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* ''VideoGame/TheMatrixPathOfNeo'' has a rising uppercut that can function as this, along with somersaults and other varieties.
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* Averted in ''{{Persona 3}}'', which uses a turn-based battle system. As the designated leader, the player character is able to give general instructions to teammates (heal and support, targets, etc.) and, particularly during the first two months (when your party consists of TheChick and an under-leveled slacker who has minimal offensive abilities[[note]]Abilities you have as well, because it's just one of those games, so he becomes more useful in a support role[[/note]]), you're usually doing the majority of the attacking. Hitting an enemy's core weakness grants you another turn, allowing you to finish off enemies fairly quickly without your teammates. However, if you start a fight on the defensive and one of your teammates has been knocked down by an enemy, they will remain on the floor until their next turn, which may never come. If you're first in the line-up, you can spend six or seven turns disabling the enemy and your team member will still refuse to get up. You ''can'' waste a turn by aiding the person to their feet, but your enemies will usually just knock the same person down again. Since the player character has far more abilities than the rest of the cast, saving the medic isn't necessary, as you can simply heal yourself. Unfortunately, you can't force your teammates to spend their one move on an attack instead of helping Yuka back on her feet... goddamnit. After a certain point, advancing without the unconscious members of your party seems totally reasonable -- once someone's on the floor, it's not worth wasting a turn to pick them up again.

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!!Examples:
* In ''{{X-Men Next Dimension}}'', these are called Tech(nical) Attacks.

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!!Examples:
!!Examples

* In ''{{X-Men Next Dimension}}'', ''VideoGame/XMenNextDimension'', these are called Tech(nical) Attacks.
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* Averted in ''{{Persona 3}}'', which uses a turn-based battle system. As the designated leader, the player character is able to give general instructions to teammates (heal and support, targets, etc.) and, particularly during the first two months (when your party consists of TheChick and an under-leveled slacker who has minimal offensive abilities[[hottip:*:Abilities you have as well, because it's just one of those games, so he becomes more useful in a support role]]), you're usually doing the majority of the attacking. Hitting an enemy's core weakness grants you another turn, allowing you to finish off enemies fairly quickly without your teammates. However, if you start a fight on the defensive and one of your teammates has been knocked down by an enemy, they will remain on the floor until their next turn, which may never come. If you're first in the line-up, you can spend six or seven turns disabling the enemy and your team member will still refuse to get up. You ''can'' waste a turn by aiding the person to their feet, but your enemies will usually just knock the same person down again. Since the player character has far more abilities than the rest of the cast, saving the medic isn't necessary, as you can simply heal yourself. Unfortunately, you can't force your teammates to spend their one move on an attack instead of helping Yuka back on her feet... goddamnit. After a certain point, advancing without the unconscious members of your party seems totally reasonable -- once someone's on the floor, it's not worth wasting a turn to pick them up again.

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* Averted in ''{{Persona 3}}'', which uses a turn-based battle system. As the designated leader, the player character is able to give general instructions to teammates (heal and support, targets, etc.) and, particularly during the first two months (when your party consists of TheChick and an under-leveled slacker who has minimal offensive abilities[[hottip:*:Abilities abilities[[note]]Abilities you have as well, because it's just one of those games, so he becomes more useful in a support role]]), role[[/note]]), you're usually doing the majority of the attacking. Hitting an enemy's core weakness grants you another turn, allowing you to finish off enemies fairly quickly without your teammates. However, if you start a fight on the defensive and one of your teammates has been knocked down by an enemy, they will remain on the floor until their next turn, which may never come. If you're first in the line-up, you can spend six or seven turns disabling the enemy and your team member will still refuse to get up. You ''can'' waste a turn by aiding the person to their feet, but your enemies will usually just knock the same person down again. Since the player character has far more abilities than the rest of the cast, saving the medic isn't necessary, as you can simply heal yourself. Unfortunately, you can't force your teammates to spend their one move on an attack instead of helping Yuka back on her feet... goddamnit. After a certain point, advancing without the unconscious members of your party seems totally reasonable -- once someone's on the floor, it's not worth wasting a turn to pick them up again.
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** Heihachi is also the only character in ''VideoGame/PlaystationAllStarsBattleRoyale'' with wake-up attacks, whereas everyone else can merely roll forward or backward (he can low-kick to sweep enemies off their feet, or roll forward into a lunge/cross chop).
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* Averted in ''Persona3'', which uses a turn-based battle system. As the designated leader, the player character is able to give general instructions to teammates (heal and support, targets, etc.) and, particularly during the first two months (when your party consists of TheChick and an under-leveled slacker who has minimal offensive abilities[[hottip:*:Abilities you have as well, because it's just one of those games, so he becomes more useful in a support role]]), you're usually doing the majority of the attacking. Hitting an enemy's core weakness grants you another turn, allowing you to finish off enemies fairly quickly without your teammates. However, if you start a fight on the defensive and one of your teammates has been knocked down by an enemy, they will remain on the floor until their next turn, which may never come. If you're first in the line-up, you can spend six or seven turns disabling the enemy and your team member will still refuse to get up. You ''can'' waste a turn by aiding the person to their feet, but your enemies will usually just knock the same person down again. Since the player character has far more abilities than the rest of the cast, saving the medic isn't necessary, as you can simply heal yourself. Unfortunately, you can't force your teammates to spend their one move on an attack instead of helping Yuka back on her feet... goddamnit. After a certain point, advancing without the unconscious members of your party seems totally reasonable -- once someone's on the floor, it's not worth wasting a turn to pick them up again.

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* Averted in ''Persona3'', ''{{Persona 3}}'', which uses a turn-based battle system. As the designated leader, the player character is able to give general instructions to teammates (heal and support, targets, etc.) and, particularly during the first two months (when your party consists of TheChick and an under-leveled slacker who has minimal offensive abilities[[hottip:*:Abilities you have as well, because it's just one of those games, so he becomes more useful in a support role]]), you're usually doing the majority of the attacking. Hitting an enemy's core weakness grants you another turn, allowing you to finish off enemies fairly quickly without your teammates. However, if you start a fight on the defensive and one of your teammates has been knocked down by an enemy, they will remain on the floor until their next turn, which may never come. If you're first in the line-up, you can spend six or seven turns disabling the enemy and your team member will still refuse to get up. You ''can'' waste a turn by aiding the person to their feet, but your enemies will usually just knock the same person down again. Since the player character has far more abilities than the rest of the cast, saving the medic isn't necessary, as you can simply heal yourself. Unfortunately, you can't force your teammates to spend their one move on an attack instead of helping Yuka back on her feet... goddamnit. After a certain point, advancing without the unconscious members of your party seems totally reasonable -- once someone's on the floor, it's not worth wasting a turn to pick them up again.
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* AsurasWrath has a rage-based twist on this; press A after taking significant damage from a pushback attack, and Asura defies all gravity with a somersault and heals a portion of the damage!

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* AsurasWrath ''AsurasWrath'' has a rage-based twist on this; press A after taking significant damage from a pushback attack, and Asura defies all gravity with a somersault and heals a portion of the damage!
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* Wake-up Attacks are possible in ''MortalKombat9'', where they can consume some of the super meter if used instead of an evasive roll.

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* Wake-up Attacks are possible in ''MortalKombat9'', ''VideoGame/MortalKombat9'', where they can consume some of the super meter if used instead of an evasive roll.
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Tropes cannot be averted/subverted/whatever \"brutally\"


* AsurasWrath has a rage-based twist on this; press A after taking significant damage from a pushback attack, and Asura defies all gravity with a summersault and heals a portion of the damage!
* The [[GunFu Ranger]] class from ''DungeonFighterOnline'' can use it's [[HurricaneKick Windmill/Topspin kick]] after being knocked on the ground when a certain passive skill is aquired.

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* AsurasWrath has a rage-based twist on this; press A after taking significant damage from a pushback attack, and Asura defies all gravity with a summersault somersault and heals a portion of the damage!
* The [[GunFu Ranger]] class from ''DungeonFighterOnline'' can use it's [[HurricaneKick Windmill/Topspin kick]] after being knocked on the ground when a certain passive skill is aquired.acquired.



* Brutally averted in ''Persona3'', which uses a turn-based battle system. As the designated leader, the player character is able to give general instructions to teammates (heal and support, targets, etc.) and, particularly during the first two months (when your party consists of TheChick and an under-leveled slacker who has minimal offensive abilities[[hottip:*:Abilities you have as well, because it's just one of those games, so he becomes more useful in a support role]]), you're usually doing the majority of the attacking. Hitting an enemy's core weakness grants you another turn, allowing you to finish off enemies fairly quickly without your teammates. However, if you start a fight on the defensive and one of your teammates has been knocked down by an enemy, they will remain on the floor until their next turn, which may never come. If you're first in the line-up, you can spend six or seven turns disabling the enemy and your team member will still refuse to get up. You ''can'' waste a turn by aiding the person to their feet, but your enemies will usually just knock the same person down again. Since the player character has far more abilities than the rest of the cast, saving the medic isn't necessary, as you can simply heal yourself. Unfortunately, you can't force your teammates to spend their one move on an attack instead of helping Yuka back on her feet... goddamnit. After a certain point, advancing without the unconscious members of your party seems totally reasonable -- once someone's on the floor, it's not worth wasting a turn to pick them up again.

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* Brutally averted Averted in ''Persona3'', which uses a turn-based battle system. As the designated leader, the player character is able to give general instructions to teammates (heal and support, targets, etc.) and, particularly during the first two months (when your party consists of TheChick and an under-leveled slacker who has minimal offensive abilities[[hottip:*:Abilities you have as well, because it's just one of those games, so he becomes more useful in a support role]]), you're usually doing the majority of the attacking. Hitting an enemy's core weakness grants you another turn, allowing you to finish off enemies fairly quickly without your teammates. However, if you start a fight on the defensive and one of your teammates has been knocked down by an enemy, they will remain on the floor until their next turn, which may never come. If you're first in the line-up, you can spend six or seven turns disabling the enemy and your team member will still refuse to get up. You ''can'' waste a turn by aiding the person to their feet, but your enemies will usually just knock the same person down again. Since the player character has far more abilities than the rest of the cast, saving the medic isn't necessary, as you can simply heal yourself. Unfortunately, you can't force your teammates to spend their one move on an attack instead of helping Yuka back on her feet... goddamnit. After a certain point, advancing without the unconscious members of your party seems totally reasonable -- once someone's on the floor, it's not worth wasting a turn to pick them up again.
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None

Added DiffLines:

* Brutally averted in ''Persona3'', which uses a turn-based battle system. As the designated leader, the player character is able to give general instructions to teammates (heal and support, targets, etc.) and, particularly during the first two months (when your party consists of TheChick and an under-leveled slacker who has minimal offensive abilities[[hottip:*:Abilities you have as well, because it's just one of those games, so he becomes more useful in a support role]]), you're usually doing the majority of the attacking. Hitting an enemy's core weakness grants you another turn, allowing you to finish off enemies fairly quickly without your teammates. However, if you start a fight on the defensive and one of your teammates has been knocked down by an enemy, they will remain on the floor until their next turn, which may never come. If you're first in the line-up, you can spend six or seven turns disabling the enemy and your team member will still refuse to get up. You ''can'' waste a turn by aiding the person to their feet, but your enemies will usually just knock the same person down again. Since the player character has far more abilities than the rest of the cast, saving the medic isn't necessary, as you can simply heal yourself. Unfortunately, you can't force your teammates to spend their one move on an attack instead of helping Yuka back on her feet... goddamnit. After a certain point, advancing without the unconscious members of your party seems totally reasonable -- once someone's on the floor, it's not worth wasting a turn to pick them up again.
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In a realistically portrayed fight, a fighter who gets knocked to the ground tends to have a hard time getting back on their feet unless their opponent allows it. Not so in {{Video Game}}s, which have to make this ability to return to action possible, or else the (NPC) opponent could make the game NintendoHard or even [[UnwinnableByDesign impossible]] to complete. If taking a single hit, when you can still take more, is functionally a game over, this causes every attempt to be a NoDamageRun, and completely counters the point of even having defense at all, [[MightyGlacier slower characters who rarely hit first]], or many other game mechanics.

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In a realistically portrayed fight, a fighter who gets knocked to the ground tends to have a hard time getting back on their feet unless their opponent allows it. Not so in {{Video Game}}s, which have to make this ability to quickly return to action possible, or else the (NPC) opponent could make the game NintendoHard or even [[UnwinnableByDesign impossible]] to complete. If taking a single hit, when you can still take more, is functionally a game over, this causes every attempt to be a NoDamageRun, and completely counters the point of even having defense at all, [[MightyGlacier slower characters who rarely hit first]], or many other game mechanics.
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** Sora's version of the Wargoyle boss in {{Kingom Hearts 3D}} can also use this ''against'' the player. Attacking while it's down can get you caught in a pillar of flame.

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** Sora's version of the Wargoyle boss in {{Kingom Hearts 3D}} KingdomHearts3D can also use this ''against'' the player. Attacking while it's down can get you caught in a pillar of flame.
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** Sora's version of the Wargoyle boss in KingomHearts3D can also use this ''against'' the player. Attacking while it's down can get you caught in a pillar of flame.

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** Sora's version of the Wargoyle boss in KingomHearts3D {{Kingom Hearts 3D}} can also use this ''against'' the player. Attacking while it's down can get you caught in a pillar of flame.
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** Sora's version of the Wargoyle boss in KingomHearts3d can also use this ''against'' the player. Attacking while it's down can get you caught in a pillar of flame.

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** Sora's version of the Wargoyle boss in KingomHearts3d KingomHearts3D can also use this ''against'' the player. Attacking while it's down can get you caught in a pillar of flame.
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** Sora's version of the Wargoyle boss in KingomHearts3D can also use this ''against'' the player. Attacking while it's down can get you caught in a pillar of flame.

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** Sora's version of the Wargoyle boss in KingomHearts3D KingomHearts3d can also use this ''against'' the player. Attacking while it's down can get you caught in a pillar of flame.
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** Sora's version of the Wargoyle boss in KingomHearts3D can also use this ''against'' the player. Attacking while it's down can get you caught in a pillar of flame.
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* In ''Kane and Lynch 2'' if you are knockdown you can still crawl to nearest cover, get up and fight back.

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* Present in ''KingdomHearts'' and ''DissidiaFinalFantasy'' games as an ability.

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* Present in ''KingdomHearts'' and ''DissidiaFinalFantasy'' games series as an ability.ability that can be used if you get knocked back with sufficient force. Needs to be used with caution against enemies that are ImmuneToFlinching, as it can lead to receiving more abuse if you time it poorly, due to the lack of invincibility towards the end.
* Shows up as an ability in ''DissidiaFinalFantasy''.
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* ''DoubleDragon 2'' on the NES has the Hyper Uppercut and Flying Knee, both of which are executed by a button press while your character is crouching as a result of getting up from a knockdown or a fall or landing from a jump. The timing is pretty tricky but these moves are very powerful, and if you can time it correctly, you can chain as many Flying Knees as you want since each one causes you to jump.

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* ''DoubleDragon ''VideoGame/DoubleDragon 2'' on the NES has the Hyper Uppercut and Flying Knee, both of which are executed by a button press while your character is crouching as a result of getting up from a knockdown or a fall or landing from a jump. The timing is pretty tricky but these moves are very powerful, and if you can time it correctly, you can chain as many Flying Knees as you want since each one causes you to jump.
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* In ''UndercoverCops'', it's possible to do one of these when button-mashing. It doesn't do a lot of damage but it gives some breathing room.
** The same goes for its SpiritualSuccessor, NinjaBaseballBatMan.

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* In ''UndercoverCops'', ''VideoGame/UndercoverCops'', it's possible to do one of these when button-mashing. It doesn't do a lot of damage but it gives some breathing room.
** The same goes for its SpiritualSuccessor, NinjaBaseballBatMan. ''VideoGame/NinjaBaseballBatMan''.
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* The [[GunFu Ranger]] class from ''DungeonFighterOnline'' can use it's [[HurricaneKick Windmill/Topspin kick]] after being knocked on the ground when a certain passive skill is aquired.
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None

Added DiffLines:

* AsurasWrath has a rage-based twist on this; press A after taking significant damage from a pushback attack, and Asura defies all gravity with a summersault and heals a portion of the damage!
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* Wake-up Attacks are possible in ''MortalKombat9'', where they can charge the super meter.

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* Wake-up Attacks are possible in ''MortalKombat9'', where they can charge consume some of the super meter.meter if used instead of an evasive roll.
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*Wake-up Attacks are possible in ''MortalKombat9'', where they can charge the super meter.
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* In ''JediKnight: Jedi Academy'', one of the special moves when you are knocked down involves using TheForce to propel yourself off the ground and kick the enemy directly in front of you in the chest, knocking him down, in turn. The animation time of the move, unfortunately, means you might not be able to move out of the way when your opponent uses the same move, potentially leading to a kick-falldown-kick loop.

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* In ''JediKnight: ''[[VideoGame/DarkForcesSaga Jedi Academy'', Knight: Jedi Academy]]'', one of the special moves when you are knocked down involves using TheForce to propel yourself off the ground and kick the enemy directly in front of you in the chest, knocking him down, in turn. The animation time of the move, unfortunately, means you might not be able to move out of the way when your opponent uses the same move, potentially leading to a kick-falldown-kick loop.
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* ''DoubleDragon 2'' on the NES has the Hyper Uppercut and Flying Knee, both of which are executed by a button press while your character is getting up from a knockdown or a fall. The timing is pretty tricky but these moves are very powerful.

to:

* ''DoubleDragon 2'' on the NES has the Hyper Uppercut and Flying Knee, both of which are executed by a button press while your character is crouching as a result of getting up from a knockdown or a fall. fall or landing from a jump. The timing is pretty tricky but these moves are very powerful.powerful, and if you can time it correctly, you can chain as many Flying Knees as you want since each one causes you to jump.
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* In the ''VideoGame/SuperSmashBros'' series, a RecoveryAttack can be performed both from knockdown and when hanging from a ledge on the end of a stage to make a safer recovery. However, once a fighter's damage exceeds 100%, the fighter's ledge recovery attack typically has a slower animation but deals more damage.

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* In the ''VideoGame/SuperSmashBros'' series, a RecoveryAttack can be performed both from knockdown and when hanging from a ledge on the end of a stage to make a safer recovery. However, once a fighter's damage exceeds 100%, the fighter's ledge recovery attack typically has a slower animation but deals slightly more damage.
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* In ''VideoGame/SuperSmashBros'', a RecoveryAttack can be performed both from knockdown and when hanging from a ledge on the end of a stage to make a safer recovery.

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* In ''VideoGame/SuperSmashBros'', the ''VideoGame/SuperSmashBros'' series, a RecoveryAttack can be performed both from knockdown and when hanging from a ledge on the end of a stage to make a safer recovery.recovery. However, once a fighter's damage exceeds 100%, the fighter's ledge recovery attack typically has a slower animation but deals more damage.



* Heihachi can do this in the PS2 version of ''[[SoulSeries Soul Calibur 2]]'', where he jumps up from lying down on his back and kicks with both feet. Throughout the rest of the series, most characters can only use rolls away or quick stands to get back up.

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* Heihachi can do this in the PS2 PlayStation2 version of ''[[SoulSeries Soul Calibur 2]]'', where he jumps up from lying down on his back and kicks with both feet. Throughout the rest of the series, most characters can only use rolls away or quick stands to get back up.
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* In ''JediKnight: Jedi Academy'', one of the special moves when you are knocked down involves using TheForce to propel yourself off the ground and kick the enemy directly in front of you in the chest, knocking him down, in turn.

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* In ''JediKnight: Jedi Academy'', one of the special moves when you are knocked down involves using TheForce to propel yourself off the ground and kick the enemy directly in front of you in the chest, knocking him down, in turn. The animation time of the move, unfortunately, means you might not be able to move out of the way when your opponent uses the same move, potentially leading to a kick-falldown-kick loop.

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MercyInvincibility and ComboBreaker are other ways a character can be granted emergency defense. Compare LagCancel and KnockbackEvasion. Contrast the OneHitPointWonder, who dies before they can recover.

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MercyInvincibility and ComboBreaker are other ways a character can be granted emergency defense. Compare LagCancel and KnockbackEvasion. KnockbackEvasion.

Contrast the OneHitPointWonder, who dies before they can recover.OneHitPointWonder.

Not to be confused with HealingShiv.

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