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* ''VideoGame/MarvelVsCapcom3'' has the X-Factor mechanic, which boosts the speed and attack power of the current player character. The fewer characters the player has remaining on his or her team, the stronger X-Factor becomes. In ''VideoGame/MarvelVsCapcomInfinite'', the Infinity Stone meter works on a similar principle to ''Street Fighter IV''[='s=] Revenge Meter (see below), in that you absorb damage to build it up. Like said Revenge Meter, once it's half-full you can use it (the effect varying depending on which Stone you chose before the match).
* ''VideoGame/StreetFighterXTekken'' has Pandora. This allows a player 10 seconds of infinite super meter (and changes the character to black with glowing purple, including the clothes), at the cost of disabling the partner character and losing the match once Pandora wears off.
* ''VideoGame/PowerRangersBattleForTheGrid'' has the the [[HumongousMecha Megazords]]. Once one of your fighters has been defeated, you can call in your Zord as a sort of gigantic AssistCharacter.
* The ''Franchise/{{Pokemon}}'' moves Reversal and Flail do more damage the less HP the user has, and Endeavor reduces the opponent's HP to be the same amount as the user's.
** The TabletopGame/{{Pokemon}} Trading Card Game, during the 3rd-generation, had Pokémon-star cards. Most of them had one attack that had pitiful strength but became overwhelming if the player is about to lose the game.
** Among the abilities introduced in Gen III are Overgrow, Blaze, Torrent, and Swarm, which respectively increases the power of Grass-, Fire-, Water-, and Bug-type moves by 50% when the user is down to 1/3 (or less) of their HP.
* ''VideoGame/{{Tekken}}'':
** ''6'' has "Rage Mode", which activates when a character is low on life and does more damage the lower their life gets.
** In ''Tekken Tag Tournament 2'', it returns but tweaked so that the losing character's ''partner'' is the one who gets "Raged" and the only way to get the buff is to tag them in. Also, it goes away after a certain amount of time and there are moves the opponent can do to end Rage Mode instantly.
** ''Tekken 7'' changes Rage Mode from a damage buff to DesperationAttack. Once raged, your character will have a [[DeathOrGloryAttack single opportunity]] to perform a powerful move called a "Rage Art" that can do a lot of damage.
* ''VideoGame/StreetFighterIV'' has the Revenge Meter, which fills the more damage one takes. Once it's filled halfway, an Ultra Move becomes possible and when filled all the way, the Ultra does more damage. Like Super Moves in ''VideoGame/StreetFighterII'', Ultra only lasts one round. ''Street Fighter IV'' also has a very subtle mechanic in that characters receive less damage depending on how much life they have left. With less than half their life remaining, they take slightly less damage from each attack. With less than a quarter of their life remaining, they take significantly less damage from each attack.
* In ''[[Videogame/CapcomVsSNK2MarkOfTheMillennium Capcom vs. SNK 2]]'', the most obvious examples are S-Groove (based off of ''VideoGame/TheKingOfFighters '94'' and ''95''[='s=] super bar system, as well as the one used in ''97'' and ''98''[='=]s Extra fighting style) which let the player use level 1 supers infinitely and allowed for Max level supers when the bar was filled up when the user was at low health, and K-Groove (based off of ''VideoGame/SamuraiShodown''[='s=] Rage Gauge system) where the bar fills up when you take a hit, and when filled allows the user to perform a MAX level super as well as giving them a damage buff.

to:

* ''VideoGame/MarvelVsCapcom3'' has ''VideoGame/{{Battlerite}}'':
** The center orb grants a small but significant health and energy bonus to
the X-Factor mechanic, which boosts team that [[KillSteal lands the speed and attack power of last hit on it]]. If you are the current last surviving player on your team, the bonus is doubled.
** Defeated players drop energy bonuses that can be picked up by teammates. The more energy you had before dying, the bigger the bonus. This can lead to a player using their [[LimitBreak Ultimate ability]], picking up a 100 energy bonus, and immediately using a second Ultimate, which can win a round if both abilities hit.
* All versions of ''VideoGame/BlazBlue'' give players automatic Heat (super meter) gain when low on health. ''VideoGame/BlazBlueChronoPhantasma'' swapped out gold bursts for Overdrive mode, which applies a buff that differs for each
character. The fewer characters the player has remaining on his or her team, the stronger X-Factor becomes. In ''VideoGame/MarvelVsCapcomInfinite'', the Infinity Stone meter works on a similar principle to ''Street Fighter IV''[='s=] Revenge Meter (see below), in that you absorb damage to build it up. Like said Revenge Meter, once it's half-full you can use it (the effect varying depending on which Stone you chose before the match).
* ''VideoGame/StreetFighterXTekken'' has Pandora. This allows a player 10 seconds of infinite super meter (and changes the character to black with glowing purple, including the clothes), at the cost of disabling the partner character and losing the match once Pandora wears off.
* ''VideoGame/PowerRangersBattleForTheGrid'' has the the [[HumongousMecha Megazords]]. Once one of your fighters has been defeated, you can call in your Zord as a sort of gigantic AssistCharacter.
* The ''Franchise/{{Pokemon}}'' moves Reversal and Flail do more damage the less HP the user has, and Endeavor reduces the opponent's HP to be the same amount as the user's.
** The TabletopGame/{{Pokemon}} Trading Card Game, during the 3rd-generation, had Pokémon-star cards. Most of them had one attack that had pitiful strength but became overwhelming
Overdrive lasts longer if the player is about to lose the game.
** Among the abilities introduced in Gen III are Overgrow, Blaze, Torrent, and Swarm,
activates it while low on health.
* ''VideoGame/BlazBlueCrossTagBattle'' has this mechanic for [[WebAnimation/{{RWBY}} Yang Xiao Long]]'s Rage Semblance,
which respectively increases the power of Grass-, Fire-, Water-, her offense and Bug-type makes her super moves by 50% more elaborate (and obviously more damaging) when the user is down she's close to 1/3 (or less) of their HP.
* ''VideoGame/{{Tekken}}'':
** ''6'' has "Rage Mode", which activates when a character is low on life and does more damage the lower their life gets.
** In ''Tekken Tag Tournament 2'', it returns but tweaked so that the losing character's ''partner'' is the one who gets "Raged" and the only way to get the buff is to tag them in. Also, it goes away after a certain amount of time and there are moves the opponent can do to end Rage Mode instantly.
** ''Tekken 7'' changes Rage Mode from a damage buff to DesperationAttack. Once raged, your character will have a [[DeathOrGloryAttack single opportunity]] to perform a powerful move called a "Rage Art" that can do a lot of damage.
* ''VideoGame/StreetFighterIV'' has the Revenge Meter, which fills the more damage one takes. Once it's filled halfway, an Ultra Move becomes possible and when filled all the way, the Ultra does more damage. Like Super Moves in ''VideoGame/StreetFighterII'', Ultra only lasts one round. ''Street Fighter IV'' also has a very subtle mechanic in that characters receive less damage depending on how much life they have left. With less than half their life remaining, they take slightly less damage from each attack. With less than a quarter of their life remaining, they take significantly less damage from each attack.
* In ''[[Videogame/CapcomVsSNK2MarkOfTheMillennium Capcom vs. SNK 2]]'', the most obvious examples are S-Groove (based off of ''VideoGame/TheKingOfFighters '94'' and ''95''[='s=] super bar system, as well as the one used in ''97'' and ''98''[='=]s Extra fighting style) which let the player use level 1 supers infinitely and allowed for Max level supers when the bar was filled up when the user was at low health, and K-Groove (based off of ''VideoGame/SamuraiShodown''[='s=] Rage Gauge system) where the bar fills up when you take a hit, and when filled allows the user to perform a MAX level super as well as giving them a damage buff.
being defeated.



* Videogame/SoulSeries examples:
** ''Soul Calibur IV'' allows players to assign skills to custom created characters, among them are '''will power''' and '''hysterical strength'''. Both are passive abilities that activate when the player's health dips below a certain point.
*** '''Will power''' - requires the player to be in critical status (low health) and causes the character to glow red, when active. It sharply increases the user's stats for the remainder of the round.
*** '''Hysterical strength''' - only requires that player's health drop below half and only offers a boost in attack power; noted by a greenish yellow glow when active.
** In ''Soul Calibur V'' and ''VI'', a player that is one round away from losing the match gets one free soul gauge stock in the next round. This only happens once though- they'll have to carry themselves the rest of the way.
* Some house rules for ''TabletopGame/{{Monopoly}}'' give a certain amount of money to a player who gets bankrupted, allowing them to keep playing. Additional requirements vary between houses. [[Administrivia/TropesAreTools This isn't always a good thing]]: since the only way to end the game is for one player to completely dominate the others, methods of lessening that domination often just drag out the inevitable.



* In ''[[Videogame/CapcomVsSNK2MarkOfTheMillennium Capcom vs. SNK 2]]'', the most obvious examples are S-Groove (based off of ''VideoGame/TheKingOfFighters '94'' and ''95''[='s=] super bar system, as well as the one used in ''97'' and ''98''[='=]s Extra fighting style) which let the player use level 1 supers infinitely and allowed for Max level supers when the bar was filled up when the user was at low health, and K-Groove (based off of ''VideoGame/SamuraiShodown''[='s=] Rage Gauge system) where the bar fills up when you take a hit, and when filled allows the user to perform a MAX level super as well as giving them a damage buff.
* The Technos-made ''VideoGame/DoubleDragon'' fighting game from 1995 unlocks a character's LimitBreak when the "Charge" gauge is full. The Charge gauge is a blue field that fills up from the bottom of a character's life bar as you score hits and is considered full when it meets the point at which it completely overlaps your current health. The less health you have, the faster the Charge portion of the bar will fill.
* ''VideoGame/DragonballFighterz'':
** The Sparking Blast works similarly to the above-mentioned X-Factor in that it grants automatic health regeneration and more power, which scales up based on how many characters are left on a team when activated. It can also be used during a combo (again, like X-Factor, although it has an actual hit effect as opposed to simply canceling the active animation).
** There's also Captain Ginyu's Body Swap technique, which is enormously difficult to pull off but if it works will result in the opponent suddenly finding themselves saddled with a gimped, heavily-injured Ginyu while the user's stolen their character.
** Base Goku's Kaioken allows him to perform a series of powerful attacks. If one or both teammates are knocked out, Goku can use more attacks, and can use the Kaioken Kamehameha.
** Two of GT Goku's super moves (Super Kamehameha and Dragon Fist Explosion) are improved after one or both teammates are downed. The former makes him go from Super Saiyan to Super Saiyan 3 before unleashing it, while the latter makes him turn into Super Saiyan 4 before unleashing it.
* Some of the events in ''VideoGame/GalacticCivilizations II'' are designed to help a player who is behind or hinder a player who is ahead.



* One item in ''VideoGame/{{Tetris}} Axis'' switches your playing field with that of the opponent. This is most often used to transfer what should be an inevitable loss to your opponent.
* In the [[VideoGame/NarutoShippudenUltimateNinjaStorm2 Naruto]] [[VideoGame/NarutoShippudenUltimateNinjaStormGenerations Storm]] [[VideoGame/NarutoShippudenUltimateNinjaStorm3 series]], every character has an Awakened Mode, which offers either increased speed and attack power or a new, more potent set of abilities. However, it can only be used if the character has less than half of his or her total HP, or in the case of particularly strong Awakenings, less than a quarter or even one-sixth. It's Changed up a bit in Storm 3, where it can be used at any time as a form of a LagCancel as opposed to just a Comeback Mechanic, though it can still be used this way. Also, in the ''Naruto: Clash of Ninja Revolution'' series, there are Latent Ninja Powers, an additional bunch of moves for each character triggered by being below a certain HP.
* ''VideoGame/PunchOut'' on the Wii has two examples:
** If the player is about to go down from a KO or TKO, mashing 1 and 2 or shaking the Wiimote and Nunchuk can help bring Little Mac back into the action and not lose, coming back with about 1/4 of his energy. However, the mechanic has a great chance of failing if said mechanic is relied on too much in a single round.
** If Mac takes a hit that will normally knock him out, there's a small chance that he'll force himself to stay up through HeroicWillpower. However, it only works once per fight.
* ''VideoGame/MortalKombat9'''s super meter seems to work more on the side of damage intake rather than output. Beating up your opponent won't earn near as much super energy as simply getting smacked around yourself. Charge it all the way up and retaliate with a big combo full of EX moves or one powerful X-Ray shot.
* [[GuestFighter Jason]] in ''VideoGame/MortalKombatX'' has the Unstoppable variation which grants him this ability: if he is KO'd, he will revive with a bit of health depending on how much meter he had, at the cost of consuming his entire meter (complete with screeching violins!).
* ''Videogame/Persona4Arena'' has Awakening mode, which kicks in at the back end of your character's life bar. In this state, you take reduced damage (roughly one-third less), gain 50 more points of super meter (in both the senses of getting free meter and increasing your meter capacity), and have access to an "Awakening" super move. However, since Awakening only triggers once your character returns to a neutral state, if the player is trapped in a combo upon that threshold, damage reduction won't occur until it ends. The sequel, ''Persona 4 Arena Ultimax,'' changes the mechanic slightly in response to the introduction of [[ShadowArchetype Shadow-type characters]]; only normal-type characters can access Awakening, but Shadow-type characters have access to their Awakening super from the start of the round and gain more meter from being hit, which makes it easier for them to activate [[SuperMode Shadow Frenzy]] and cause massive amounts of damage.
* In ''VideoGame/PanelDePon'' and all its spinoffs, clearing a garbage block turns it into regular panels (or in the case of larger garbage blocks, the bottom row turns into regular panels while the rest turn into a smaller garbage block). If you can line up the panels underneath before the clear animation finishes, the new panels can fall and create a chain. As a result, matches between top players usually turn into garbage tennis - each player sends a maximum-size garbage block to the other, who clears the block while using it as ammo to create another massive chain that generates another maximum-size garbage block. Repeat until one player can't clear the garbage block within the two-second grace period.
* A similar case occurs in ''VideoGame/SuperPuzzleFighterIITurbo'', where each time a player drops a piece, all the Counter Gems (garbage blocks) on their side count down by 1, and turn into regular gems when they hit 0, turning them into fuel for counterattacks. Additionally, clearing gems higher up on the screen generates more Counter Gems sent to the opponent. Thus the definitive strategy is to send one giant attack that [=KOs=] your opponent in one hit - but that's easier said than done.
* Baroque in ''VideoGame/TatsunokoVsCapcom'' allows you to deal more damage in a combo--how much more depends on how much red health the player's current character has. As red health increases with damage taken, the more damage the character has taken, the stronger Baroque becomes.
* ''Videogame/TheKingOfFighters'':
** The series, during 94 and 95 as well as 97 and 98's Extra fighting styles, used this trope where if one player was low on health, they were allowed infinite use of any normal [=DMs=] to attempt a comeback. Later on, '98 and 2002 onward has a more subtle mechanic- with its 3 vs. 3 fights, later fighters will be able to store one more super bar. Therefore, the first character in a team can stock up to three bars, the second stock up to four, and the last up to five. It allows for more damaging combos or escape attempts, but it won't single-handedly turn the tide of battle.
** In [=KoF=] '99 and 2000, power stocks remain the same all throughout but with each downed character, the next fighter will be able to call in [[AssistCharacter strikers]] more frequently, some of which can be potential [[GameBreaker game breakers]].
* Some of the events in ''VideoGame/GalacticCivilizations II'' are designed to help a player who is behind or hinder a player who is ahead.
* In ''TabletopGame/MagicTheGathering'', the Dark Ascension expansion has cards with a Fateful Hour mechanic. These cards have additional effects which kick in only if you have 5 or less life (usually out of an initial 20) remaining.
* All versions of ''VideoGame/BlazBlue'' give players automatic Heat (super meter) gain when low on health. ''VideoGame/BlazBlueChronoPhantasma'' swapped out gold bursts for Overdrive mode, which applies a buff that differs for each character. Overdrive lasts longer if the player activates it while low on health.



* ''VideoGame/NoMoreHeroes2DesperateStruggle'' allows Travis to recover from 0 to 3 HP if the Wiimote and Nunchuk are aggressively shaked. It works up to four times, but if the last hit before the potential death is landed when Travis is knocked on the floor, or is OneHitKill, Travis will invariably die.



* In the {{pinball}} machine ''Snow Derby'', finishing a lap is normally worth 50 points when the ball drains. On the next-to-last ball, laps are worth 100 points each, and on the last ball, they are worth 200 points each.
* Similar to ''Street Fighter IV''[='=]s Revenge meter, ''VideoGame/StreetFighterV'' has the "V-Trigger" gauge, which enables your character's SuperMode and is charged up by taking damage (which ultimately makes it more similar to ''Killer Instinct''[='=]s Instinct meter).
* In ''VideoGame/{{Splatoon}}'s'' Ranked Battles, if time runs out when the losing team is in control of the objective, the match goes into overtime. Overtime finishes once the losing team either loses control of the objective, or manages to pull ahead and overtake the opposing team's score. This encourages losing players to keep trying until the very end.
* ''VideoGame/SamuraiShodown'' is one of the first fighting games to employ a comeback system in the form of its Rage meter that builds while your character takes damage, allowing better damage when it's maxed or using it to perform a DesperationAttack. K-Groove in ''VideoGame/CapcomVsSNK2MarkOfTheMillennium'' uses the Rage meter as well (although in that case you can also build it by performing Just Defends).
* The Technos-made ''VideoGame/DoubleDragon'' fighting game from 1995 unlocks a character's LimitBreak when the "Charge" gauge is full. The Charge gauge is a blue field that fills up from the bottom of a character's life bar as you score hits and is considered full when it meets the point at which it completely overlaps your current health. The less health you have, the faster the Charge portion of the bar will fill.
* ''VideoGame/{{Nidhogg}}'' is about two opponents, with the offensive one running to reach the other side of the screen to win in a tug-of-war duel. If the other player is behind, it is very difficult to catch up on foot. A perfectly valid option for the behind-player is to simply dash offscreen, which will allow them to respawn in front of their opponent with a new sword drawn.

to:

* In ''Videogame/TheKingOfFighters'':
** The series, during 94 and 95 as well as 97 and 98's Extra fighting styles, used this trope where if one player was low on health, they were allowed infinite use of any normal [=DMs=] to attempt a comeback. Later on, '98 and 2002 onward has a more subtle mechanic- with its 3 vs. 3 fights, later fighters will be able to store one more super bar. Therefore,
the {{pinball}} machine ''Snow Derby'', finishing first character in a lap is normally worth 50 points when team can stock up to three bars, the ball drains. On the next-to-last ball, laps are worth 100 points each, second stock up to four, and on the last ball, they are worth 200 points each.
up to five. It allows for more damaging combos or escape attempts, but it won't single-handedly turn the tide of battle.
** In [=KoF=] '99 and 2000, power stocks remain the same all throughout but with each downed character, the next fighter will be able to call in [[AssistCharacter strikers]] more frequently, some of which can be potential [[GameBreaker game breakers]].
* Similar In ''TabletopGame/MagicTheGathering'', the Dark Ascension expansion has cards with a Fateful Hour mechanic. These cards have additional effects which kick in only if you have 5 or less life (usually out of an initial 20) remaining.
* ''VideoGame/MarvelVsCapcom'' gives [[VideoGame/{{Cyberbots}} Jin Saotome]] a character-exclusive desperation mode that activates if he's low on health and his partner has been knocked out. While active he gains offense, defense, and a degree of super armor.
* ''VideoGame/MarvelVsCapcom3'' has the X-Factor mechanic, which boosts the speed and attack power of the current player character. The fewer characters the player has remaining on his or her team, the stronger X-Factor becomes. In ''VideoGame/MarvelVsCapcomInfinite'', the Infinity Stone meter works on a similar principle
to ''Street Fighter IV''[='=]s IV''[='s=] Revenge meter, ''VideoGame/StreetFighterV'' has the "V-Trigger" gauge, which enables your character's SuperMode and is charged up by taking Meter (see below), in that you absorb damage (which ultimately makes to build it more similar to ''Killer Instinct''[='=]s Instinct meter).
* In ''VideoGame/{{Splatoon}}'s'' Ranked Battles, if time runs out when the losing team is in control of the objective, the match goes into overtime. Overtime finishes
up. Like said Revenge Meter, once the losing team either loses control of the objective, or manages to pull ahead and overtake the opposing team's score. This encourages losing players to keep trying until the very end.
* ''VideoGame/SamuraiShodown'' is one of the first fighting games to employ a comeback system in the form of its Rage meter that builds while your character takes damage, allowing better damage when
it's maxed or using it to perform a DesperationAttack. K-Groove in ''VideoGame/CapcomVsSNK2MarkOfTheMillennium'' uses the Rage meter as well (although in that case half-full you can also build use it by performing Just Defends).
* The Technos-made ''VideoGame/DoubleDragon'' fighting game from 1995 unlocks a character's LimitBreak when the "Charge" gauge is full. The Charge gauge is a blue field that fills up from the bottom of a character's life bar as you score hits and is considered full when it meets the point at
(the effect varying depending on which it completely overlaps your current health. The less health Stone you have, chose before the faster the Charge portion of the bar will fill.
* ''VideoGame/{{Nidhogg}}'' is about two opponents, with the offensive one running to reach the other side of the screen to win in a tug-of-war duel. If the other player is behind, it is very difficult to catch up on foot. A perfectly valid option for the behind-player is to simply dash offscreen, which will allow them to respawn in front of their opponent with a new sword drawn.
match).



* ''VideoGame/DragonballFighterz'':
** The Sparking Blast works similarly to the above-mentioned X-Factor in that it grants automatic health regeneration and more power, which scales up based on how many characters are left on a team when activated. It can also be used during a combo (again, like X-Factor, although it has an actual hit effect as opposed to simply canceling the active animation).
** There's also Captain Ginyu's Body Swap technique, which is enormously difficult to pull off but if it works will result in the opponent suddenly finding themselves saddled with a gimped, heavily-injured Ginyu while the user's stolen their character.
** Base Goku's Kaioken allows him to perform a series of powerful attacks. If one or both teammates are knocked out, Goku can use more attacks, and can use the Kaioken Kamehameha.
** Two of GT Goku's super moves (Super Kamehameha and Dragon Fist Explosion) are improved after one or both teammates are downed. The former makes him go from Super Saiyan to Super Saiyan 3 before unleashing it, while the latter makes him turn into Super Saiyan 4 before unleashing it.
* ''VideoGame/{{Battlerite}}'':
** The center orb grants a small but significant health and energy bonus to the team that [[KillSteal lands the last hit on it]]. If you are the last surviving player on your team, the bonus is doubled.
** Defeated players drop energy bonuses that can be picked up by teammates. The more energy you had before dying, the bigger the bonus. This can lead to a player using their [[LimitBreak Ultimate ability]], picking up a 100 energy bonus, and immediately using a second Ultimate, which can win a round if both abilities hit.
* ''VideoGame/MarvelVsCapcom'' gives [[VideoGame/{{Cyberbots}} Jin Saotome]] a character-exclusive desperation mode that activates if he's low on health and his partner has been knocked out. While active he gains offense, defense, and a degree of super armor.
* ''VideoGame/BlazBlueCrossTagBattle'' has this mechanic for [[WebAnimation/{{RWBY}} Yang Xiao Long]]'s Rage Semblance, which increases her offense and makes her super moves more elaborate (and obviously more damaging) when she's close to being defeated.
* In ''VideoGame/SonicForces: Speed Battle'', if you're a significant distance behind the leader, the next item you pick up will be your character's special "Speed Boost" item instead of a shield, allowing you to try to close the gap.

to:

* ''VideoGame/DragonballFighterz'':
** The Sparking Blast works similarly
Some house rules for ''TabletopGame/{{Monopoly}}'' give a certain amount of money to a player who gets bankrupted, allowing them to keep playing. Additional requirements vary between houses. [[Administrivia/TropesAreTools This isn't always a good thing]]: since the above-mentioned X-Factor in only way to end the game is for one player to completely dominate the others, methods of lessening that domination often just drag out the inevitable.
* ''VideoGame/MortalKombat9'''s super meter seems to work more on the side of damage intake rather than output. Beating up your opponent won't earn near as much super energy as simply getting smacked around yourself. Charge
it all the way up and retaliate with a big combo full of EX moves or one powerful X-Ray shot.
* [[GuestFighter Jason]] in ''VideoGame/MortalKombatX'' has the Unstoppable variation which
grants automatic him this ability: if he is KO'd, he will revive with a bit of health regeneration and more power, which scales up based depending on how many characters are left on much meter he had, at the cost of consuming his entire meter (complete with screeching violins!).
* In the [[VideoGame/NarutoShippudenUltimateNinjaStorm2 Naruto]] [[VideoGame/NarutoShippudenUltimateNinjaStormGenerations Storm]] [[VideoGame/NarutoShippudenUltimateNinjaStorm3 series]], every character has an Awakened Mode, which offers either increased speed and attack power or
a team when activated. It new, more potent set of abilities. However, it can also only be used during a combo (again, like X-Factor, although it if the character has an actual hit effect less than half of his or her total HP, or in the case of particularly strong Awakenings, less than a quarter or even one-sixth. It's Changed up a bit in Storm 3, where it can be used at any time as a form of a LagCancel as opposed to simply canceling just a Comeback Mechanic, though it can still be used this way. Also, in the active animation).
** There's also Captain Ginyu's Body Swap technique, which
''Naruto: Clash of Ninja Revolution'' series, there are Latent Ninja Powers, an additional bunch of moves for each character triggered by being below a certain HP.
* ''VideoGame/{{Nidhogg}}''
is enormously about two opponents, with the offensive one running to reach the other side of the screen to win in a tug-of-war duel. If the other player is behind, it is very difficult to pull off but if it works catch up on foot. A perfectly valid option for the behind-player is to simply dash offscreen, which will result allow them to respawn in the front of their opponent suddenly finding themselves saddled with a gimped, heavily-injured Ginyu while the user's stolen their character.
** Base Goku's Kaioken
new sword drawn.
* ''VideoGame/NoMoreHeroes2DesperateStruggle''
allows him Travis to perform a series of powerful attacks. If one or both teammates are knocked out, Goku can use more attacks, and can use the Kaioken Kamehameha.
** Two of GT Goku's super moves (Super Kamehameha and Dragon Fist Explosion) are improved after one or both teammates are downed. The former makes him go
recover from Super Saiyan 0 to Super Saiyan 3 before unleashing it, while HP if the latter makes him turn into Super Saiyan 4 before unleashing it.
* ''VideoGame/{{Battlerite}}'':
** The center orb grants a small
Wiimote and Nunchuk are aggressively shaked. It works up to four times, but significant health and energy bonus to the team that [[KillSteal lands if the last hit before the potential death is landed when Travis is knocked on it]]. the floor, or is OneHitKill, Travis will invariably die.
* In ''VideoGame/PanelDePon'' and all its spinoffs, clearing a garbage block turns it into regular panels (or in the case of larger garbage blocks, the bottom row turns into regular panels while the rest turn into a smaller garbage block).
If you are can line up the last surviving player on your team, panels underneath before the bonus is doubled.
** Defeated
clear animation finishes, the new panels can fall and create a chain. As a result, matches between top players drop energy bonuses that can be picked up by teammates. The more energy you had before dying, the bigger the bonus. This can lead to a usually turn into garbage tennis - each player sends a maximum-size garbage block to the other, who clears the block while using their [[LimitBreak Ultimate ability]], picking up a 100 energy bonus, and immediately using a second Ultimate, it as ammo to create another massive chain that generates another maximum-size garbage block. Repeat until one player can't clear the garbage block within the two-second grace period.
* ''Videogame/Persona4Arena'' has Awakening mode,
which can win a round if both abilities hit.
* ''VideoGame/MarvelVsCapcom'' gives [[VideoGame/{{Cyberbots}} Jin Saotome]] a character-exclusive desperation mode that activates if he's low on health and his partner has been knocked out. While active he gains offense, defense, and a degree of super armor.
* ''VideoGame/BlazBlueCrossTagBattle'' has this mechanic for [[WebAnimation/{{RWBY}} Yang Xiao Long]]'s Rage Semblance, which increases her offense and makes her super moves more elaborate (and obviously more damaging) when she's close to being defeated.
* In ''VideoGame/SonicForces: Speed Battle'', if you're a significant distance behind
kicks in at the leader, the next item you pick up will be back end of your character's special "Speed Boost" item instead of a shield, allowing life bar. In this state, you to try to close take reduced damage (roughly one-third less), gain 50 more points of super meter (in both the gap.senses of getting free meter and increasing your meter capacity), and have access to an "Awakening" super move. However, since Awakening only triggers once your character returns to a neutral state, if the player is trapped in a combo upon that threshold, damage reduction won't occur until it ends. The sequel, ''Persona 4 Arena Ultimax,'' changes the mechanic slightly in response to the introduction of [[ShadowArchetype Shadow-type characters]]; only normal-type characters can access Awakening, but Shadow-type characters have access to their Awakening super from the start of the round and gain more meter from being hit, which makes it easier for them to activate [[SuperMode Shadow Frenzy]] and cause massive amounts of damage.
* The ''Franchise/{{Pokemon}}'' moves Reversal and Flail do more damage the less HP the user has, and Endeavor reduces the opponent's HP to be the same amount as the user's.
** The TabletopGame/{{Pokemon}} Trading Card Game, during the 3rd-generation, had Pokémon-star cards. Most of them had one attack that had pitiful strength but became overwhelming if the player is about to lose the game.
** Among the abilities introduced in Gen III are Overgrow, Blaze, Torrent, and Swarm, which respectively increases the power of Grass-, Fire-, Water-, and Bug-type moves by 50% when the user is down to 1/3 (or less) of their HP.
* ''VideoGame/PowerRangersBattleForTheGrid'' has the the [[HumongousMecha Megazords]]. Once one of your fighters has been defeated, you can call in your Zord as a sort of gigantic AssistCharacter.


Added DiffLines:

* ''VideoGame/PunchOut'' on the Wii has two examples:
** If the player is about to go down from a KO or TKO, mashing 1 and 2 or shaking the Wiimote and Nunchuk can help bring Little Mac back into the action and not lose, coming back with about 1/4 of his energy. However, the mechanic has a great chance of failing if said mechanic is relied on too much in a single round.
** If Mac takes a hit that will normally knock him out, there's a small chance that he'll force himself to stay up through HeroicWillpower. However, it only works once per fight.
* ''VideoGame/SamuraiShodown'' is one of the first fighting games to employ a comeback system in the form of its Rage meter that builds while your character takes damage, allowing better damage when it's maxed or using it to perform a DesperationAttack. K-Groove in ''VideoGame/CapcomVsSNK2MarkOfTheMillennium'' uses the Rage meter as well (although in that case you can also build it by performing Just Defends).
* In the {{pinball}} machine ''Snow Derby'', finishing a lap is normally worth 50 points when the ball drains. On the next-to-last ball, laps are worth 100 points each, and on the last ball, they are worth 200 points each.
* In ''VideoGame/SonicForces: Speed Battle'', if you're a significant distance behind the leader, the next item you pick up will be your character's special "Speed Boost" item instead of a shield, allowing you to try to close the gap.
* Videogame/SoulSeries examples:
** ''Soul Calibur IV'' allows players to assign skills to custom created characters, among them are '''will power''' and '''hysterical strength'''. Both are passive abilities that activate when the player's health dips below a certain point.
*** '''Will power''' - requires the player to be in critical status (low health) and causes the character to glow red, when active. It sharply increases the user's stats for the remainder of the round.
*** '''Hysterical strength''' - only requires that player's health drop below half and only offers a boost in attack power; noted by a greenish yellow glow when active.
** In ''Soul Calibur V'' and ''VI'', a player that is one round away from losing the match gets one free soul gauge stock in the next round. This only happens once though- they'll have to carry themselves the rest of the way.
* In ''VideoGame/{{Splatoon}}'s'' Ranked Battles, if time runs out when the losing team is in control of the objective, the match goes into overtime. Overtime finishes once the losing team either loses control of the objective, or manages to pull ahead and overtake the opposing team's score. This encourages losing players to keep trying until the very end.
* ''VideoGame/StreetFighterIV'' has the Revenge Meter, which fills the more damage one takes. Once it's filled halfway, an Ultra Move becomes possible and when filled all the way, the Ultra does more damage. Like Super Moves in ''VideoGame/StreetFighterII'', Ultra only lasts one round. ''Street Fighter IV'' also has a very subtle mechanic in that characters receive less damage depending on how much life they have left. With less than half their life remaining, they take slightly less damage from each attack. With less than a quarter of their life remaining, they take significantly less damage from each attack.
* Similar to ''Street Fighter IV''[='=]s Revenge meter, ''VideoGame/StreetFighterV'' has the "V-Trigger" gauge, which enables your character's SuperMode and is charged up by taking damage (which ultimately makes it more similar to ''Killer Instinct''[='=]s Instinct meter).
* ''VideoGame/StreetFighterXTekken'' has Pandora. This allows a player 10 seconds of infinite super meter (and changes the character to black with glowing purple, including the clothes), at the cost of disabling the partner character and losing the match once Pandora wears off.
* A similar case occurs in ''Super Puzzle Fighter II Turbo'', where each time a player drops a piece, all the Counter Gems (garbage blocks) on their side count down by 1, and turn into regular gems when they hit 0, turning them into fuel for counterattacks. Additionally, clearing gems higher up on the screen generates more Counter Gems sent to the opponent. Thus the definitive strategy is to send one giant attack that [=KOs=] your opponent in one hit - but that's easier said than done.
* Baroque in ''VideoGame/TatsunokoVsCapcom'' allows you to deal more damage in a combo--how much more depends on how much red health the player's current character has. As red health increases with damage taken, the more damage the character has taken, the stronger Baroque becomes.
* ''VideoGame/{{Tekken}}'':
** ''6'' has "Rage Mode", which activates when a character is low on life and does more damage the lower their life gets.
** In ''Tekken Tag Tournament 2'', it returns but tweaked so that the losing character's ''partner'' is the one who gets "Raged" and the only way to get the buff is to tag them in. Also, it goes away after a certain amount of time and there are moves the opponent can do to end Rage Mode instantly.
** ''Tekken 7'' changes Rage Mode from a damage buff to DesperationAttack. Once raged, your character will have a [[DeathOrGloryAttack single opportunity]] to perform a powerful move called a "Rage Art" that can do a lot of damage.
* One item in ''VideoGame/{{Tetris}} Axis'' switches your playing field with that of the opponent. This is most often used to transfer what should be an inevitable loss to your opponent.


* All ''VideoGame/MarioKart'' games will bestow more powerful items the further behind a racer is. This was at its most potent in ''VideoGame/MarioKartDoubleDash'', where characters have powerful special items.
** This extends to Battle Mode's Balloon Battle in ''Mario Kart Wii'': When a player runs out of balloons, they are considered knocked out, and that player's team loses 1 point. The fewer balloons a player has, the more likely an Item Box will yield something powerful. If one team has a substantially higher score in any mode of Battle Mode, the game will give the losing team a powerful item, such as the Lightning Bolt or POW Block, which hits all members of the opposing team.
* Although the item system is not as strong as in ''Mario Kart'', each character in ''[[VideoGame/SegaSuperstars Sonic & SEGA All-Stars Racing]]'' and ''Sonic & All Stars Racing Transformed'' has an "[[SignatureMove All-Star Move]]", which shows up when they're falling behind. All-Star Moves give the character an increased top speed and allows him or her (or in a few cases, them) to attack racers they pass by. This is not available online, however[[note]]In the first game. All-Star moves are usable online in ''Transformed''[[/note]], so it winds up as a kart racer without a strong comeback mechanic.
** ''All-Stars Transformed'' also introduces the Swarm item, which is a densely packed group of [[BeeAfraid giant hornets]] flying out in front of the lead racer, serving as stationary obstacles for anyone to drive into. It's intended to slow as many drivers down as possible in front of the user of the item, who's immune to them. The comeback mechanic is still not that strong in ''Transformed'', however, because the game has a very shallow item curve: The main difference between a racer in 2nd and a racer in last is that the last place player is more likely to get double or triple items, not stronger ones.

to:

* All ''VideoGame/MarioKart'' games will bestow more powerful items In the further behind a racer is. This was at its most potent in ''VideoGame/MarioKartDoubleDash'', where characters have powerful special items.
** This extends to Battle Mode's Balloon Battle in ''Mario Kart Wii'': When a player runs out of balloons, they are considered knocked out, and that player's team loses 1 point. The fewer balloons a player has, the more likely an Item Box will yield something powerful. If one team has a substantially higher score in any
Capital Conquest multiplayer mode of Battle Mode, the game will give ''VideoGame/AceCombatAssaultHorizon'', the losing team a powerful item, such as gets the Lightning Bolt or POW Block, which hits all members of option to use heavy bombers against the opposing team.
* Although
winning team in a last-ditch attempt to turn the item system is not as strong as match around.
* In the game ''VideoGame/AtomicRunner'', if a player lost 5 lives
in ''Mario Kart'', each the same location, on the next respawn their character in ''[[VideoGame/SegaSuperstars Sonic & SEGA All-Stars Racing]]'' would have all power-ups. This would continue to be the case for further respawns until they managed to clear that section.
* The Conquest
and ''Sonic & All Stars Racing Transformed'' has Operations multiplayer modes in ''VideoGame/Battlefield1'' spawn [[VehicularAssault high-powered vehicles]] known as a Behemoth for teams that are losing (either by having a [[CurbStompBattle large scoring deficit in Conquest]], or by losing a life or map in Operations). They are map-specific boss vehicles, such as an "[[SignatureMove All-Star Move]]", [[CoolTrain armored train]], a Dreadnaught, or a Zeppelin airship, all of which shows up when they're falling behind. All-Star Moves give the character an increased top speed and allows him or her (or in a few cases, them) to attack racers they pass by. This is not available online, however[[note]]In the first game. All-Star moves are usable online in ''Transformed''[[/note]], so it winds up as a kart racer without a strong comeback mechanic.
** ''All-Stars Transformed'' also introduces the Swarm item, which is a densely packed group of [[BeeAfraid giant hornets]] flying out in front of the lead racer, serving as stationary obstacles for anyone
designed to drive into. It's intended to slow as many drivers down as possible in front of the user of the item, who's immune to them. The comeback mechanic is still not that strong in ''Transformed'', however, because the game has a very shallow item curve: The main difference between a racer in 2nd and a racer in last is that the last place player is more likely to get double or triple items, not stronger ones.distract and/or decimate opponents.



* In ''VideoGame/DissidiaFinalFantasy'' and its sequel, the summon Magic Pot changes your Bravery (attack power, which is extremely highly variable in this game) into that of your opponent's. If your opponent is able to land a finishing blow on you, odds are you can do the same to your opponent with Magic Pot.
* ''Videogame/Dota2'', as of patch 6.82, has a mechanic where the team with lower net worth gets more gold and XP for killing enemy heroes, proportional to how far ahead in relative terms the other team is. Additionally, heroes with a large KillStreak are worth much more gold and experience. This means that even if a team is far behind in terms of items and levels, they can reduce the gap considerably if they manage to get a kill on a high-value target.
* In the ''Dota 2'' SpinOff ''VideoGame/DotaUnderlords'', losing a round lets you re-roll your hero selection once for free (normally doing so costs 2 gold). Losing several rounds in a row will also earn you extra gold.
** There's also a more conventional version of it in form of skills and accessories that activate when you're losing and Cosmos Judgment, which aids losing players.
* A few patches into the successful A Realm Reborn rerelease of ''VideoGame/FinalFantasyXIV'' Square introduced a buff for groups who died against bosses after being engaged for 2 minutes. The buff gave a 10% increase to all stats and would stack up to 5 times. Unlike most examples of the trope, however, this buff could actually end up hurting groups; due to many boss's highly scripted attack patterns, the increased damage would often cause phase changes at inopportune times in the cycle. Thus causing an additional wipe that further complicated matters. Some groups would rather abandon the Duty and return without the buff than deal with the poorly timed phase changes that resulted.
* After two cases of {{Curb Stomp Battle}}s, ''VideoGame/FireEmblemHeroes'' introduces a multiplier for the Voting Gauntlet to help a trailing army catch up. Each time a multiplier is triggered, players in that army are given one hour to make use of it. Originally, it was a static 3x multiplier, but it got adjusted to an increasing multiplier that can reach up to 7.5x in the last hour of a round.
* The board game Go uses komidashi (or komi), a small amount of points always given to the player designated as white at the very beginning of a game to compensate for having to go second (black moves first in Go). This overlaps with a handicap, however, as komi can be raised or lowered for skill gaps between the players.
* In ''VideoGame/HeroesOfTheStorm'', the exp you gain from low-level heroes during early game ganks is minuscule, and a few successful late-game gank can easily make up for a disastrous 15-0 early-mid game stomp. Also, the death timer gets longer the higher your level, and level difference matters; if the level difference gets too much, your enemies will respawn ''way faster'' than you and give a pittance of exp when killed. Meanwhile, you become an ''exp pinata'', and every team death will cost your team ''more'' than it cost theirs. Add the various optional but ''extremely powerful'' secondary objectives, and the Unstable Equilibrium so prevalent in the [[MultiplayerOnlineBattleArena MOBA]] genre is averted.



* ''VideoGame/SuperSmashBros'':
** ''Brawl'' has the Pity Smash, which is given to someone who has been knocked out multiple times without inflicting a knockout. It allows a free use of a powerful Final Smash.
** Also since ''Brawl'', Lucario has this as a unique character mechanic. The more damage Lucario has, the more damage its Aura-based attacks will deal, with its power capping when the damage meter hits 170%. Lucario's current standing in a match also affects how powerful its attacks are; at ''one'' stock (or one point in Time matches) behind their opponent, its attacks will be 20% more powerful, and on two or more stocks/points behind, its attacks will be 40% more powerful. On the contrary, if it's one stock/point ahead, it'll be at 90% of the usual power, while being two or more stocks/points ahead will leave its attacks with 80% of their usual power. For one more bonus, the size of Lucario's neutral special, Aura Sphere, directly correlates with its current power standing.
** The fourth game adds an additional comeback, in that the higher a character's damage percentage the more knockback is added to all of their moves (although damage dealt is unaffected). For Lucario this stacks with its existing comeback power, making an injured Lucario a truly dangerous threat.
** In addition, ''Smash Bros 4'' adds Cloud and Little Mac, who both have a mechanic where after taking 100% damage, they can do more damaging special moves. Cloud's LimitBreak increases all his special attacks power allowing him to gain super early kills and Little Mac gains an unblockable move that can do a OneHitKill. It's important to note that Cloud can charge it up himself though.
** ''Smash Bros Ultimate'' has Joker, who after his Rebellion Gauge gets fully charged (Which is by taking damage) becomes a complete LightningBruiser, having the kill power of Bowser combined with the swiftness of Sheik and similarly to Cloud, gains better specials. However unlike Cloud (In Smash 4 anyway) it only lasts for 20 seconds rather than until you use it. Despite this, many people consider Joker to be one of the best characters in the game if fully utilizing Arsene correctly.

to:

* ''VideoGame/SuperSmashBros'':
** ''Brawl''
In the game show ''Series/{{Jeopardy}}'', the contestant with the lowest score at the end of the first round gets the first choice during the Double Jeopardy! round. Since a person who answers correctly gets another turn, this could be (and often is) the chance this contestant gets to start increasing their score and possibly even overtake the others.
* In ''Kingsburg'', the player with the fewest buildings gets to roll an extra die in the spring phase (improving the chance to acquire resources) and receives the Envoy (which lets the player place dice in an already-claimed spot or build two buildings in a phase) before the autumn phase.
* ''VideoGame/LeagueOfLegends''
has the Pity Smash, which is given to someone a minor example. Players who has been knocked out multiple times die without inflicting killing enemy champions decrease the amount of gold awarded for killing them, while players who kill without dying are worth increasing amounts with each kill. This doesn't counteract the game's UnstableEquilibrium, but mitigates it to a knockout. It allows degree. Later added was more experience for a free use champion of a lower level killing a champion of a higher level - which helps mitigate ''that'' aspect a bit.
* A {{Pinball}} example: Multiplayer games in ''[[Pinball/LightsCameraAction Lights... Camera... Action!]]'' use a Catch-Up feature; each round ends with all players receiving the score of the opponent immediately ahead of them, while the leading player gets an extra 1 million points.
* All ''VideoGame/MarioKart'' games will bestow more
powerful Final Smash.
items the further behind a racer is. This was at its most potent in ''VideoGame/MarioKartDoubleDash'', where characters have powerful special items.
** Also since ''Brawl'', Lucario has this as This extends to Battle Mode's Balloon Battle in ''Mario Kart Wii'': When a unique character mechanic. player runs out of balloons, they are considered knocked out, and that player's team loses 1 point. The more damage Lucario fewer balloons a player has, the more damage its Aura-based attacks likely an Item Box will deal, with its power capping when the damage meter hits 170%. Lucario's current standing in a match also affects how powerful its attacks are; at ''one'' stock (or one point in Time matches) behind their opponent, its attacks will be 20% more powerful, and on two or more stocks/points behind, its attacks will be 40% more yield something powerful. On the contrary, if it's If one stock/point ahead, it'll be at 90% of the usual power, while being two or more stocks/points ahead will leave its attacks with 80% of their usual power. For one more bonus, the size of Lucario's neutral special, Aura Sphere, directly correlates with its current power standing.
** The fourth game adds an additional comeback, in that the
team has a substantially higher a character's damage percentage the more knockback is added to all score in any mode of their moves (although damage dealt is unaffected). For Lucario this stacks with its existing comeback power, making an injured Lucario a truly dangerous threat.
** In addition, ''Smash Bros 4'' adds Cloud and Little Mac, who both have a mechanic where after taking 100% damage, they can do more damaging special moves. Cloud's LimitBreak increases all his special attacks power allowing him to gain super early kills and Little Mac gains an unblockable move that can do a OneHitKill. It's important to note that Cloud can charge it up himself though.
** ''Smash Bros Ultimate'' has Joker, who after his Rebellion Gauge gets fully charged (Which is by taking damage) becomes a complete LightningBruiser, having the kill power of Bowser combined with the swiftness of Sheik and similarly to Cloud, gains better specials. However unlike Cloud (In Smash 4 anyway) it only lasts for 20 seconds rather than until you use it. Despite this, many people consider Joker to be one of the best characters in
Battle Mode, the game if fully utilizing Arsene correctly.will give the losing team a powerful item, such as the Lightning Bolt or POW Block, which hits all members of the opposing team.



* ''[[Videogame/MechWarrior MechWarrior Living Legends]]'' had a large issue of UnstableEquilibrium which was rectified in the [[ScrewedByTheLawyers final update]] via a comeback mechanic. Players in cheap vehicles would get more money and points (for themselves and their team) when firing at players in more expensive vehicles. It's possible for the winning team to shoot themselves in the foot by upgrading to more expensive and larger [[HumongousMecha BattleMech]] too soon in a match, causing the enemy team to get craploads of points whenever they shoot them.
* In ''VideoGame/MidnightClub'', players can draft behind another racer to receive a free boost with the same properties as nitrous. Obviously this cannot be taken advantage of by the person in first.



* In ''VideoGame/NarutoShippudenUltimateNinjaStormGenerations'', the Substitution Jutsu gauge, which allows a character to teleport away before getting attacked, refills at all times except when attacking. This means a player on the constant offensive will replenish his or her Substitution Jutsu gauge slower than someone being attacked.
* NFL UsefulNotes/AmericanFootball tries to maintain long-term competitive balance by making the order in which teams are allowed to select what college players they want to take on run from the bottom to the top of the year's league table.
* In the ''VideoGame/NintendoWars'' series, each time a unit is damaged, the defending team gets twice the CO Power charge from the attack as the attacking team.
* In ''Pigskin 621 AD'', if one team falls too far behind in the second half, a very aggressive troll would substitute a player on the losing team. One could even get two trolls to appear in the same game.



* In ''Franchise/YuGiOh: Stairway to the Destined Duel'', if a player loses the card duels too often, Mokuba Kaiba, an extremely easy opponent, starts popping up to give some quick victories.
* ''VideoGame/TimeSplitters'' has a "Monkey Assistant" mode in multiplayer, where the player with the lowest score gets [[EverythingsBetterWithMonkeys an army of monkeys]] to help them out; conversely, this crack team of monkey commandos targets the player in first place as their top priority, making it both easier for the straggler to get back into the fight and harder for the top dog to stay there. There's also "Shrink mode" where the lower your score, the smaller you are and thus the harder you are to hit.
* In the Capital Conquest multiplayer mode of ''VideoGame/AceCombatAssaultHorizon'', the losing team gets the option to use heavy bombers against the winning team in a last-ditch attempt to turn the match around.
* In ''VideoGame/DissidiaFinalFantasy'' and its sequel, the summon Magic Pot changes your Bravery (attack power, which is extremely highly variable in this game) into that of your opponent's. If your opponent is able to land a finishing blow on you, odds are you can do the same to your opponent with Magic Pot.
** There's also a more conventional version of it in form of skills and accessories that activate when you're losing and Cosmos Judgment, which aids losing players.

to:

* In ''Franchise/YuGiOh: Stairway to ''TabletopGame/PowerGrid'' determines turn order based on the Destined Duel'', if a number of cities each player loses owns and, in case of a tie, the card duels too often, Mokuba Kaiba, an extremely easy opponent, starts popping up to give some quick victories.
* ''VideoGame/TimeSplitters'' has a "Monkey Assistant" mode in multiplayer, where the
most expensive power plant each player owns. These factors usually, though not always, correlate with who is doing the lowest score gets [[EverythingsBetterWithMonkeys an army of monkeys]] to help them out; conversely, this crack team of monkey commandos targets best. However, by being last in these categories, you get the player most advantageous position in first place as their top priority, making it both easier the turn order:
** When buying a power plant, you go last, meaning that if you don't win a power plant at auction, you can buy one
for its minimum bid value. (Since all the straggler to get back into the fight and harder other players will have either won an auction or dropped out of bidding for the top dog that turn, you won't have to stay there. There's also "Shrink mode" where the lower deal with competing bids.)
** When buying resources to fuel
your score, the smaller power plants, you are and thus the harder you are to hit.
* In the Capital Conquest multiplayer mode of ''VideoGame/AceCombatAssaultHorizon'', the losing team gets the option to use heavy bombers against the winning team in a last-ditch attempt to turn the match around.
* In ''VideoGame/DissidiaFinalFantasy'' and its sequel, the summon Magic Pot changes your Bravery (attack power,
go first, which is extremely highly variable good because each resource is in this game) into limited supply and becomes more expensive the fewer that of your opponent's. If your opponent is able to land a finishing blow on you, odds are left.
** When buying cities,
you can do the same go first, again good because there are limited places to your opponent with Magic Pot.
** There's also a
buy cities and they become either more conventional version of it expensive or completely unavailable once they're occupied.
* Although the item system is not as strong as
in form of skills ''Mario Kart'', each character in ''[[VideoGame/SegaSuperstars Sonic & SEGA All-Stars Racing]]'' and accessories that activate when you're losing and Cosmos Judgment, ''Sonic & All Stars Racing Transformed'' has an "[[SignatureMove All-Star Move]]", which aids losing players.shows up when they're falling behind. All-Star Moves give the character an increased top speed and allows him or her (or in a few cases, them) to attack racers they pass by. This is not available online, however[[note]]In the first game. All-Star moves are usable online in ''Transformed''[[/note]], so it winds up as a kart racer without a strong comeback mechanic.
** ''All-Stars Transformed'' also introduces the Swarm item, which is a densely packed group of [[BeeAfraid giant hornets]] flying out in front of the lead racer, serving as stationary obstacles for anyone to drive into. It's intended to slow as many drivers down as possible in front of the user of the item, who's immune to them. The comeback mechanic is still not that strong in ''Transformed'', however, because the game has a very shallow item curve: The main difference between a racer in 2nd and a racer in last is that the last place player is more likely to get double or triple items, not stronger ones.



* ''VideoGame/LeagueOfLegends'' has a minor example. Players who die without killing enemy champions decrease the amount of gold awarded for killing them, while players who kill without dying are worth increasing amounts with each kill. This doesn't counteract the game's UnstableEquilibrium, but mitigates it to a degree. Later added was more experience for a champion of a lower level killing a champion of a higher level - which helps mitigate ''that'' aspect a bit.
* In the ''VideoGame/NintendoWars'' series, each time a unit is damaged, the defending team gets twice the CO Power charge from the attack as the attacking team.
* ''VideoGame/WorldOfWarcraft'' reintroduced world [=PvP=] in ''Wrath of the Lich King'' but soon face the issue that on realms with large population disparities, the more populous side would always win. "Tenacity" was a scaling buff introduced by Blizzard to balance this. Unfortunately, sheer numbers could still carry the day with ease. When Tenacity failed, Blizzard implemented a different Comeback Mechanism. Player entry into battles was limited at a one-to-one ratio. The smaller faction would face a group of the same size, evening the battlefield.
* In ''VideoGame/NarutoShippudenUltimateNinjaStormGenerations'', the Substitution Jutsu gauge, which allows a character to teleport away before getting attacked, refills at all times except when attacking. This means a player on the constant offensive will replenish his or her Substitution Jutsu gauge slower than someone being attacked.
* In the game ''VideoGame/AtomicRunner'', if a player lost 5 lives in the same location, on the next respawn their character would have all power-ups. This would continue to be the case for further respawns until they managed to clear that section.
* NFL UsefulNotes/AmericanFootball tries to maintain long-term competitive balance by making the order in which teams are allowed to select what college players they want to take on run from the bottom to the top of the year's league table.
* The board game Go uses komidashi (or komi), a small amount of points always given to the player designated as white at the very beginning of a game to compensate for having to go second (black moves first in Go). This overlaps with a handicap, however, as komi can be raised or lowered for skill gaps between the players.
* In VideoGame/TowerFall, players lagging behind on Versus Mode get shields at the start of the round. This mechanic can be lessened or taken off with certain variants.
* A {{Pinball}} example: Multiplayer games in ''[[Pinball/LightsCameraAction Lights... Camera... Action!]]'' use a Catch-Up feature; each round ends with all players receiving the score of the opponent immediately ahead of them, while the leading player gets an extra 1 million points.
* In the past few WWE video games, if certain wrestlers are getting whooped enough and has no finishers stored up, the aptly named "Comeback" mechanic allows them to do a quick time event inolving a sequence of moves; if successful, a signature move is automatically available.
* ''[[Videogame/MechWarrior MechWarrior Living Legends]]'' had a large issue of UnstableEquilibrium which was rectified in the [[ScrewedByTheLawyers final update]] via a comeback mechanic. Players in cheap vehicles would get more money and points (for themselves and their team) when firing at players in more expensive vehicles. It's possible for the winning team to shoot themselves in the foot by upgrading to more expensive and larger [[HumongousMecha BattleMech]] too soon in a match, causing the enemy team to get craploads of points whenever they shoot them.
* ''Videogame/Dota2'', as of patch 6.82, has a mechanic where the team with lower net worth gets more gold and XP for killing enemy heroes, proportional to how far ahead in relative terms the other team is. Additionally, heroes with a large KillStreak are worth much more gold and experience. This means that even if a team is far behind in terms of items and levels, they can reduce the gap considerably if they manage to get a kill on a high-value target.
* In the ''Dota 2'' SpinOff ''VideoGame/DotaUnderlords'', losing a round lets you re-roll your hero selection once for free (normally doing so costs 2 gold). Losing several rounds in a row will also earn you extra gold.
* In ''VideoGame/HeroesOfTheStorm'', the exp you gain from low-level heroes during early game ganks is minuscule, and a few successful late-game gank can easily make up for a disastrous 15-0 early-mid game stomp. Also, the death timer gets longer the higher your level, and level difference matters; if the level difference gets too much, your enemies will respawn ''way faster'' than you and give a pittance of exp when killed. Meanwhile, you become an ''exp pinata'', and every team death will cost your team ''more'' than it cost theirs. Add the various optional but ''extremely powerful'' secondary objectives, and the Unstable Equilibrium so prevalent in the [[MultiplayerOnlineBattleArena MOBA]] genre is averted.
* In ''VideoGame/MidnightClub'', players can draft behind another racer to receive a free boost with the same properties as nitrous. Obviously this cannot be taken advantage of by the person in first.



* ''VideoGame/SuperSmashBros'':
** ''Brawl'' has the Pity Smash, which is given to someone who has been knocked out multiple times without inflicting a knockout. It allows a free use of a powerful Final Smash.
** Also since ''Brawl'', Lucario has this as a unique character mechanic. The more damage Lucario has, the more damage its Aura-based attacks will deal, with its power capping when the damage meter hits 170%. Lucario's current standing in a match also affects how powerful its attacks are; at ''one'' stock (or one point in Time matches) behind their opponent, its attacks will be 20% more powerful, and on two or more stocks/points behind, its attacks will be 40% more powerful. On the contrary, if it's one stock/point ahead, it'll be at 90% of the usual power, while being two or more stocks/points ahead will leave its attacks with 80% of their usual power. For one more bonus, the size of Lucario's neutral special, Aura Sphere, directly correlates with its current power standing.
** The fourth game adds an additional comeback, in that the higher a character's damage percentage the more knockback is added to all of their moves (although damage dealt is unaffected). For Lucario this stacks with its existing comeback power, making an injured Lucario a truly dangerous threat.
** In addition, ''Smash Bros 4'' adds Cloud and Little Mac, who both have a mechanic where after taking 100% damage, they can do more damaging special moves. Cloud's LimitBreak increases all his special attacks power allowing him to gain super early kills and Little Mac gains an unblockable move that can do a OneHitKill. It's important to note that Cloud can charge it up himself though.
** ''Smash Bros Ultimate'' has Joker, who after his Rebellion Gauge gets fully charged (Which is by taking damage) becomes a complete LightningBruiser, having the kill power of Bowser combined with the swiftness of Sheik and similarly to Cloud, gains better specials. However unlike Cloud (In Smash 4 anyway) it only lasts for 20 seconds rather than until you use it. Despite this, many people consider Joker to be one of the best characters in the game if fully utilizing Arsene correctly.



* ''TabletopGame/PowerGrid'' determines turn order based on the number of cities each player owns and, in case of a tie, the most expensive power plant each player owns. These factors usually, though not always, correlate with who is doing the best. However, by being last in these categories, you get the most advantageous position in the turn order:
** When buying a power plant, you go last, meaning that if you don't win a power plant at auction, you can buy one for its minimum bid value. (Since all the other players will have either won an auction or dropped out of bidding for that turn, you won't have to deal with competing bids.)
** When buying resources to fuel your power plants, you go first, which is good because each resource is in limited supply and becomes more expensive the fewer that are left.
** When buying cities, you go first, again good because there are limited places to buy cities and they become either more expensive or completely unavailable once they're occupied.

to:

* ''TabletopGame/PowerGrid'' determines turn order based on ''VideoGame/TimeSplitters'' has a "Monkey Assistant" mode in multiplayer, where the number of cities each player owns and, in case of a tie, with the most expensive power plant each lowest score gets [[EverythingsBetterWithMonkeys an army of monkeys]] to help them out; conversely, this crack team of monkey commandos targets the player owns. These factors usually, though not always, correlate with who is doing in first place as their top priority, making it both easier for the best. However, by being last in these categories, straggler to get back into the fight and harder for the top dog to stay there. There's also "Shrink mode" where the lower your score, the smaller you get are and thus the most advantageous position in the turn order:
** When buying a power plant,
harder you go last, meaning that if you don't win a power plant at auction, you can buy one for its minimum bid value. (Since all the other are to hit.
* In VideoGame/TowerFall,
players will have either won an auction lagging behind on Versus Mode get shields at the start of the round. This mechanic can be lessened or dropped out of bidding for that turn, you won't have to deal taken off with competing bids.)
** When buying resources to fuel your power plants, you go first, which is good because each resource is in limited supply and becomes more expensive the fewer that are left.
** When buying cities, you go first, again good because there are limited places to buy cities and they become either more expensive or completely unavailable once they're occupied.
certain variants.



* The Conquest and Operations multiplayer modes in ''VideoGame/Battlefield1'' spawn [[VehicularAssault high-powered vehicles]] known as a Behemoth for teams that are losing (either by having a [[CurbStompBattle large scoring deficit in Conquest]], or by losing a life or map in Operations). They are map-specific boss vehicles, such as an [[CoolTrain armored train]], a Dreadnaught, or a Zeppelin airship, all of which are designed to distract and/or decimate opponents.
* In the game show ''Series/{{Jeopardy}}'', the contestant with the lowest score at the end of the first round gets the first choice during the Double Jeopardy! round. Since a person who answers correctly gets another turn, this could be (and often is) the chance this contestant gets to start increasing their score and possibly even overtake the others.
* A few patches into the successful A Realm Reborn rerelease of ''VideoGame/FinalFantasyXIV'' Square introduced a buff for groups who died against bosses after being engaged for 2 minutes. The buff gave a 10% increase to all stats and would stack up to 5 times. Unlike most examples of the trope, however, this buff could actually end up hurting groups; due to many boss's highly scripted attack patterns, the increased damage would often cause phase changes at inopportune times in the cycle. Thus causing an additional wipe that further complicated matters. Some groups would rather abandon the Duty and return without the buff than deal with the poorly timed phase changes that resulted.
* After two cases of {{Curb Stomp Battle}}s, ''VideoGame/FireEmblemHeroes'' introduces a multiplier for the Voting Gauntlet to help a trailing army catch up. Each time a multiplier is triggered, players in that army are given one hour to make use of it. Originally, it was a static 3x multiplier, but it got adjusted to an increasing multiplier that can reach up to 7.5x in the last hour of a round.
* In ''Kingsburg'', the player with the fewest buildings gets to roll an extra die in the spring phase (improving the chance to acquire resources) and receives the Envoy (which lets the player place dice in an already-claimed spot or build two buildings in a phase) before the autumn phase.
* In ''Pigskin 621 AD'', if one team falls too far behind in the second half, a very aggressive troll would substitute a player on the losing team. One could even get two trolls to appear in the same game.

to:

* The Conquest and Operations multiplayer modes ''VideoGame/WorldOfWarcraft'' reintroduced world [=PvP=] in ''VideoGame/Battlefield1'' spawn [[VehicularAssault high-powered vehicles]] known as a Behemoth for teams that are losing (either by having a [[CurbStompBattle large scoring deficit in Conquest]], or by losing a life or map in Operations). They are map-specific boss vehicles, such as an [[CoolTrain armored train]], a Dreadnaught, or a Zeppelin airship, all of which are designed to distract and/or decimate opponents.
* In the game show ''Series/{{Jeopardy}}'', the contestant with the lowest score at the end
''Wrath of the first round gets Lich King'' but soon face the first choice during issue that on realms with large population disparities, the Double Jeopardy! round. Since more populous side would always win. "Tenacity" was a person who answers correctly gets another turn, this could be (and often is) the chance this contestant gets to start increasing their score and possibly even overtake the others.
* A few patches into the successful A Realm Reborn rerelease of ''VideoGame/FinalFantasyXIV'' Square
scaling buff introduced by Blizzard to balance this. Unfortunately, sheer numbers could still carry the day with ease. When Tenacity failed, Blizzard implemented a buff for groups who died against bosses after being engaged for 2 minutes. different Comeback Mechanism. Player entry into battles was limited at a one-to-one ratio. The buff gave a 10% increase to all stats and smaller faction would stack up to 5 times. Unlike most examples face a group of the trope, however, this buff could actually end up hurting groups; due to many boss's highly scripted attack patterns, same size, evening the increased damage would often cause phase changes at inopportune times in battlefield.
* In
the cycle. Thus causing an additional wipe that further complicated matters. Some groups would rather abandon past few WWE video games, if certain wrestlers are getting whooped enough and has no finishers stored up, the Duty and return without the buff than deal with the poorly timed phase changes that resulted.
* After two cases of {{Curb Stomp Battle}}s, ''VideoGame/FireEmblemHeroes'' introduces a multiplier for the Voting Gauntlet
aptly named "Comeback" mechanic allows them to help do a trailing army catch up. Each quick time event inolving a multiplier sequence of moves; if successful, a signature move is triggered, players in that army are given one hour to make use of it. Originally, it was a static 3x multiplier, but it got adjusted to an increasing multiplier that can reach up to 7.5x in the last hour of a round.
automatically available.
* In ''Kingsburg'', ''Franchise/YuGiOh: Stairway to the player with the fewest buildings gets to roll an extra die in the spring phase (improving the chance to acquire resources) and receives the Envoy (which lets the player place dice in an already-claimed spot or build two buildings in a phase) before the autumn phase.
* In ''Pigskin 621 AD'',
Destined Duel'', if one team falls too far behind in the second half, a very aggressive troll would substitute a player on loses the losing team. One could even get two trolls card duels too often, Mokuba Kaiba, an extremely easy opponent, starts popping up to appear in the same game.
give some quick victories.


* ''VideoGame/DragonballFighterz''[='s=] Sparking Blast works similarly to the above-mentioned X-Factor in that it grants automatic health regeneration and more power, which scales up based on how many characters are left on a team when activated. It can also be used during a combo (again, like X-Factor, although it has an actual hit effect as opposed to simply canceling the active animation).

to:

* ''VideoGame/DragonballFighterz''[='s=] ''VideoGame/DragonballFighterz'':
** The
Sparking Blast works similarly to the above-mentioned X-Factor in that it grants automatic health regeneration and more power, which scales up based on how many characters are left on a team when activated. It can also be used during a combo (again, like X-Factor, although it has an actual hit effect as opposed to simply canceling the active animation).



*** Base Goku's Kaioken allows him to perform a series of powerful attacks. If one or both teammates are knocked out, Goku can use more attacks, and can use the Kaioken Kamehameha.
*** Likewise, two of GT Goku's super moves (Super Kamehameha and Dragon Fist Explosion) are improved after one or both teammates are downed. The former makes him go from Super Saiyan to Super Saiyan 3 before unleashing it, while the latter makes him turn into Super Saiyan 4 before unleashing it.

to:

*** ** Base Goku's Kaioken allows him to perform a series of powerful attacks. If one or both teammates are knocked out, Goku can use more attacks, and can use the Kaioken Kamehameha.
*** Likewise, two ** Two of GT Goku's super moves (Super Kamehameha and Dragon Fist Explosion) are improved after one or both teammates are downed. The former makes him go from Super Saiyan to Super Saiyan 3 before unleashing it, while the latter makes him turn into Super Saiyan 4 before unleashing it.


*** Likewise, two GT Goku's super moves (Super Kamehameha and Dragon Fist Explosion) are improved after one or both teammates are downed.

to:

*** Likewise, two of GT Goku's super moves (Super Kamehameha and Dragon Fist Explosion) are improved after one or both teammates are downed.downed. The former makes him go from Super Saiyan to Super Saiyan 3 before unleashing it, while the latter makes him turn into Super Saiyan 4 before unleashing it.


* In ''[[VideoGame/JakandDaxter Jak X: Combat Racing]]'', Peacemaker (which kills 1 or 3 players ahead of you, will hit the one in first place unless someone happens to be in the way of the missile) and Super Nova (which destroys EVERYONE in front of you) have a higher chance of appearing when you're in last place.

to:

* In ''[[VideoGame/JakandDaxter ''[[VideoGame/JakX Jak X: Combat Racing]]'', Peacemaker (which kills 1 or 3 players ahead of you, will hit the one in first place unless someone happens to be in the way of the missile) and Super Nova (which destroys EVERYONE in front of you) have a higher chance of appearing when you're in last place.


* ''VideoGame/DragonballFighterz''[='s=] Sparking Blast works similarly to the above-mentioned X-Factor in that it grants automatic health regeneration and more power, which scales up based on how many characters are left on a team when activated. It can also be used during a combo (again, like X-Factor, although it has an actual hit effect as opposed to simply canceling the active animation). There's also Captain Ginyu's Body Swap technique, which is enormously difficult to pull off but if it works will result in the opponent suddenly finding themselves saddled with a gimped, heavily-injured Ginyu while the user's stolen their character.

to:

* ''VideoGame/DragonballFighterz''[='s=] Sparking Blast works similarly to the above-mentioned X-Factor in that it grants automatic health regeneration and more power, which scales up based on how many characters are left on a team when activated. It can also be used during a combo (again, like X-Factor, although it has an actual hit effect as opposed to simply canceling the active animation). animation).
**
There's also Captain Ginyu's Body Swap technique, which is enormously difficult to pull off but if it works will result in the opponent suddenly finding themselves saddled with a gimped, heavily-injured Ginyu while the user's stolen their character.character.
*** Base Goku's Kaioken allows him to perform a series of powerful attacks. If one or both teammates are knocked out, Goku can use more attacks, and can use the Kaioken Kamehameha.
*** Likewise, two GT Goku's super moves (Super Kamehameha and Dragon Fist Explosion) are improved after one or both teammates are downed.


** In ''Soul Calibur V'', a player that is one round away from losing the match gets one free soul gauge stock in the next round. This only happens once though- they'll have to carry themselves the rest of the way.

to:

** In ''Soul Calibur V'', V'' and ''VI'', a player that is one round away from losing the match gets one free soul gauge stock in the next round. This only happens once though- they'll have to carry themselves the rest of the way.



to:

* In ''Pigskin 621 AD'', if one team falls too far behind in the second half, a very aggressive troll would substitute a player on the losing team. One could even get two trolls to appear in the same game.


* Some house rules for ''TabletopGame/{{Monopoly}}'' give a certain amount of money to a player who gets bankrupted, allowing them to keep playing. Additional requirements vary between houses. [[TropesAreTools This isn't always a good thing]]: since the only way to end the game is for one player to completely dominate the others, methods of lessening that domination often just drag out the inevitable.

to:

* Some house rules for ''TabletopGame/{{Monopoly}}'' give a certain amount of money to a player who gets bankrupted, allowing them to keep playing. Additional requirements vary between houses. [[TropesAreTools [[Administrivia/TropesAreTools This isn't always a good thing]]: since the only way to end the game is for one player to completely dominate the others, methods of lessening that domination often just drag out the inevitable.

Added DiffLines:

** In addition, ''Smash Bros 4'' adds Cloud and Little Mac, who both have a mechanic where after taking 100% damage, they can do more damaging special moves. Cloud's LimitBreak increases all his special attacks power allowing him to gain super early kills and Little Mac gains an unblockable move that can do a OneHitKill. It's important to note that Cloud can charge it up himself though.
** ''Smash Bros Ultimate'' has Joker, who after his Rebellion Gauge gets fully charged (Which is by taking damage) becomes a complete LightningBruiser, having the kill power of Bowser combined with the swiftness of Sheik and similarly to Cloud, gains better specials. However unlike Cloud (In Smash 4 anyway) it only lasts for 20 seconds rather than until you use it. Despite this, many people consider Joker to be one of the best characters in the game if fully utilizing Arsene correctly.


* ''VideoGame/WanganMidnight Maximum Tune''[='=]s handicap feature gives a speed boost to players who are falling behind. It's not powerful enough to allow a stock vehicle to catch up with an 830 HP one on the Wangan Line, but it provides a chance for players to catch up after hitting that NPC truck that was hiding around the corner.

to:

* ''VideoGame/WanganMidnight Maximum Tune''[='=]s handicap feature gives a speed boost to players who are falling behind. It's not powerful enough to allow a stock vehicle to catch up with an 830 840 HP one on the Wangan Line, but it provides a chance for players to catch up after hitting that NPC truck that was hiding around the corner.


* ''VideoGame/PowerRangersBattleForTheGrid'' has the the [[HumongousMecha Megazords]]. Once one of your fighters is knocked out, you can call in your Zord as a sort of gigantic AssistCharacter.

to:

* ''VideoGame/PowerRangersBattleForTheGrid'' has the the [[HumongousMecha Megazords]]. Once one of your fighters is knocked out, has been defeated, you can call in your Zord as a sort of gigantic AssistCharacter.

Added DiffLines:

* ''VideoGame/PowerRangersBattleForTheGrid'' has the the [[HumongousMecha Megazords]]. Once one of your fighters is knocked out, you can call in your Zord as a sort of gigantic AssistCharacter.


* ''Videogame/{{Dota 2}}'', as of patch 6.82, has a mechanic where the team with lower net worth gets more gold and XP for killing enemy heroes, proportional to how far ahead in relative terms the other team is. Additionally, heroes with a large KillStreak are worth much more gold and experience. This means that even if a team is far behind in terms of items and levels, they can reduce the gap considerably if they manage to get a kill on a high-value target.

to:

* ''Videogame/{{Dota 2}}'', ''Videogame/Dota2'', as of patch 6.82, has a mechanic where the team with lower net worth gets more gold and XP for killing enemy heroes, proportional to how far ahead in relative terms the other team is. Additionally, heroes with a large KillStreak are worth much more gold and experience. This means that even if a team is far behind in terms of items and levels, they can reduce the gap considerably if they manage to get a kill on a high-value target.target.
* In the ''Dota 2'' SpinOff ''VideoGame/DotaUnderlords'', losing a round lets you re-roll your hero selection once for free (normally doing so costs 2 gold). Losing several rounds in a row will also earn you extra gold.


** ''VideoGame/SonicAdventure2'' Battle:

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** ''VideoGame/SonicAdventure2'' Battle:''VideoGame/SonicAdventure2 Battle'':

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