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- "Saotome Anything-Goes Martial Arts Secret Technique: Run away!"
- In JoJo's Bizarre Adventure Part 2 (Battle Tendency), Joseph claims that the Joestar family's ultimate technique when faced with a superior opponent is "beat feet!" He even tries this against the Big Bad. Gets a few amusing Call Backs in Part 3 (Stardust Crusaders) when Joseph's grandson Jotaro escapes from one of DIO's assassins while recalling Gramps' words on the subject, as well as when Joseph himself comment that he can't use his "secret technique" on a foe that is attached to him.
- In Sword Art Online, players have teleport crystals that allows them to escape when they are in danger, with a small delay.
- Marvel Universe:
- The Silver Samurai and Viper had teleportation rings that they could use to escape hazardous situations.
- Alpha Flight: The original Guardian armor could cancel out the effects of the Earth's rotation, causing it to instantly move westward at the Earth's rotational speed (about 1,000 miles per hour). This allowed the armor's user to essentially vanish from combat in the blink of an eye.
- Star Wars Expanded Universe: If you fight Yoda, you have one of these. Usually a combination of Force Speed and distracting Yoda by endangering someone in the vicinity.
- In Doctor Who, the Daleks' "Cult of Skaro" has their "Emergency Temporal Shift". As it turns out, this is a rather risky tactic: Dalek Caan ended up inside the Last Great Time War and went utterly bananas.
- From Star Trek: The Next Generation, Data's Evil Twin Lore has a transporter access button hidden beneath the thumbnail on one of his hands. Jandy when you need to get out of Dodge quickly.
- The transporters have basically been used as this throughout the entirety of the Star Trek franchise.
- Dungeons & Dragons
- The Deck of Many Things. One of the cards was Fates, which allowed you to avoid any situation, once.
- There were also items like Teleport rings or the Helm of Teleportation that could send you to another location.
- Munchkin has several cards that can work this way; however, many of them can also be used to force your opponents to escape from battles they're actually capable of winning, which is often the preferable option.
- The submarine's special power in Axis And Allies.
- The move Teleport and the items Poke Doll and Fluffy Tail (when used in battle) and Smoke Ball (when held in battle).
- Pokemon with the "Run Away" ability can escape from any wild Pokemon guaranteed just by using the normal "Run" command.
- The "Roar" and "Whirlwind" moves are inversions: they end wild Pokemon battles by forcing the opponent away, rather than the user, therefore working in situations where the user is blocked from escaping. Starting with the second generation, they can also be used in battles against fellow trainers, though not to escape—instead, when the opposing Pokemon runs, one of the trainer's other Pokemon is sent out in its stead.
- As of Generation VI, all Ghost-type pokemon can't be prevented from attempting to escape battle or switch, presumably due to a degree of intangibility.
- A staple of the Final Fantasy series, usually in the form of the "Escape" spell or the occasional consumable item, but also:
- In Final Fantasy IV, Edge can use a smoke bomb to get the party out of a battle.
- Thieves in Final Fantasy V can learn the Flee command, which allows you to escape instantaneously without fail. Great for getting past all those damn Jackanapes in Walse Castle.
- Final Fantasy VI has the item variant.
- Final Fantasy VII has the Exit materia, which lets you use the Escape spell to flee from battles. The materia also contains the Remove spell, which is the inverse of Escape by forcing all enemies to be removed from battle. If you somehow use the spell on your own party, it counts as a Total Party Wipe.
- Final Fantasy IX has Zidane the thief, who can learn the Flee skill using his initial sets of weapons.
- Final Fantasy X has the Flee command, found near Tidus' starting point on the Sphere Grid. Unlike the standard Escape command, which only lets that individual party member flee, the Flee command makes the whole party flee at the same time and it never fails unless you're not supposed to flee.
- Final Fantasy XII is a subversion to the trope. Since all battles take place in real time, there isn't any escape techniques. Holding the flee button forces the party to put away their weapons and their running speed is slightly increased to help them get away from enemies.
- Present in all three Etrian Odyssey games. In the first two, the Protector can learn the Flee skill, which always escapes the party from any battle where they aren't trapped, and has a chance of dropping them at the last staircase they used. In the third game, the Ninja's "Tonsou Jutsu" skill does the same, but it's no longer a guaranteed escape (merely an increased chance), while the Shogun's "Retreat" skill simply takes you out of the battle.
- The Shining Force series has the "Egress" skill, usually only given to the main character. Since you (usually) cannot replay battles after finishing them, using Egress is one of the keys to Level Grinding.
- ZanZarah: The Hidden Portal had the garlic extract that scares away any attacking wild faeries but you have to buy it beforehand and it only works in the short time between being attacked and the Fight Woosh. During a fairy duel, making your way to the miniature sun at the center of the area allows you to escape random encounters (but not boss battles). In a particular bit of cruelty, the wild fairies can use it, too, if they are losing badly, robbing you of the XP you earned in blood (that is, fairy hit points).
- Paper Mario and its sequel featured a "Run Away" option outside of most scripted fights, though it had a good chance of failing and cost coins (albeit coins that could be picked up afterward).
- Super Mario RPG has the standard Run Away command, but it can sometimes fail, causing your turn to be wasted. Halfway through the game, you could get the See Ya! item that lets you run away from fights successfully.
- The Mario & Luigi series has a 'Run' option for this. In Mario & Luigi: Superstar Saga, you had to hammer the A and B buttons to make Mario and Luigi run while coins fell out their pockets, in later games you just hit the run command and immediately flee the battle. As per the norm, it doesn't work in boss battles.
- The first game has the 4-D Slip PSI, which allows a guaranteed escape from battle. Considering how brutal the late game enemies are, it's very helpful at times.
- The fan midquel MOTHER: Cognitive Dissonance also has 4-D Slip, learned by Col. Saturn, which has early plot significance but is also useful the entire game to escape battles.
- Kingdom of Loathing has piles of items and abilities which allow for a guaranteed escape, but the truly powerful ones are the ones that let you escape without spending an adventure. One of the most egregious examples had to have an Obvious Rule Patch added to restrict its use to a reasonable number per day, as every one of them that would ever exist had been created during a long-past holiday and yet even the Too Awesome to Use effect wasn't stopping it from being a central part of Speed Runs. Nowadays, the devs are less fond of this idea and are more interested in turn-free One Hit Kills.
- Persona Q has the smoke ball, which is a godsend when trying to run from F.O.E's
- Mega Man Battle Network has the Escape Battle Chip in its first two games. In the first game, this was the player's only method of escape. The second game implemented the ability for the player to retreat using the L button (which can fail), and the now-obsoleted Battle Chip disappeared from all subsequent games.
- Obscure DSiWare game Crystal Monsters has the smoke ball item, which does this. The difference? It can be used to escape boss battles and similar scripted encounters, and when used as such it counts as a win.
- The Quick Escape skill in Digital Devil Saga increases the chance of escaping, but only works if the character with Quick Escape is the one that uses the Retreat command.
- The Dash Phase in Atlas Reactor is devoted to techniques like this. Dashes resolve before attacks ('blasts'), and thus using a dash means giving up a chance for an attack in return for not standing where your target expects you to when their attack resolves.
- On Challenge Of The Go Bots, the "Astro-Beam" used for ultra-long-range teleportation reverses itself after a certain period, and the bad guys are simply not there any more.