Part 2 of "What's My Line?", Buffy is fighting the human assassin Patrice, while fellow vampire slayer Kendra is fighting vampire Spike. Buffy just shouts "Switch!" and bends over; Kendra rolls over Buffy's back to face Patrice, immediately landing a punch and knocking her into the wall. Buffy faces Spike.
56-->'''Spike:''' I'd rather be fighting you anyway.\
57'''Buffy:''' Mutual.
58[[/folder]]
59
60[[folder:Tabletop Games]]
61* ''TabletopGame/DungeonsAndDragons'': Through the use of SwapTeleportation spells:
62** 3.5 Edition has the spells ''benign transposition'', which causes two willing creatures nearby to swap locations, and ''baleful transposition'', which works on non-willing creatures as well. Since the exchange is instantaneous, it has the extra benefit of not exposing them to attack from nearby enemies, as usually happens when someone moves away from a threat.
63** In 5[[superscript:th]] Edition, wizards specializing in Conjuration gain the Benign Transposition ability, which is a short-range teleport that can also be used to swap places with a willing creature. For example, if the SquishyWizard gets threatened in melee and trades places with a well-armored CloseRangeCombatant teammate.
64[[/folder]]
65
66[[folder:Video Games]]
67* ''VideoGame/ANNOMutationem'': In the fight against the [[DualBoss two]] elite {{Cyber|ninja}}-Kunoichi at The Consortium's facility, both of them will perform an instant swap technique with each other to take their place after receiving a significant amount of damage.
68* A staple in ''Franchise/SonicTheHedgehog'' games' multiplayer races is a Monitor that, when struck will cause the players to switch places. This began in ''[[VideoGame/SonicTheHedgehog2 Sonic 2]]'' and returned in ''VideoGame/SonicColors'' and ''VideoGame/SonicMania''.
69* ''Franchise/SuperMarioBros'':
70** Some items and events in the ''VideoGame/MarioParty'' games allow you to switch spaces with other players. Some do so with one specific character (such as the Warp Pipe), while others will shuffle everybody around (such as a number of Bowser events).
71** ''VideoGame/MarioKartDoubleDash'': The game's main mechanic involves two characters in one Kart. The two characters can be swapped mid-race between the driver and the character in the back that uses items. This is very useful when you want to hold on to an item you want to use later.
72* ''[[VideoGame/TheLegendOfZeldaOracleGames The Legend of Zelda: Oracle of Ages]]'' had a TeleportGun that worked through SwapTeleportation, called the Switch Hook (a [[GrapplingHookPistol Hookshot]] variant) that acted like this, causing Link and the target to switch places.
73* ''Franchise/{{Pokemon}}'': While combat in this series mostly revolves around one-on-one TagTeam matches, there are various moves that cause a Pokémon to be switched out. These provide additional effects over a normal tag-out, and/or may be used in situations where normal switches are not possible:
74** Baton Pass passes on any of the user's stat changes (e.g. attack/defense boosts or drops) to the next Pokémon switched in. The same applies for all adverse volatile status effects, like binding, infatuation, confusion, and the like.
75** U-Turn, Volt Switch, and Flip Turn attack the opponent and then immediately switch the user out, all during the same turn.
76** Ally Switch switches position with the partner in a Double or Triple Battle.
77** Moves like Roar or Whirlwind force the ''opponent'' to switch out, while Dragon Tail and Circle Throw inflict damage ''and'' force the opponent to switch out (during the same turn). These moves have decreased [[ActionInitiative priority]], allowing the opponent to strike first before it hits. Use of these moves forces the opponent's stats to reset; this no doubt infuriate players using Baton Pass to power up their would-be sweeper.
78** Eject Button, an item introduced in Generation V, causes the user to switch out after being hit by an opponent's attack; this can allow the user to strike first and be switched out on the same turn, but the item is consumed after one use. Another item from same generation, Red Card, causes whoever hits the holder to switch out.
79** A few sacrificial moves (like Healing Wish) cause the user to faint, but in return grant effects (such as restored HP) on the next Pokémon sent out.
80** Parting Shot switches the user out after lowering the opponent's Attack and Special Attack stats.
81** Wimpod's Wimp Out and Golisopod's Emergency Exit abilities switch them with a partner Pokémon if their HP falls below 50%.
82** Despite being a move since the first generation, Teleport was given this effect in [[VideoGame/PokemonSwordAndShield generation eight]] when used on a team, but it has major negative priority, allowing it to nearly always go last. Useful for a Pokemon that can take a hit to bring in another who can't.
83** Shed Tail creates a [[DecoyGetaway Substitute with 50% of user's total HP]], then switches out and gives it to the Pokémon that switches in after it.
84** Chilly Reception, a move exclusive to Slowking where the user tells a chillingly bad joke, [[WeatherManipulation causing the weather to change to Snow]] and switching the user out.
85* ''VideoGame/CapcomVs'':
86** Several entries in the series, particularly ''VideoGame/MarvelVsCapcom'' and ''VideoGame/TatsunokoVsCapcom'', apply these to super moves, allowing your partner to jump in as long as you have the meter to cancel into their super move (called "Delayed Hyper Cancels" or "DHC").
87** Starting with ''VideoGame/XMenVsStreetFighter'', a blocking character could sacrifice a bar of meter to call in their standby partner, who would then [[CounterAttack attack mid-blockstring and interrupt the opposing player's offensive]]. This is known as a "Variable Counter" and would be featured in every single Marvel game up to ''VideoGame/MarvelVsCapcom3'' (where it's instead called "Crossover Counter") as well as ''VideoGame/TatsunokoVsCapcom''.
88** ''[[VideoGame/MarvelVsCapcom2 Marvel vs. Capcom 2]]'' and ''[[VideoGame/MarvelVsCapcom3 3]]'' also have the "Snapback" command that, at the cost of a bar of meter, forces your opponent to tag out (if possible) to another teammate of your choosing. A frequent application of this technique in [[TournamentPlay high-level play]] involves attacking at the right moment while an {{Assist|Character}} is being called, forcing the active character out of battle with a Snapback, and then juggling the helpless Assist(s) until either they're down or the combo is dropped.
89** ''VideoGame/TatsunokoVsCapcom'' lets you switch characters during an aerial juggle, known as a "Variable Aerial Rave." [[note]]"Aerial Rave" is the terminology earlier games in the ''Vs.'' series, such as ''[=XvSF=]'', used to refer to air combos started by a LauncherMove. The Japanese version of ''[=MvC2=]'' was the last game prior to ''[=TvC=]'' to officially use the terminology ([[https://tcrf.net/Marvel_vs._Capcom_2:_New_Age_of_Heroes_(Arcade)#Regional_Differences as indicated by sound files]]) and it was phased out from ''[=MvC3=]'' onward, though many members of the [[MediaNotes/FightingGameCommunity FGC]], particularly those who got their foothold in the genre through the ''Vs.'' series, still refer to this type of air combos as aerial raves.[[/note]] It requires a bar of super meter to perform.
90** ''VideoGame/MarvelVsCapcom3'' has a similar mechanic known as "Aerial Exchange": during an air combo, pressing one of the four directional inputs + Special will cause the attacking character to blow their airborne opponent either higher up, back down to the ground, or against the wall of the stage before tagging out to their partner, who then continues the air combo. Not only are Aerial Exchanges meter-free and able to be performed twice in a row, they also award a set percentage of meter upon connecting and/or provide damage bonuses for the ensuing air combo depending on the direction of the exchange. The catch is that the helpless party can [[ComboBreaker counter this]] and immediately end the air combo on the spot if they can correctly guess which directional input is used to tag out and press S during a very small window of opportunity.
91** ''VideoGame/MarvelVsCapcomInfinite'' has a much more liberal switching system, allowing you to basically swap freely but removing the DHC system from previous games.
92* ''VideoGame/GwentTheWitcherCardGame'': The Decoy card invokes this idea to swap a unit on the board with the top unit in your deck, but doesn't count as a unit itself. Emhyr's leader ability returns a Nilfgaardian unit to the hand before playing any card in his hand, allowing a unit to swap the place in hand of any other card. Call of the Forest allows you to cycle a unit from the field to the deck and swap it with another unit with the same primary category.
93* ''VideoGame/{{Skullgirls}}'' takes inspiration from the ''VideoGame/CapcomVs'' series in its switch-out moves, and adds its own take on it with several characters coming in in unique ways: Valentine comes in a straight path along the ground, Cerebella drops in from directly overhead, and Squigly busts out of her grave wherever on the stage it may be, just to name a few examples.
94* ''Franchise/{{Tekken}}'':
95** ''[[DreamMatchGame Tekken Tag Tournament]]'' lets everyone have one tag grapple to trade off with their partner with a generic stomp, along with coming in after a launcher for a nastier tag juggle (as it killed your ability to recover its lost health). Characters would also get specific partner maneuvers, such as King Irish Whipping an opponent to Armor King for a power slam.
96** In the sequel, not only is the number of Tag Assaults (tag combos) and Tag Throws [[SerialEscalation upped significantly from its predecessor]], but if one character is downed and their partner [[ComebackMechanic is in Rage Mode]] (indicated by the border of their health gauge flashing red), said partner can sacrifice their Rage and perform a DivingSave maneuver known as a Tag Crash to bail out their teammate.
97** Also in ''Tag 2'', [[FinalBoss Unknown]] gains a new move called Mizuchi Claw, wherein she summons a portal beneath her foe to hold them in place before conjuring up a giant hand of slime that crushes the targeted character flat and drags them away. Against Solo characters, this "merely" [[FixedDamageAttack shaves off half their lifebar exactly]], but when used against a TagTeam, the active character [[HPToOne is reduced to a pixel of health]] (though it's provisional damage they can [[RegeneratingHealth recover]] while on standby) and their partner is forced into battle.
98* ''VideoGame/AtelierSeries'':
99** Out-of-battle party members in the ''VideoGame/{{Mana Khemia|AlchemistsOfAlRevis}}'' series can swap in at the end of an ally's attack [[DynamicEntry to throw in one of their own]], sometimes with additional effects such as reducing the target's defense. These attacks can be chained, which sometimes triggers a CombinationAttack. Alternatively, [[BigDamnHeroes they can swap in to protect a targeted ally]].
100** ''VideoGame/AtelierRyza2LostLegendsAndTheSecretFairy'': During combat, you can swap the currently-selected character with your reserve party member, who enters the fight by hitting your target. ''VideoGame/{{Atelier Ryza 3|AlchemistOfTheEndAndTheSecretKey}}'' does the same, but now with two reserve slots.
101* ''VideoGame/HearthstoneHeroesOfWarcraft'' has a card called the [[http://hearthstone.gamepedia.com/Alarm-o-Bot Alarm-o-Bot,]] whose entire purpose is to be cast cheaply and then, at the beginning of your next turn, trade places with a random card in your hand. The intended purpose is to empty your hand of everything except some AwesomeButImpractical badass beater and sneak it into play without actually paying its casting cost.
102* ''VideoGame/DeadOrAlive5 [[UpdatedRerelease Ultimate]]'' introduced "Force Out" attacks for Tag Mode. Hitting an opponent with one of these would both switch the character they were using out, as well as change the character you were using.
103* In the ''VideoGame/OnePiece'' fighting game ''Burning Blood'', Bartholomew Kuma is able to do this to a fighter by using the powers of his Paw-Paw Fruit to warp them away temporarily, switching them out and preventing them from being used for a time. However, it differs from most moves of this nature in that the character in question is considered to be ''knocked out'' while they're unavailable, meaning that disabling all of a team's fighters will result in a win for you regardless of how much health they have remaining.
104* ''VideoGame/SuperSmashBros'':
105** In ''VideoGame/SuperSmashBrosMelee'', [[VideoGame/TheLegendOfZeldaOcarinaOfTime Zelda and Sheik]] are two fighters who have their own unique playstyles, but they share a down special that allows them to transform into each other. This also applies in ''VideoGame/SuperSmashBrosBrawl'', where Zelda has been redesigned into her ''VideoGame/TheLegendOfZeldaTwilightPrincess'' incarnation; while Sheik isn't in ''Twilight Princess'', she did gain a ''Smash''-original redesign made by that game's artists. Starting from ''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU'', they're now separate characters, with different down specials to match. However, while ''3DS/Wii U'' keeps the ''Twilight Princess'' designs, ''VideoGame/SuperSmashBrosUltimate'' further differentiates the two by basing their designs on different games; Sheik's design combines her ''Twilight Princess'' design with the Stealth Set from ''VideoGame/TheLegendOfZeldaBreathOfTheWild'', while Zelda's is based on ''VideoGame/TheLegendOfZeldaALinkToThePast'' and ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds''.
106** ''Brawl'' introduces the [[Franchise/{{Pokemon}} Pokémon Trainer]]. While they don't directly fight, they send out three Pokémon in a vein to their origin series. These Pokémon are Squirtle, Ivysaur, and Charizard, who play differently from each other, but the Trainer can switch them out using their down special, again like in their franchise. All three Pokémon have different weight classes, allowing players to make good use of combo moves utilizing their switch mechanic. Inverted in ''Smash 4'', where only Charizard is playable, but the other two alongside the Trainer made their return in ''Ultimate''. While ''Brawl'' has a stamina mechanic that forces players to switch Pokémon, ''Ultimate'' removes the mechanic, meaning there is no penalty for choosing a main. Another part of their origin also implemented in ''Smash'' is that when the current Pokémon gets defeated, the Trainer will send out the next one.
107** Also in ''Brawl'', veteran fighter [[Franchise/{{Metroid}} Samus Aran]] gains an alternate form: her [[VideoGame/MetroidZeroMission Zero Suit self]]. While the armored version is slower and projectile-heavy, the Zero Suit version is faster and more melee-oriented. Samus can switch between armored and Zero Suit forms via Final Smash; while it's hard, armored Samus can also rapidly taunt to shed her armor. However, starting with ''Smash 4'', both armored and Zero Suit forms are separate, with the Zero Suit's Final Smash modified to accommodate this.
108** ''Ultimate'' introduces [[VideoGame/XenobladeChronicles2 Pyra and Mythra]]. Unlike other duos, they mostly play identically, but Pyra is stronger but slower while Mythra is faster but weaker, and they have different special moves and properties among their normal attacks. They can switch between each other with their down special.
109* In ''VideoGame/JumpForce'', stage-transitioning attacks will also take your opponent's current character out of action and force them to use another character on their team.
110* ''VideoGame/GhoulGrindNightOfTheNecromancer'': Pressing left on the D-Pad lets you switch to playing as Veronica, and pressing right on the D-Pad lets you switch to playing as Nox.
111* In ''VideoGame/FateGrandOrder'', two Mystic Codes grant Master Skills that allow the player to exchange one active Servant for one in the back row. Additionally, Miss Crane's [[LimitBreak Noble Phantasm]] moves her to the back row, bringing to the front whoever was in the left-most position in the back row.
112* In ''VideoGame/DragonBallFighterZ'', every character can kick away the opponent after executing a Dragon Rush, forcing a new character to step in. Master Roshi's Evil Containment Wave also traps the target in a jar and sends it away, forcing the opponent to switch to another character; if the opponent has no other characters left, then the jar will explode instead, inflicting extra damage
113* In ''VideoGame/AnotherEden'' the party has four front-line members and two in reserve. The reserve characters don't fight but steadily regenerate HP & MP. A front-line character can spend a turn to swap out with a reserve one, who will then [[DynamicEntry use a special ability]] upon joining the front line.
114* ''VideoGame/XenobladeChronicles2TornaTheGoldenCountry'': The combat introduces Switch Arts, moves that activate when swapping between Driver and Blade. Just like normal Arts, these moves have their own effects such as Jin's Switch Art inflicting Topple as he enters.
115* ''VideoGame/PlantsVsZombies2'': The Escape Root can switch places with another plant which would ordinarily be stationary. Because this ability can be used any number of times, it's also possible to swap any two plants and return the Escape Root to its original location. This can be done by swapping the Escape Root and the first plant, then the Escape Root and the second plant, and finally the Escape Root and the first plant again.
116[[/folder]]

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