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

Note that this trope is not about [[StatusBuff temporary]] or intrinsic immunity (see ImmuneToFlinching for that), but about actively blocking a stunning attack or stabilizing yourself after being [[KnockBack knocked back]].

In some cases, the DefendCommand can block or reduce knockback even if it doesn't reduce the damage taken.

This may or may not prevent (or ''provide'') MercyInvincibility.

In many games, knockback is stopped if you hit a wall or object. In this case, fighting knockback-inflicting enemies near walls can be used for this.

See also PressXToNotDie.

As another way to get back in the fight, compare RecoveryAttack.
Examples only count as this if it does not avoid all damage (like dodging does), but just prevents the {{Knockback}}.

[[folder: Action Adventure ]]

* In some video games, hitting or shooting an enemy at just the right instant allows you to glitch through it without [[CollisionDamage getting hit]] (and hence avoid knockback). This works, for instance, in ''VideoGame/SuperMetroid''.
* ''VideoGame/{{Iji}}'' has the Hidden Skill "Teching" that does this.
* In ''VideoGame/LevelUp'', this is possible.
* The Zombie Officer soul in ''VideoGame/CastlevaniaAriaOfSorrow'' allows you to stop knockback.
** In some ''Franchise/{{Castlevania}}'' games, knockback can be avoided by crouching.
* Most ''VideoGame/ViewtifulJoe'' installments have this as an ability you can buy, specifically called Ukemi. If you zoom in right when you hit the ground, you'll flip back up and negate the damage, even though you already saw it subtracted from your lifebar. It won't help against hits that don't knock you back, though, and doesn't always recover all your health if the attack is badly damaging. But if it is used miraculously, it can forgive that one mistake that might stop you from getting a perfect Rainbow V rank.
* ''VideoGame/TheWonderful101'', from the [[Creator/HidekiKamiya same director]], also has Ukemi. If you press jump button exactly the moment when you touch the ground after you've been hit -- you negate the damage and get a few seconds of invincibility to show you recover animation.
* ''VideoGame/AsurasWrath'' also has this as a major mechanic, complete with the (partial) life recovery from VideoGame/ViewtifulJoe seen above. [[SuperMode Unlimited Mode]] makes it automatic for as long as it lasts, although since Asura doesn't take any damage during it, it only serves to allow him to resume attacking quicker.

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

[[folder: Fighting Game ]]
* ''VideoGame/SuperSmashBros'' allows you to do a quick recovery when you're knocked into a wall or the floor, either flipping or rolling to your feet when hitting the ground, or keeping yourself from smacking into a wall. If your character can wall-jump, you can use that to recover when hitting a wall.
** There's also trajectory directional influence and smash directional influence.
** The ''Super Smash Bros.'' community is notably responsible for the use of the word "tech" for ukemi mechanics in video games. As the action was [[GuideDangIt never described in the manual]] for any of the Smash games, the community came up with the word "tech" as a placeholder. It became so widely accepted, that when the creator finally named it "Ukemi" after the real judo technique, [[InsistentTerminology the community largely went on using "tech"]], which then spread to other fighting games with similar mechanics.
* ''[[VideoGame/SoulSeries Soul Calibur IV]]'' allows you to Ukemi or Just Ukemi as you are knocked to the ground in order to instantly stand up or roll.
* In the ''VideoGame/{{Touhou}}'' fighting game spinoffs, you can airtech by airdashing or flying.

[[folder: MMORPG ]]
* One class in ''VideoGame/RagnarokOnline'' - The Swordsman and its variants - has a skill that does that, and it makes lots of sense, with the sheer amount of mobs rallied in one train, or adds following the MVP boss.
* ''VideoGame/DCUniverseOnline'' lets you use Breakout to stop being knocked back and grant yourself a brief control immunity. Unusually for this trope, this is not without cost - Breakout costs valuable energy.
* The Just Reversal skill in ''VideoGame/PhantasyStarOnline2'' lets you quickly somersault to your feet instead of landing face down on the floor if you hit the jump key right before touching the ground after you're sent flying. However, it's not always better to do this, as the MercyInvincibility provided from doing a faceplant can let you avoid attacks that the aforementioned skill wouldn't.

[[folder: Third Person Shooter ]]
* ''VideoGame/{{Prototype}}'' lets you purchase the ability to do just that with a quick tap of the jump button. Alternately, you can just air-dash.
* You can recover from being knocked to the ground faster in ''VideoGame/KidIcarusUprising'' by pressing the attack button the moment you land. There's also an ability you can get on weapons that will do this automatically.

[[folder: Other Video Games ]]
* ''VideoGame/{{Clonk}}''
** In mage fights, a GoodBadBug allows you to stop tumbling by casting a spell you started aiming before being hit by an attack.
** In the Eke Reloaded pack, using a jetpack cancels tumbling.

[[folder: Tabletop RPG ]]
* ''TabletopGame/MutantsAndMasterminds'' has the ability to spend a Hero Point to nullify Stun, which normally results in Knockback. Players can also use Acrobatics to avoid the Prone status after knockback.