[[quoteright:270:[[TabletopGame/{{Warhammer 40000}} http://static.tvtropes.org/pmwiki/pub/images/hydraft_6264.jpg]]]]
[[caption-width-right:270:[-All together now: [[MoreDakka dakka dakka dakka dakka!]]-] ]]

->''"We don't fly and we're not letting anyone else, either!"''
-->-- '''Unofficial motto of Russian anti-air corps'''

Fighting against [[AirborneMook flying enemies]] is a pain when your own two feet are on the ground. Either your enemies can swoop down at you swiftly or stay high enough that your attacks cannot reach them.

For this situation, you need Anti Air: an attack, weapon, munition, ability, etc. that is effective against flying enemies. Alternatively, it can be something that brings the flying enemy down to ground and prevents them from flying again temporarily.

Works with flying monsters bring Anti Air to the fore. There's nothing like a dragon overhead to start a craze for archery. Effective Anti Air attacks are great for dramatic reversals of fortune in a story, with a flying enemy brought figuratively and literally low.

In video games, one common way to add tactical depth and CompetitiveBalance is to make AA units excel against flyers, but fail against everything else -- what we call CripplingOverspecialization. They usually form part of a TacticalRockPaperScissors game mechanic. For example, AA is great vs aircraft, aircraft are great vs troops, troops are great vs AA. Any unit not specifically devoted to the role will be unable to touch airborne enemies.

Alternatively in video games, they can serve as objectives in setting up, manning, or destroying to further the plot, whether it is to negate or regain air superiority.

More generally, works set around WWII have given us a legacy of visual tropes: a sweating crew frantically traversing a multi-barrel anti-aircraft gun, the rapid pounding of the barrels, the terrifyingly fast blur of strafing aircraft. In works set from the pilot's point of view we have the sinister black puffs of flak and [[EveryBulletIsATracer tracer fire]] appearing in the air all around them. This is pretty much a given during a bombing run, where the pilot is unable to try and evade the incoming fire, having no choice but to fly straight into the teeth of the defenders lest he throw off the aim of his own attack.

Specific anti-aircraft weapons are deployed in RealLife. However, units with mixed roles are more common than in games. For example, most warships have some sort of AA as well as their main weapons, or their AA missiles [[MacrossMissileMassacre ''are'' their main weapons]]. Another difference of the Real Life AA weapons is that they most emphatically are ''NOT'' suffering from CripplingOverspecialization like their game counterparts. AA missiles often come in handy against lightly-armored surface targets, and, likewise, land-based mobile AA guns are usually not designed for frontline combat but they are [[MoreDakka damn great automatic weapons]] if push comes to shove, and are often employed as the antipersonnel defense.

Contrast PointDefenseless. See also the Anti-Air entry under UsefulNotes/AirLaunchedWeapons.

SubTrope of WeaponOfXSlaying. Compare {{Shoryuken}} for fictional martial-arts moves designed to counter an airborne opponent, as well as AntiCavalry, AntiInfantry, AntiVehicle, AntiStructure and AntiArmor.


[[folder: Anime and Manga ]]

* ''New Anime/DominionTankPolice'' has an ironically accidental example of this when Leona Ozaki fires a prolonged burst from Bonaparte's [[GatlingGood minigun]] in frustration when the villains escape her which, unbeknown to her at the time, damages the villains' plane and causes it to explode moments later.
* ''Anime/GhostInTheShellStandAloneComplex: 2nd Gig'' has Kuze and several of his comrades using Stinger missiles to shoot down a [[UsefulNotes/KaijuDefenseForce JSDF]] jammer plane that had been disrupting all communications in Dejima.
* In the ''Franchise/{{Gundam}}'' metaseries, most [[TheBattlestar MS carriers]] use [[MoreDakka vulcans]] or [[FrickinLaserBeams laser guns]] as anti-aircraft defense. Probably the clearest illustration comes in ''[[Anime/MobileSuitGundamSeedDestiny Gundam SEED Destiny]]'', where the Minerva's CIWS shreds a Murasame rather viscerally.
* In ''Anime/SuperDimensionFortressMacross'', the ADR-04-X Defender has four long-range, high-explosive 78mm anti-aircraft autocannon at its main armament. The effectiveness of these rounds against aircraft is... considerable.
** As it includes the original ''Macross'', ''Anime/{{Robotech}}'' also has the Defender, plus a few other additions put on the various ships' hulls. This makes quite painful how the ships of the [[Anime/GenesisClimberMospeada third series]] are PointDefenseless in spite of fighting an enemy that relies ''exclusively'' on massed fighter attacks.
* ''Anime/MazingerZ'': Anti-aircraft guns were placed around the [[HomeBase Photon Atomic Power Research Institute]] to shoot down flying [[{{Robeast}} Mechanical Beasts]] that tried to invade the base or blow it up. They weren't too effective, though.
* ''Franchise/MuvLuv'': Laser-class BETA in ''[[VisualNovel/MuvLuvUnlimited Unlimited]]'' and ''[[VisualNovel/MuvLuvAlternative Alternative]]''. They have their limitations--as strictly line-of-sight weapons, they're foiled by terrain relatively easily, and they're helpless at close range--but they're tremendously destructive to aircraft or any [[AMechByAnyOtherName TSF]] that flies too high, making traditional air support methods suicidal.

[[folder: Card Games ]]

* In ''MagicTheGathering'', Green magic, being the opposing school of Blue magic (which is fond of flying monsters), has several ways to specifically deal with flyers. These range from spells that damage or destroys all flying creatures or simply strips them of their Flying attribute, to creatures who could block flying creatures or could be tapped to deal direct damage to them.
** Almost all [[GiantSpider Spider creatures]] had the ability to block flying creatures.
** The ability for land based creatures to block flyers has been given the mechanic title "Reach." Making any creature with that ability into an Anti Air blocker.

[[folder: Comic Books ]]

* In ''ComicBook/ThePunisherMAX'' story "Mother Russia, Frank infiltrates a Russian nuclear missile silo along with a Special Forces guy, and they are trapped in a hangar with only an immobilized tank for defense. So Frank gets behind the machine and mows down the attackers, noting that the gun was [[ThereIsNoKillLikeOverkill originally intended for use against aircraft]].
* Wallace form the ''ComicBook/SinCity'' story ''Hell and Back'' is menaced by a BlackHelicopter. Luckily, he has an old army buddy with an anti-aircraft missile launcher.


[[folder:Fan Works]]
* In ''Fanfic/ACrownOfStars'', Postdam's missile launch complex was protected from air raids by a [[WaveMotionGun Positron Cannon]]. It was mounted like an artillery piece and connected to the power grid, and it was capable of shooting down an eighty-meter-tall flying TransformingMecha.
* In ''Fanfic/AlongCameASpider'', Kai pilots a 'Mech specifically designed for air defense, with advanced radar and a 360 degree weapon arc.
* In "Fanfic/LastRights" a Klingon fighter is shot down by Vaadwaur infantry with a shoulder-fired missile.


* ''Film/BehindEnemyLines'' has a rather memorable scene where the protagonists' plane is engaged by not one but ''two'' enemy surface to air missiles which are virtually impossible to outmaneuver or foil with any countermeasure they can think of.
* ''Film/FlightOfTheIntruder'' has North Vietnamese anti-aircraft defenses as a major and constant threat to the protagonists, which makes sense given the role of the titular aircraft as a low-altitude attack plane vulnerable to everything from advanced surface to air missiles to (literally) a peasant with a rifle. A major plot point in the film involves the protagonists going rogue to take out a stockpile of Vietnamese [=SAM=]'s that were off-limits due to operational restrictions at the time.
** The original book had them hitting the HQ of North Vietnamese Intelligence instead.
* ''Film/TheSumOfAllFears'' shows the [=USS=] ''John C. Stennis'' aircraft carrier attempting to defend herself from a missile attack using a [[GatlingGood Phalanx CIWS]] turret, though it doesn't turn out very well.
** It should be noted that in RealLife, the carrier would have been protected by the numerous [[UsefulNotes/SuperiorFirepowerSurfaceToAirMissiles AEGIS]] cruisers and destroyers surrounding it. Given that they were in range of a Russian bomber regiment, not having a CAP is also rather foolish.
* The Death Star Turrets in ''Franchise/StarWars: Film/ANewHope''.
** Which didn't work, since the Turbolaser batteries were intended for capital (Star-Destroyer caliber) starships, not one-man fighters. Plan B? TIE Fighter squadrons.
** And then in ''Film/TheEmpireStrikesBack'', Hoth base has an anti-''orbital'' ion cannon.
* The Mechs in ''Film/TheMatrix'' sequels.
* A major drive in ''Film/CharlieWilsonsWar'' is the need to find a weapon the Afghans can use to shoot down Soviet Hind gunships, which are armoured against anything up to .50 calibre. It turns out to be the Stinger AA missile.
* ''Film/RedDawn1984'' has both the Russians and the Wolverines trying to invoke this trope against attacking helicopters. In the beginning of the film, we see a US Army Huey strafing the Russian forces (and exacting a GunshipRescue for the heroes at one point), while the climax of the film shows the heroes take a desperate shot at a Soviet chopper with a rocket propelled grenade, hit it... [[NoSell and barely cause any damage at all.]]
** Actually, the shot against the Soviet chopper was a [[ImprobableAimingSkills perfect center-mass shot]] that went through an open hatch on the helicopter. The round would have continued going if it hadn't hit a crewmember.
* Comes into play at two points in ''Film/ThirteenDays''.
** First when the Navy begins making low-altitude photo recon passes over Cuba. Because they were trying to avert a war, rather than admit the Russians shot at them, the planes come back riddled with "[[InsistentTerminology birdstrikes]]."
** The second instance is when [[spoiler:Major Anderson is shot down]].
* ''Film/{{Congo}}'': the expedition is [[BorderCrossing attempting to fly over a closed border]] only for army units to start firing at them with shoulder-fired heat-seeking missiles. After using {{Flare Gun}}s to divert some, they skydive out of the plane before a missile locks on to them.
* ''Film/{{Severance}}'': played for BlackComedy when a weapons merchant fires a missile at attacking soldiers, only for the missile to arc up into the air and shoot down a passing airliner. Oops!
* ''Film/ThePeacemaker'' has the protagonists violate Russian airspace while chasing stolen nuclear weapons. The local Russian air defense forces do ''not'' take it lightly, and destroy one of the helicopters.


* ''Literature/{{Ecotopia}}''. When the the fledgling title country was invaded by the U.S., its armed forces used missiles that deployed streamers to tangle up the blades of attacking U.S. helicopters. Which would work about as well as a chocolate flamethrower, but hey.
* In the ''Literature/JamesBond'' novel ''Literature/DiamondsAreForever'', Bond uses an Bofors anti-aircraft gun to shoot down Jack Spang's helicopter.
* ''Literature/FlightOfTheIntruder'' centers on a Navy attack pilot during the UsefulNotes/VietnamWar, and the various flavors of threats to their aircraft (and their various methods of dealing with them) is a constant underlying theme of the book. Through the course of the book, they have to deal with everything from radar-guided Surface to Air Missiles to fighter interceptors to a farmer firing blindly into the night sky with his rifle. Three named characters die without warning due to lucky shots by the enemy, and another dies as a result of a duel with an enemy AntiAir battery.
* ''Franchise/StarWarsExpandedUniverse'':
** In ''[[ComicBook/XWingSeries Isard's Revenge]]'', Corran's X-Wing is seriously damaged by a stormtrooper using a [[http://starwars.wikia.com/wiki/PLX-2M_portable_missile_launcher shoulder-fired missile]]. Corran manages to make an emergency landing.
** Like the Echo Base ion cannon in ''Film/TheEmpireStrikesBack'', [[http://starwars.wikia.com/wiki/W-165_planetary_turbolaser planetary turbolasers]] are surface-to-orbit {{Wave Motion Gun}}s. In this case, they don't disable Star Destroyers. They blow them to flinders (one volley is enough to destroy an ''Imperial''-class).
* In the {{Ryanverse}} novel ''The Cardinal of the Kremlin'', one of the characters is an Afghan who excels in using the FIM-92 Stinger missile launcher to shoot down Russian helicopters. He also averts the CripplingOverspecialization at the end by [[spoiler:using the heat-seeking warhead to lock on to and destroy Russian guard towers with electric heaters in them.]]
* In the ''Literature/{{Biggles}}'' series, Biggles, like many other [=WW1=] aviators is contemptuous of ill-aimed and random ground fire ("Archie" to pilots of the day) and largely ignores it. Which doesn't mean he isn't shocked on the one-in-a-thousand chance when he sees it bring down a plane. At one point, shot down and forced into the trenches for refuge, he leads an informal class in how infantrymen can shoot down German planes with the issue machine-gun - reminding them to account for deflection and to always aim ahead. He proves his point by knocking down a strafing German biplane. Later on, he is victim of a fluke when a single bullet, fired from the ground, knocks out his engine. He glides his plane to a landing wondering, bitterly, how unlucky you can get to be.
* In the aviation novels of Creator/DerekRobinson, his [=WW1=] pilots are equally dismissive of ground flak. Until one pilot flies right into a shell that turns his plane into a cloud of small fragments.
* In near-future military thriller ''Literature/{{Victoria}}'', various American states begin to secede as the economy tanks and the federal government lapses into totalitarian tyranny. Initially, they face very uneven odds; the protagonists in the New England breakaway state are particularly light on air defenses, with the Feds dominating the air. It becomes a plot point when a lucky soldier with a MANPAD manages to shoot down an overconfident Navy F-35 that went in too low and slow.


[[folder:Live Action TV]]
* Stinger missiles are widely used by the [[HumansByAnyOtherName Tau'ri]] in the Franchise/StargateVerse against enemy fighters. By ''Series/StargateUniverse'', they've added [[MoreDakka 200-round-per-minute railgun artillery]] to the mix.
** In ''Series/StargateSG1'', Jack O'Neill once used a Colt [=M203=] GrenadeLauncher to shoot down a Death Glider.
** The Tollans defend their homeworld with a grid of [[WaveMotionGun ion cannons]], each capable of taking out a Goa'uld mothership by itself. [[spoiler:Until Anubis arrives and upgrades their shields to the point where said cannons no longer work.]]
* ''Series/{{JAG}}'':
** In the pilot movie we see Soviet-made AA guns used by the Serbs against U.S. Navy F-14s, and they almost take the CAG out, if it were not for his resourceful passenger.
** Also part of the backstory of Harm's dad: he was shot down by AA during UsefulNotes/TheVietnamWar (Christmas Eve 1969).
** "Brig Break" begins with a JAG investigation concerning a [[ChekhovsGun missing Stinger missile]] before [[GonnaNeedABiggerWarrant the titular brig break occurs]]. The missing Stinger launcher is used on a Sea Stallion helicopter pursuing the villains. [[spoiler:But it was sabotaged so the warhead didn't go off.]]
* ''Series/BabylonFive''
** Earth Alliance has the Interceptors, energy weapons with two uses: the first is to [[ShootTheBullet intercept enemy fire]] ([[ExactlyWhatItSaysOnTheTin hence the name]]), the other is shooting down enemy fighters. And without enemy ships to distract them, the Interceptors will mow down enemy fighters with little effort: the one time a group of [[SpacePirate raiders]] attacked the titular station, their fighters survived [[CurbStompBattle less than ten seconds]] after Sinclair realized their mothership was unarmed and had the station's ''antiquated'' Interceptors repurposed.
** Pretty much any race has particle weapons for both jobs (indeed, the Interceptors are notable because they're better than Earth Alliance tech level should allow and have a low-level shield as a bonus, and EA complements them with more powerful weapons that are almost as good). The exception are the Hyach, who use lasers as anti-air and a different system against enemy incoming fire, and some races that use matter weapons (projectile-based) for the job, either for preference (the Orieni. Their gatling railguns are frighteningly effective against fighters and missiles) or because they are technologically primitive.

[[folder: Tabletop RPG ]]

* ''TabletopGame/{{Champions}}'' supplement ''Gadgets!''.
** The Flight Neutralizer Gun took various forms depending on what type of flight was to be targeted. A net gun would tangle up wings, the "Gumball Special" plugged up jetpacks, heavy gravity models brought flyers down to earth, and an energy neutralizer stopped those who flew by an act of will.
** The "Puff" ground to air missile deployed Kevlar streamers which snagged and fouled the propellers of prop-driven aircraft. Probably inspired by the ''Literature/{{Ecotopia}}'' example in {{Literature}}.
* The "Theater Air Defense" unit in ''[[TabletopGame/{{GURPS}} GURPS: Mass Combat]]'' has a strength of 50000 at TL7 which makes it the most powerful unit in the game, capable of neutralizing the massively powerful Flying Battleship ''and'' and entire airforce at the same time.
* In ''TabletopGame/{{Warhammer 40000}}'', since the introduction of airplanes in the core rules of sixth edition anti-aircraft weapons have become much more common. Every army has at least a few options, except for the [[HordeOfAlienLocusts Tyranids]].
** The Imperial Guard Hydra, pictured above, mounts [[MoreDakka several autocannons]] and is one of the most cost-effective anti-aircraft units around. They also have Saber platforms, which are cheaper and can be deployed as part of infantry platoons, but aren't as tough and can't move.
** The Space Marines' new Codex introduces the Hunter, which fires a SuperPersistentMissile, and the Stalker, the BeamSpam version of the Hydra. They also have access to the [[HumongousMecha Contemptor Mortis Dreadnaught]] and Devastators with shoulder-fired anti-aircraft missiles.
** The Eldar field [[WalkingTank War Walkers]] with surface to air missiles and the [[BeamSpam Firestorm]] grav-tank as their primary surface-to-air weapons.
** The Tau can stick anti-aircraft targeting onto any [[HumongousMecha Battlesuits]], which leads to a fair bit of [[MacrossMissileMassacre surface-to-air missile fire]].
** Chaos Space Marines tend to rely on [[GiantFlyer air to air combat]] instead, though Forgefiends in their autocannon configuration produce enough high Strength dakka to be passable as anti-air units, and Havocs with flak missile launchers are also useful.
** It is worth pointing out however that dedicated anti-air units and the flyers they counter have both entered a sort of mutually assured destruction scenario. If you bring a flyer and your opponent brings anti-air then you're in serious trouble, but if you ''don't'' bring a flyer then s/he has wasted valuable points on a useless weapon. As a result, hardly anybody uses them.
* ''TabletopGame/BattleTech'' features a few weapons with the explicit "Flak" special ability -- a -2 to-hit bonus against airborne targets. The classic example are LB-X autocannons firing their special "shotgun" cluster rounds, although in recent years the Clans' hyper-assault Gauss rifles have joined the fray and dedicated flak ammunition for standard autocannons has been retconned into having always existed as well. In addition, engaging specifically ''fighters'' from the ground calls for rather different traits in a weapon than attacking ground targets; damage inflicted is nearly irrelevant under tournament rules because ''any'' hit in an atmosphere already forces the aircraft to make a control roll with the consequences of failure being a sudden loss of altitude and possible crash (a.k.a. "[[FanNickname lawn dart check]]"), while range is paramount because altitude does rapidly add to effective engagement range, rendering many shorter-ranged stock weapons largely or even completely ineffective. As a result, it's generally acknowledged that exactly the low-caliber autocannons that are frequently belittled in ground combat for their abysmal damage-to-weight ratio are among the best weapons to have on hand when the aerojocks come calling.

* ''Toys/{{BIONICLE}}'': the Venom Flyer's Rhotuka prevents targets from flying, naturally or mechanically.

[[folder: Video Games ]]
* [[CuteWitch Witches]] in ''VideoGame/DungeonFighterOnline'' can both jump three times AND dash through the air, and since no other class can do this, witches can be a real pain to fight (at least until they got nerfed). The only real effective class against witches are melee [[MightyGlacier Exor]][[ChurchMilitant cists]]. As they swing their [[AnAxeToGrind axe]] or [[SinisterScythe scythe]], the [[{{BFS}} weapon is so big]], that when swung upwards for an uppercut, they can easily knock out midair witches (unless they are at the very peak of their jump, or used [[InASingleBound leap]], etc.), much to their fear. As a side note, melee Exorcists won't flinch in the middle of the majority of their attacks, so Exorcists are as hard to approach as Witches are hard to chase.
* ''[[Videogame/MechWarrior MechWarrior Living Legends]]'' has the Huitzilopitchli and Partisan anti-air tanks. [[MoreDakka They spew out hilarious amounts of ammunition at anything that flies]], and are [[InstantDeathRadius surprisingly effective]] against [[PoweredArmor battlearmor]]. The Rifleman [[HumongousMecha battlemech]] is an anti-air battlemech - it's overall less powerful than the tanks, but is faster and has a much more stable firing platform which can peak over hills. Some regular assets mounting the LB-X shotguns or a [[MagneticWeapon Heavy Gauss Rifle]] can deal crazy amounts of damage to dive-bombing aircraft, but most lack the necessary max pitch to be able to hit the high-altitude aircraft.
* ''VideoGame/Sly3HonorAmongThieves'' has a mission during the final level where the player is tasked with eliminating the BigBad's anti-air defenses which consist of automated missile turrets.
* ''VideoGame/MasterOfMagic'' has the "Web" spell in the Nature Magic category, which momentarily immobilizes pretty much any unit. When used against flying enemies, even once they chop their way free of the web strands and can move again, web remnants prevent them from flying again, and they are ground-bound for the rest of the combat.
* Standard to any TowerDefense is the Anti-Air tower, which rapidly destroys [[AirborneMook air units]] -- but ''[[CripplingOverspecialization only]]'' air units.
* Most [=RTSes=] with ground and air defense as separate buildings use the same principle: Anti-Air does more damage than a tower, and may have other effects such as splash damage, rapid fire. But AA units provide no defense against ground units.
* ''VideoGame/PlantsVsZombies'' partially avoids the above. The Cactus, which can shoot down [[AirborneMook Balloon Zombies]], can still damage ground units as well. The Cattail can hit any zombie anywhere in the field, airborne or not. Only the Blover is highly specialized to deal with air units, and it still has the secondary effect of [[DefogOfWar temporarily removing mist]].
** But in a strange twist, the Blover's overspecialization actually cripples the CACTUS too. Balloon Zombies are so rare that it is usually not worth planting a Cactus in each lane to guarantee that you pop their balloons. Blovers are less cost efficient, but you can plant Repeaters or something else with more firepower/other uses instead of the Cactus to use the ''spaces'' more efficiently instead. Not to mention that you need five Cacti to be sure that you don't let anything through which costs 125 sun more compared to just planting Peashooters there instead (for the same firepower but no anti-air capabilities). A Blover, on the other hand, costs 100 sun. So if you only see one wave of Balloon Zombies, the Blover becomes more cost efficient too! Besides, sometimes you just can't afford the extra time it takes to kill one more zombie, so you're really happy that you can instantly kill them with a Blover instead of just grounding them.
** In the sequel, the Kernapult can instantly kill Seagull Zombies if they lob butter at it. The Blover returns and can instantly kill Seagull Zombies, [[JetPack Jetpack and Disco Jetpack Zombies]], Dodo Rider Zombies (when airborne), and Bug Zombies. The Hurrikale functions similarly to the Blover except it affects Zombies on the lane it was planted on.
* Averted in ''VideoGame/{{Blitzkrieg}}''; if there are none of those pesky Messerschmitts around, the AA guns will be just as happy to blast themselves some panzers instead.
* ''VideoGame/ProjectReality'' has anti-aircraft guns on many of the maps, and even has a class just for this role, toting a shoulder-launched SAM (Surface to Air Missile) such as the American-made FIM-92 Stinger or the Russian-made SA-7 Grail.
* Many fighting games have attacks that are best used against those that like to "jump in," such as Ken and Ryu's {{Shoryuken}} and Guile's Flash Kick from ''StreetFighter'', the standard uppercut from ''MortalKombat'', and a good number of others.
* ''Franchise/{{Halo}}'':
** The Covenant have the Anti-Air Wraith. However, it only fires the slow-moving fuel rod bolts, which generally are useless against player-piloted aircraft. As the wiki itself states, most player deaths caused by AA Wraiths are due to the pilot's stupidity.
** The Covenant also have the Mantis and the Tyrant, both stationary anti-air plasma cannons, with the Tyrant being the heavier of the two. They're a lot more effective at their job than the AA Wraith.
** UNSC rocket/missile launchers can often lock onto enemy vehicles... including aircraft.
** ''VideoGame/HaloWars'' and ''VideoGame/HaloWars2'' add the UNSC Wolverine and the Banished Reaver, both of which are primarily armed with anti-air rockets/missiles.
* ''VideoGame/PokemonBlackAndWhite'': the move Gravity nullifies Flying type's immunity to Ground attacks as well as the effects of Magnet Rise and Telekinesis.
** The Iron Ball item grounds the holder.
** The move Roost is a self Anti Air move that nullifies the user's Flying type. The move Ingrain makes the user susceptible to Ground moves, regardless if it is a Flying type, has the Levitate ability, or has used Magnet Rise or Telekinesis.
** Stealth Rock does extra damage to Flying-type Pokémon, [[GameBreaker among other types]].
** Twister, [[{{Shoryuken}} Sky Uppercut]], Gust, and Thunder do double damage to a Pokémon that's taken to the air. In addition, a new move called Smack Down involves throwing a rock at the opponent, which knocks flyers to the ground. It's funny having [[MoreDakka all your Pokemon use it at once in a 3-on-3 battle.]]
** Anti-air techniques are so strong in Pokémon that Flying-types are rarely seen in competitive play, although the ability Levitate is seen frequently as it's not subject to the same anti-air rules as the Flying type.
* ''VideoGame/AdvanceWars''' Anti-Air units (creatively called Anti-Airs) are essentially [[MoreDakka rapid-fire heavy machine guns]] on tracks. Not only are they devastating against air units, but against infantry and light vehicles as well. Against tanks however they are rubbish. The Missile Launcher, meanwhile, is anti-air artillery capable of attacking aircraft up to five squares away. Being a SAM launcher [[CripplingOverspecialisation it cannot attack non-aircraft at all]].
* In ''VideoGame/GadgetTrial'', the Anti-Aircraft Artillery unit is the ''only'' surface (non-air) unit that can engage air units. It's usually a one hit kill, but it's also slow, poorly armored, cannot fire after moving, and incapable of hitting anything else, and unlike in VideoGame/AdvanceWars, air units can take advantage of terrain defense bonuses, so for air defense, the player is advised to stick to fighters.
* ''VideoGame/FireEmblem'': Bows and wind magic are effective against winged enemies such as Pegasus and Wyvern units, and even [[{{Dracolich}} Draco Zombies]] in ''[[VideoGame/FireEmblemTheSacredStones The Sacred Stones]]''.
* ''Franchise/FinalFantasy'' series
** Aero spells, which are quite effective against flying enemies.
** Wakka from ''VideoGame/FinalFantasyX'' specializes in striking airborne enemies as his basic physical attack. Other characters suffer a drop in accuracy against flying foes.
** ''VideoGame/FinalFantasyXII''; any large flying creatures can only be hit by using a projectile weapon, ie. bow, gun, or certain Techniks, like Telekinesis.
** In ''VideoGame/FinalFantasyCrystalChronicles'', the Gravity spell grounds flying enemies so the player can attack them. Without it, flying enemies rarely suffer anything more than ScratchDamage from player attacks.
** Some enemies have a skill called "100 G", which removes the Float status from all characters. (FridgeLogic: Shouldn't they be, like, SquashedFlat?)
* ''VideoGame/{{Battlefield}} 2'' features surface to air missile turrets on some maps as well as mobile anti-aircraft vehicles such as the American M6 Linebacker and the Russian 2S6M Tunguska. The [=USS=] ''Essex'' amphibious assault ship on some maps is also equipped with a [[GatlingGood Phalanx CIWS]] and Sea Sparrow missile system that can be operated by the player.
** ''2142'' had the AA turrets that fired EMP missiles and some sort of plasma flak cannon. There was also a portal AA weapon, but it wasn't very useful, and a player was better off just using the stock rocket launcher against an air vehicle that flew too close to the ground.
** Its sequel ''Videogame/{{Battlefield 3}}'' had these as well.
*** Certain maps had Phalanxes/Pantsirs that were meant mostly to dissuade enemy aircraft from camping the vehicle spawn points.
*** And then there was the Russian 9K22 Tunguska. Although referred to as Anti-Air, its four barrels, inhumane fire rate, excellent accuracy, and ability to fire at ground level meant it was more of Anti-''Everything''. Before the [[ObviousRulePatch well-needed]] {{nerf}}, it was common to see Tunguska players with kills in the hundreds. Now, [[StrongFleshWeakSteel regular infantry can survive its barrages longer than an armored helicopter can]], though it is still terrifying against said aircraft.
*** Other heavy vehicles in the game, however, such as Tanks, Infantry Fighting Vehicles and Gunboats will beat the AA gun to a pulp, unless it uses Zuni Rockets in ''VideoGame/{{Battlefield 4}}''.
* ''VideoGame/{{StarCraft}}'' - The Terran Missile Turret and Zerg Spore Colony are exclusively anti-air structures, while the Protoss photon cannon can hit both air and ground units. AA units include the Terran Goliath (also anti-ground, but far worse), the Zerg Hydralisk, and the Protoss Dragon (both attack also ground targets). The expansion ''Brood War'' gave each race a new flying anti-air only unit: Terrans got the Valkyrie, a ship with a [[MacrossMissileMassacre splash-damage attack]], Protoss got the Corsair, which relies on BeamSpam, and the Zerg got the Devourer, which uses a corrosive attack that slows attack and movement speed and reduces armor, which splashes and can be stacked.
* ''VideoGame/StarcraftII'' also gives each race a flying AA unit: the Terrans get Vikings, which can switch between being anti-air-only fliers or anti-ground-only ground units at will[[note]]with a delay for transformation time, [[CompetitiveBalance of course]][[/note]]. The Protoss get Phoenixes, which are essentially upgraded Corsairs with the ability to suspend ground units in the air temporarily, allowing other AA units to attack them. Finally, the Zerg get Corruptors, similar to Devourers except that their ability only increases the enemy's damage taken, is used separately rather than as an effect added to the basic attack, and doesn't splash or stack. The Thor also has a devastating ground-to-air missile barrage attack, designed almost exclusively to take out groups of mutalisks.
* ''VideoGame/WarcraftIII'': All races have some form of specialized air defense:
** Humans have Aerial Shackles, which prevent the captured unit from moving ''or'' attacking while doing large amounts of damage all the while and can upgrade their Steam Tanks to fire rockets at multiple flyers simultaneously, and can also give their [[FragileSpeedster Flying Machines]] the ability to do splash damage to air units.
** Undead' Crypt Fiends can shoot webs that force flyers to the ground so ground units can attack them, and have a strong anti-air Gargoyle.
** Orcs can use nets to the same effect or use their Batriders' suicide attacks to deal large amounts of damage to multiple air units.
** Night Elves can have their Hippogryph Riders dismount, turning a ranged air unit into a strong melee flyer and a ranged ground attacker in no time at all. Their entire army being based on multiple ranged units, flyers tend not to last very long against a volley of arrows.
* Most ordinary combat units in ''VideoGame/ShatteredGalaxy'' will usually have attacks dedicated to anti-air or anti-ground. There exist "versatile" units and weapons that can attack both, but they are generally considered to be unfit for either role, and therefore only good for beginners who have yet to learn the system.
* ''VideoGame/WorldInConflict'' has something in each role that can deal with targets in the air. Standard infantry squads carry a portable AA launcher, Support role has access to the best anti-air vehicles, and the Air role itself has helicopters with air-to-air missiles. True to the game's RockPaperScissors balance, the Ground role is the odd one out, with only one real AA-capable unit... and it'll still lose in a fair fight.
* ''VideoGame/CommandAndConquer'' usually follows the principle of having units and defense structures dedicated to either anti-ground or anti-air. That said:
** This most frequently manifests as a Surface-to-Air Missile attack. Both sides in original ''[[VideoGame/CommandAndConquerTiberianDawn Tiberian Dawn]]'' and ''[[VideoGame/CommandAndConquerTiberianSun Tiberian Sun]]'' have some kind of SAM structure.
** ''VideoGame/CommandAndConquerRedAlert2'' Soviets love their Flak cannons.
** Allied AEGIS cruisers in ''Red Alert 2'' unleash a missile spam on air units, and only them. By comparison, GLA quad guns in ''[[VideoGame/CommandAndConquerGenerals Generals]]'' are as efficient on aircrafts as on infantry. As do the [[UsefulNotes/ChineseWithChopperSupport Chinese]] [[GatlingGood Gat]][[MoreDakka ling]] tank, which can actually ''shred'' infantry divisions with only a handful of them. Lastly, the US Patriot Missile systems can destroy large groups of any vehicle extremely fast. Which includes both aircraft and tanks.
** In ''[[VideoGame/CommandAndConquerRenegade Renegade]]'', it is well possible to use a tank to fire at air units when you manage to target well enough. This is in fact the only way to get certain EVA Database entries of airplanes, which are otherwise impossible to aquire.
** In ''VideoGame/CommandAndConquerRedAlert3'', the trend is subverted with the Allies and the Imperials, since the Allies use the Multigunner system and the Imperials use the VX system; both let the commander choose what the turret's going to attack by putting infantry in and out of the turret or changing the configuration of the turret, respectively.
*** It's also subverted by most units in the game, since the two-weapon system allows some units a choice between anti-air and anti-ground, for example, the Chopper-VX, which is normally an anti-ground chopper but can be switched to an anti-air walker at will.
*** This can lead to some interesting stalemates, where a Chopper-VX in walker form encounters an enemy ant-air unit, as the only way for it to attack a ground unit is in chopper form, but changing to chopper form will let the enemy unit return fire.
** ''VideoGame/CommandAndConquerTiberianTwilight'' nearly completely subverts the trope - because there's an entire Crawler class dedicated to air, most units now have the capability to strike air - the only exception, Cannon units.
* ''VideoGame/ImpossibleCreatures'' has anti-air towers that unleash bolts of electricity on flying creatures. Given that flyers tend to have fairly low HitPoints and defense stats in the first place, they fall pretty quickly; however, these towers can't hurt land or water based units.
* ''VideoGame/CityOfHeroes'' has many abilities that disable flight. A bit too many. Did you know getting hit with a slab of rock will prevent you from flying 20 seconds after impact? These were mostly added to balance PvP, but no one takes flight in PvP anyway because there are too many counters.
* The ''VideoGame/NavalOps'' games require you to mount anti-air weapons on your ships if you don't want to be blown to bits by swarms of enemy aircraft. [=SAMs=] can only target aircraft, but machine guns double as [[PointDefenseless point defense weapons]] for taking down missiles and torpedos.
* ''VideoGame/OperationFlashpoint'' appropriately features classic RealLife self-propelled AA artillery vehicles of its UsefulNotes/ColdWar era setting : The [[http://en.wikipedia.org/wiki/ZSU-23-4_Shilka ZSU-23-4 "Shilka"]] on the Soviet side and the [[http://en.wikipedia.org/wiki/M163_VADS M163 VADS "Vulcan"]] on the NATO side.
* ''Joint Task Force'' has the SA-11 Russian SAM launcher. It can devastate flying targets at extreme ranges, but nothing else. You also have to capture it since it is not a NATO unit. On your side, you have the German Gepard Flakpanzer, which uses it's two 35mm autocannons to great effect against light vehicles, light armor, helicopters, CAS-planes and, of course, Infantry. Tanks and other vehicles can use their mounted Heavy Machine Guns against helicopters for minimal damage, and Helicopters themselves can use their cannons against other helicopters.
* Flak towers and flak ships in ''VideoGame/{{Deadlock}}'' function as anti-air. Notably, everything else ''can'' attack aerial units, but only flak defense shuts them down entirely.
* ''VideoGame/JustCause2'' gives Rico access to Panuan military hardware, including anti-air flak guns which are hilariously useful against just about anything that happens to cross in front of them--infantry, helicopters, destroyable targets, all are handily shredded by the quad-barrel monstrosity.
* ''VideoGame/GroundControl'' had missle-based AA terradynes for Crayven Corp and bullet-based AA hoverdynes for the Order of the New Dawn.
** Similar to the ''VideoGame/JustCause'' example above, the Order hoverdynes could hit buildings and ground units if they were on its line of fire even though they were not permitted to directly target these types of targets. Shredding is an accurate description to what happened to those buildings and (rarely) ground units hit by AA fire.
** Actually the other way around. Dedicated Crayven AA terradynes fired a mass of projectiles while OND AA hoverdynes fired homing balls of lightning. Additionally, both sides had a support vehicle (missile terradyne and beam platform hoverdyne) that, while not quite as effective as the dedicated AA units, would make short work of enemy aerodynes and still could engage most ground targets.
* ''VideoGame/TotalAnnihilation'' had missile units that could hit everything. They did pitiful damage, but they were only units that could track air units, which in turn had very low health. They ended up being spammed against ground targets anyway. The expansion pack added dedicated flak units that could only target aircraft, but destroyed them even more effectively.
* ''VideoGame/StarWarsGalacticBattlegrounds'' has extremely fragile AA Troopers, less fragile AA Mobiles, decently durable AA turrets, and psychotically resilient Fortresses for all your AA needs. (Fortresses can shoot pretty much anything, since they're also fitted with ground-based lasers.) The general rule of thumb is that if it shoots rockets, it kills flyers.
* ''VideoGame/HeavyWeapon'' has the Homing Missiles, which only target aerial enemies and actually do quite a good amount of damage to them. Best used against weak flying Mooks that come with more dangerous land troops (e.g. fighter jets along with tanks).
* All ranged units in ''VideoGame/RiseOfLegends'' can attack aircraft, but the Alin's Eternal Flame structure constantly spits bolts of fire at aircraft, and the Alin's Heartseeker unit is especially effective against air units. The Vinci and Cuotl prefer to use their own fighters to counter other air units, especially the Cuotl's Storm Disk.
* ''VideoGame/SupremeCommander'' has two levels of ground-based mobile anti-air units. With the exception of the Cybran T1 anti-air gun, none of these units can target anything on the ground. On the other hand, all those guns on naval units aren't just for show; most ships have at least some kind of AA defenses in addition to their big guns: autoguns, flak cannons, [=SAMs=]/nanodart launchers, etc. Cruisers have ''[[MacrossMissileMassacre serious]]'' anti-air capabilities in addition to their surface-to-surface cruise missiles. And we haven't even got to the kind of AA firepower some [[SuperPrototype experimentals]] carry...
* ''VideoGame/TeamFortress2'': The Direct Hit and Reserve Shooter inflict [[CriticalHit mini critical hits]] on airborne targets depending on certain situations.
* ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'': The Dragon Rend shout is probably the most evident example, being specifically designed to force dragons to land. However, other Shouts such as Storm Call and Marked for Death are also pretty effective against flying dragons as well: Storm Call will indiscriminately target any non-player entity within a given area, while Marked for Death will severely weaken the armour of anything it hits. Lightning-based Destruction spells are also good for the task too, due to the fact that they are insta-hit.
* The ''VideoGame/ModernWarfare'' games in the ''VideoGame/CallOfDuty'' series feature the Stinger Missile Launcher - it can't hurt other players, but it's very effective at shooting down airborne threats. You can make it even more effective by using perks that prevent airborne threats from shooting you.
* Every faction in ''VideoGame/CompanyOfHeroes'' gets access to some form of anti-aircraft weaponry, but since the only aircraft in the game are in the form of doctrine-specific {{Support Power}}s they're employed more for their ability to [[MoreDakka shred infantry and light vehicles]].
* ''VideoGame/ResidentEvil6'': In the connected parts of Chris, Piers, Sherry, and Jake's campaign has the BSAA needing to take out anti-aircraft guns before they can call an airstrike on an Ogroman.
* ''VideoGame/HalfLife2'' gives Gordon Freeman a laser-guided missile launcher that is quite good at taking down Combine gunships.
* A few missions in ''VideoGame/MassEffect1'' and ''VideoGame/MassEffect3'' involve you taking down enemy AA towers on foot so you can get some support from your CoolStarship (being a frigate, it couldn't accurate lay down orbital bombardment and couldn't provide atmospheric support without being shot down by the guns). Static AA defenses range from railguns to lasers, and are very effective at their jobs.
** There's also anti-space guns. They get referenced a few times in 1 and 2, and we finally see an example of an anti-space battery in 3; it's a small building housing three massive 100 meter long railguns that can accurately hit ships thousands of kilometers away, and take out even the most advanced ships in the galaxy in only a few shots. Granted, they have slower firing rates than ships and no defenses, but they're still good cheap glass cannon defenses. Any attacking force will lose a lot of cruisers if they try to slug it out with the guns, forcing them to either take the losses or send in large amounts of commandos. That said, dreadnoughts, with their extremely long ranges of tens of thousands of kilometers, can pretty much ignore the guns, though actually bombarding a planet with a dreadnought is equivalent to nuking your enemies in our universe. Probably because a single slug from a dreadnought impacts with three times the force of the Hiroshima bomb and a dreadnought can fire one out every two seconds with near InfiniteAmmo. Not many factions have dreadnoughts, though not have such powerful defenses either.
* ''VideoGame/{{Bioforge}}'': At one point, the protagonist must shoot down a dropship at close quarters using a large turret gun in the complex's tower.
* Carriers in the ''[[Videogame/{{X}} X-Universe]]'' series are capable of mounting massed anti-fighter weapons, such as the Starburst Shockwave Cannon, Flak Artillery Array, or the [[WaveMotionGun Phased Shockwave Generator]], all of which slaughter any fighter dumb enough to get close with extremely fast, high-explosive splash damage bolts. Destroyers and frigates typically have to make-do with flak coverage only on their topside and bottom.
* ''VideoGame/PlanetaryAnnihilation'' has Missile Turrets that attack land and air units and the more beefier Flak Turret that only targets air but is extremely efficient at it. Also for each of the unit types there is one that deals with air, you'll need a few of those in each army to prevent being bombed.
* Archers and magic units in ''Videogame/GenjuuRyodan'' can two-shot most air units. It helps that most of them do not receive defensive bonuses from terrain.
* ''VideoGame/{{Nectaris}}'' has the Seeker AAG-4, a sort of light tank designed to be more effective against aircraft than against ground units, the Hawkeye M-107, a dedicated anti-aircraft artillery unit with formidable power and range, and the Falcon FX-1, a plane that can only attack other planes.
* ''VideoGame/{{Terraria}}'':
** There's an enemy that's like this towards the player. The [[CreepyCentipedes Crawltipedes]] that appear when fighting the Solar Pillar will ignore any grounded player, but if a player takes to the air, they will home in on said player ''very quickly'' and deal an incredible amount of constant CollisionDamage.
** The [[MeaningfulName Aerial Bane]] is specifically designed for this: It fires a spread of explosive arrows that deal increased damage to airborne enemies.
* In ''Videogame/PlanetSide 2'', players have many choices in anti-air weaponry, but most are [[ScrappyWeapon pretty terrible even for their designed purpose]]. Most take the form of Flak (the mediocre Skyguard tank cannon and PoweredArmor Burster cannons, terrible Phalanx base turret, and godawful Ranger vehicle turret), handheld rocket launchers (Annihilator, Swarm, and the Terran Republic-exclusive Striker), or pure dakka (Walker). In practice, the best AA weapon is the Walker courtesy of its monstrous 1 kilometer/second velocity, unerring accuracy and great damage paired with a deceptively weak impact noise for the enemy pilot. Back when the Prowler tank's [[DualModeUnit Anchored Mode]] provided a whopping 60% increase in cannon velocity, Prowler drivers would prop the tank up on hills [[NotTheIntendedUse and use the armor-piercing cannon to shoot down aircraft]].
* ''VideoGames/ClashOfClans'' has the Air Defense and Air Sweeper towers along with the Air mines that are suited to deal with the flying units such as Balloons, Dragons, and Healers.
* ''VideoGame/WargameRedDragon'' and its predecessors have a variety of missile and gun AA on their ground units, ships, other aircraft, and even infantry. The weapons differentiate themselves by a number of factors, but mostly what kind of targeting system they use: Infrared, Radar, or Optical. They vary hugely in effectiveness, from the laughable Blowpipe missile to the terrifying Phoenix missile. Also notable in that AA guns rip infantry apart faster than anything but napalm, while AA missiles can't target ground units at all, but if a shot ''misses'' and hits the enemy below it, they explode. TruthInTelevision, too, as anybody who has seen a late-series Tunguska could tell you.
* ''VideoGame/EmpireEarth'': Aircraft are divided into two categories: helicopters and balloons, which can be shot down by infantry in addition to anti-air, and planes, which can only be taken down by other planes or anti-air. There's only one dedicated ground AntiAir unit, which is only really effective in large groups, and is later upgraded to a mobile missile launcher. One of the most effective is the Partisan unit, which can shoot at anything short of space units (and due to the way the game works, they can shoot down ''satellites''), is available one era before planes as a CurbstompCushion, and can move through trees.
* In ''VideoGame/MonsterHunter'', the most reliable way to ground a flying monster is to throw a Flash Bomb in front of their face, sending them crashing back down to the ground due to losing control of their body, including their wings, and helplessly writhing for several seconds.
* In ''VideoGame/{{FTL|FasterThanLight}}: Advanced Editon'', sometimes battles that take place in orbit around a planet will have a hazard known as Anti-Ship Batteries. These planet-side cannons will fire up at either your ship or the enemy's (but yours more frequently) and while a lot of the shots they fire will miss (since the cannons are on the ground hundreds or thousands of kilometers below you), when they ''do'' hit, they will ignore any shields on the target (even supershields) and inflict a lot of hull damage (if it hits yours, it's 10% of your hull meter).

[[folder:Web Comics]]
* In ''Webcomic/GirlGenius'' the Torchmen of Mechanicsburg are the formidable city's primary air defense system and are widely feared throughout Europa. Prior to the Castle's near destruction old airshipmen had a bit of poem they all memorized which demonstrates that just the treat of the Torchmen was enough to keep everyone who didn't have a death wish out of Mechanicsburg airspace despite the ubiquitous nature of military airships in the setting:
-->''If you'd live to see the end of day,\\
from Mechanicsburg two leagues stay.''

[[folder: Real Life]]
* In RealLife, the bulk of anti-aircraft weapons are specially designed for the role. Weapons designed to attack ground targets are often much less effective. For example, the sights on most firearms are not meant for firing into zenith -- ballistics is tricky science. Throw in the fact that airplanes are rapidly moving targets, and it is obvious that the weapon will need a fancy targeting system, relatively high rates of fire, high muzzle velocity, and a special mount to fire at steep angles. As a result, anti-air weapons are specialized and expensive. As such, it makes sense to use them in their intended capacity first and in all other capacities only as a last ditch effort.
** That said, during the UsefulNotes/SecondWorldWar, AA guns of all types were successfully repurposed as ground weapons. In the case of larger, heavy anti-aircraft guns, it was found that their high muzzle velocity and heavy shell weights allowed them to punch through armour that earlier, specially-designed anti-tank guns (which were easier to handle but less powerful) could not penetrate. The German 88mm gun is the most famous example of this, in large part because its mountings actually made it a lot easier to use in this capacity. Similarly, light anti-aircraft autocannons, with their high muzzle velocities, rapid rates of fire, and ability to fire a variety of different projectiles, proved to be particularly effective against a wide range of ground targets.
** On one recorded occasion in January 1945, a low-flying [=Me 109=] fighter was shot down by an M10 tank destroyer of the US Army. It helped that the M10 was a tank-like vehicle mounting a repurposed 3 inch A/A gun. On this occasion it was laid and aimed by a soldier who in civilian life had been an accomplished hunter, and who knew to shoot ahead of the target to bring down a bird in flight. He waited for the horizon-skimming fighter to get just where he wanted it in relation to the tank, and treated his 3" gun as if it were a very large hunting rifle...
** Towards the end of the war, the British army realised it was massively over-stocked with anti-aircraft guns it just did not need, because the collapse of the Luftwaffe had been so quick and complete. Much to their consternation and annoyance, anti-aircraft gunners who thought they were relatively safe were redeployed as infantry to replace losses. Many AA weapons were re-allocated as light artillery and were used to crushing effect to augment artillery barrages, most decisively during the Rhine crossings, where ''everything'' in the British artillery inventory was methodically sited and its firing times were synchronised so that all shells of all calibres landed, without warning, on German positions simultaneously.
** Additionally, while an individual rifleman poses little threat to aircraft, large numbers of infantry can damage low flying aircraft. For instance, at least three Argentinean jets were shot down in the Falklands by concerted small-arms fire alone. Furthermore, even minor damage can require hours of maintenance and checks to ensure the plane is airworthy. The Soviets were noted to take this to extremes during WWII, with everything from submachine guns to light mortars being fired in the direction of attacking aircraft.
** It was noted that even well into the 1980's (and in some circumstances maybe even today) that while modern jet aircraft might get to the target zone at supersonic speeds, they ''still'' had to slow down to speeds not much faster than a UsefulNotes/WW2 piston-engined fighter, to be able to bomb accurately. This made them ''extremely'' vulnerable to [=WW2=] era defences against aircraft - such as concentrated ground-fire from small-arms weapons and machine guns. British defensive fire in the Falklands exploited this weakness. However, at least one RN ship was equipped with lock-on lasers used to blind incoming pilots on bombing runs - the ultra-modern alongside the old-fashioned.
** Mobile ground-based anti-air platforms exist. The Germans created the "Möbelwagen" (Furniture van), mounting four 20mm cannon on a Panzer IV tank chassis. The Americans mounted the M61 Vulcan six-barreled cannon on an Armored Personnel Carrier platform. One of the most effective ever created was the Soviet ZSU-23-4 "Shilka", equipped with a tracking radar and four 23mm cannons, which absolutely shredded low-flying aircraft in Vietnam and the Middle East. While highly powerful and a massive threat to helicopters even today, their old and easily jammed radar systems and the emergence of armored ground attack aircraft like the American A-10 "Warthog" and Russian Su-25 "Frogfoot" which could withstand 23mm fire led to the creation of the Shilka's more advanced cousin, the 9K22 "Tunguska". This combines 30mm cannon with radar-guided missiles to form an effective combo that can engage a variety of targets, with the guns being brought to bear primarily on low-flying aircraft and combat helicopters, as well as ground targets if necessary.
** Anti-aircraft artillery are not necessarily rapid firing machine guns. Once miniaturized radar systems were developed, it was possible to put proximity fuses in pretty much any cannon shell turning any fast-traversing high-angled, long-barrel, high velocity cannon into a potential AA device. The US and UK deployed many warships with 5" and 5.25" dual purpose guns, every bit at home with shooting down bombers and blowing up enemy warships. They also used huge batteries of 20mm, 40mm and, late in the war, 76mm automatic cannon to tear up kamikaze aircraft that came too close. Large caliber guns are still used today for an AA role.
** The UK's 4.5 inch Mk 8 Mod. 1 gun fitted to the majority of their frigates and destroyers is able to operate in a proximity fused mode, along with predictive radar aiming in order to act as a rather mean flak cannon. Especially when you consider that it is an auto loading cannon, capable of firing a shell every two seconds.
** The French firm GIAT builds a 100mm anti-air naval gun useful also for anti-ship combat and ground shelling used by various navies, and the Italian consortium Otobreda manufactures and sells the 127mm Compatto multipurpose gun (soon to be replaced with the similar but lighter 127 LW) and a 76mm gun whose two versions (Compatto, being more compact than the weapon it replaced, and the newer [[ExactlyWhatItSaysOnTheTin Super Rapid]]) are in use by 53 navies.
*** Otobreda loving the dual-purpose Super Rapido, they managed to put it on a tank chassis, obtaining the [[http://www.military-today.com/artillery/otomatic.htm Otomatic]], capable of both supporting ground troops with light artillery and shooting down choppers at 6 km, 2 km beyond the range of the helicopters' own anti-tank missiles. While this failed to sell, Otobreda tried again in 2010 with the help of the IVECO firm and created the [[http://www.military-today.com/artillery/draco.htm Draco]], that has the same gun (with better munitions) on the more mobile chassis of the Centauro tank destroyer.
** And in Russia as well - the Russian AKM-130 is a 130mm automatic cannon that is used for both anti-ship and anti-air combat, and fires at up to 80 rounds a minute.
** The Japanese had the "Beehive" round, a shell designed to turn the main guns of the battleship Yamato into the world's largest anti-aircraft shotgun. Such a big gun turned out to be impossible to aim fast enough, making it AwesomeButImpractical. The Germans had a massive anti-aircraft shell of their own for the main guns of the battleship Tirpitz, which succeeded in disrupting an incoming wave of Lancaster bombers but was, unsurprisingly, of very little utility in the end.
** Such guns were effective in the past but are very much a last resort weapon by now against modern fast movers (be them aircraft or sea-skimming missiles). And [[CrazyPrepared that's why]] Otobreda developed the STRALES ''maneuverable projectiles'' for its 76mm guns. The upgraded guns with the STRALES system basically fire [[MacrossMissileMassacre miniature radar-homing missiles]], and are expected to take down multiple enemy anti-ship missiles with a short burst to each.
* While fixed wing aircraft are usually fairly safe from anything not specifically designed to attack aircraft, it should be noted that helicopters are not quite so fortunate. Being much lower and slower flying, they're under threat not only from dedicated anti air platforms, but also from other weapons systems. General purpose guided missiles can typically still target them, being designed not only with anti tank work but also with versatility in mind. The same goes for cannons and unguided rockets designed to take down tanks, though some luck is required with the targeting. If the helicopter flies close enough to them, even infantry armed with machine guns can pose a threat by scoring a lucky hit on a weak spot like the tail rotor.
** Not to mention that many helicopters are designed to transport troops, dropping them off and picking them up directly on the battlefield, meaning that they often have to hover in close proximity to their enemies, if not outright land on a battlefield. There is a well-founded saying about how [[SittingDuck all aircraft become targets once they are on the ground.]]
* Inversely, a rare few aircraft are equipped with repurposed anti-air guns with the intent that these aircraft play a fire support role. Go figure.
* One of the most famous machine-gun examples from UsefulNotes/WW2 is the [[http://www.guns.com/wp-content/uploads/2013/01/quad_50.jpeg the M45 Quad mount, aka the Quad 50.]] It's 4 .50 cal machine guns mounted together, and was originally intended for anti-aircraft use. Three guesses as to how it earned the nicknames "Meatchopper" and "Krautmower", and the first two don't count.
* The German equivalent was the [[http://en.wikipedia.org/wiki/2_cm_Flak_30/38/Flakvierling#2_cm_Flakvierling_38 2 cm Flakvierling 38]] used in the Möbelwagen: Four 20 mm machine cannons.
* Various mounts have been produced utilizing the [[GatlingGood M61 Vulcan 20mm cannon]], most commonly associated with American fighter jets. Despite the use of radar-assisted targeting, they are of limited use against aircraft in an age of {{Roboteching}} munitions with [[ImprobableAimingSkills ridiculous accuracy]] and a range measured in tens of miles. However, experience has shown that the vehicle-mounted Vulcan cannons are ''tremendously'' effective against just about any sort of ground vehicle short of a tank, due to the Vulcan's hitting power and [[MoreDakka impressive rate of fire]].
* In the modern era, the autocannons of the past have been if not entirely replaced at least supplemented by a variety of man-portable and mobile surface-to-air missile systems, most famously the American man-portable Stinger missile and the ground-based Russian S-75 Dvina missile used by North Vietnam. The modern Russian Igla man-portable SAM is available in huge numbers and has a seeker with the ability to distinguish thermal exhaust from countermeasures like flares.
* If all else fails, try to snag the enemy with some cables strung between poles (preferably across any particularly tempting approaches for attackers, such as valleys or the tops of mountains or other high terrain near the target) or dangling from balloons floating over the target. This was primarily effective against enemy aircraft attempting to fly at tree-top level to avoid the worst of the anti-aircraft weapons and fighter cover. The presence of these cables would passively force the enemy aircraft to fly higher to avoid them, rendering them easier to target.
* While many battleships built during and in the decade or two after UsefulNotes/WorldWarI typically had limited ability to defend against air attacks, some UsefulNotes/WW2 battleships ''brimmed'' with anti-air firepower. Examples include the United States' ''North Carolina, South Dakota'' and ''Iowa-class'' battleships. During one battle, an Admiral on an adjacent ship queried ''USS North Carolina'' asking if she was on fire because of the sheer volume of muzzle flashes from MoreDakka the ship's AA guns were throwing up. In adition to them, the Japanese designed [[https://en.wikipedia.org/wiki/San_Shiki_%28anti-aircraft_shell%29 special AA ammo]] for the main guns of their battleships, that however were considered by US pilots as little more than pyrotechnic shows.
** Further, many older battleships were extensively refitted to improve their AntiAir capability, to the point of tearing down and rebuilding everything above the main deck except for the main battery, in particular to provide more places to mount defensive guns. Their main weaknesses in this regard were that the WWI era super-dreadnoughts were slower and smaller than the newer fast battleships, meaning they both had more difficulty avoiding aircraft and had less space to mount defenses.