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* The titular colossi in ''ShadowOfTheColossus' will not attack Wander while he is lying prone on the ground, unless the player leaves him down for too long or if the game's difficulty setting is on Hard. However, some Colossi (namely Cenobia and Celosia) will simply attack Wander as soon as he gets to his feet, which can result in a frustrating cycle of [[TheComputerIsACheatingBastard getting up and getting knocked over again]], often until Wander dies or is pushed into a place where the Colossi can't reach him.

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* The titular colossi in ''ShadowOfTheColossus' ''ShadowOfTheColossus'' will not attack Wander while he is lying prone on the ground, unless the player leaves him down for too long or if the game's difficulty setting is on Hard. However, some Colossi (namely Cenobia and Celosia) will simply attack Wander as soon as he gets to his feet, which can result in a frustrating cycle of [[TheComputerIsACheatingBastard getting up and getting knocked over again]], often until Wander dies or is pushed into a place where the Colossi can't reach him.
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* The titular colossi in ''ShadowOfTheColossus' will not attack Wander while he is lying prone on the ground, unless the player leaves him down for too long or if the game's difficulty setting is on Hard. However, some Colossi (namely Cenobia and Celosia) will simply attack Wander as soon as he gets to his feet, which can result in a frustrating cycle of [[TheComputerIsACheatingBastard getting up and getting knocked over again]], often until Wander dies or is pushed into a place where the Colossi can't reach him.
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* Averted in boxing games, but completely averted in [[UsefulNotes/MixedMartialArts]] games such as ''PRIDE FC'' ({=PS2=}), the UFC games, and ''EA Sports MMA''.

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* Averted in boxing games, but completely averted in [[UsefulNotes/MixedMartialArts]] UsefulNotes/MixedMartialArts games such as ''PRIDE FC'' ({=PS2=}), the UFC games, and ''EA Sports MMA''.
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* Averted in ''DragonAge'', where knocking people down is a major tactic for both player-controlled characters and enemies. One of the nastiest attacks in the game is Overwhelm, a skill of warhounds, wolves, and shrieks which both knocks down and grapples an opponent, holding them helpless while dealing massive damage (usually until they're unconscious or dead).
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* Averted in ''DwarfFortress'': not only do knocked over units take full damage while being unable to defend themselves, another unit can stand over them to keep them from getting up until they move to a square where no unit is standing. Once aimed attacks were implemented, being unconscious (though not just on the ground) left you incapable of dodging or blocking a potential CoupDeGrace, with your only defense being armor.

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* Averted in ''DwarfFortress'': not only do knocked over units take full damage while being unable to defend themselves, greatly slowed down, another unit can stand over them to keep them from getting up until they move to a square where no unit is standing. Once aimed attacks were implemented, being unconscious (though not just on the ground) left you incapable of dodging or blocking a potential CoupDeGrace, with your only defense being armor.
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* In ''SuperSmashBros'' all players are invincible while getting back up. Of course, this doesn't happen until you start the animation for getting back up, so players lying on their backs are fair game if they don't try.

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* In ''SuperSmashBros'' ''VideoGame/SuperSmashBros'' all players are invincible while getting back up. Of course, this doesn't happen until you start the animation for getting back up, so players lying on their backs are fair game if they don't try.
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This tends to be one of the AcceptableBreaksFromReality - because when it's averted, it can be ''really'' annoying. See MercyInvincibility.

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This tends to be one of the AcceptableBreaksFromReality - because when it's averted, it can be ''really'' ''[[NoHoldsBarredBeatdown really]]'' annoying. See MercyInvincibility.
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** To contrast, while you still can't KickThemWhileTheyAreDown, many SNKBoss types were especially vulnerable during a particular frame while standing back up, to the point that repeatedly sweeping was the only reliable method of dealing with them. Depending on the game, sometimes it's physically impossible to get out of a trip lock, while other games allow you to stay on the ground longer to throw off their timing by making them sweep while you're still invulnerable on the ground.
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* In ''{{Rune}}'', the (mostly harmless, but very annoying) zombie enemies can only be killed by beheading or burning them, but can't be attacked while they're PlayingPossum, so unless you hit them ''just'' right with a conventional weapon, they'll keel over and force you to wait until they get back up again for another chance to try and land a perfect slash at their neck.

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* In ''[=~Assassin's Creed~=] 2'' Ezio can KickThemWhileTheyAreDown, but enemies will not do so even though the EliteMooks have moves that knock him off his feet.

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* In ''[=~Assassin's Creed~=] 2'' Ezio can KickThemWhileTheyAreDown, but enemies will not do so even though the EliteMooks have moves that knock him off his feet.
feet.

[[AC:SurvivalHorror]]
* In ''RuleOfRose'' no enemy can harm you when you're down or getting up (right after getting up, however...), but the same applies to you, as you can't harm enemies that you've knocked down, either. There's a stomping attack, but due to a bug or poor hit detection that plagues the rest of the game it's almost 100% useless; if you stomp every enemy you manage to get on the ground during the entire game, you may hit maybe one or two of them.



* In ''{{Warhammer}} Quest'', the various fake death techniques allowed a warrior to avoid damage until everyone else was dead or gone, at which point the monsters would start poking or eating. It never occurs to them to poke or eat if the fighting is at the complete opposite side of the room, of course.

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* In ''{{Warhammer}} Quest'', the various fake death techniques allowed a warrior to avoid damage until everyone else was dead or gone, at which point the monsters would start poking or eating. It never occurs to them to poke or eat if the fighting is at the complete opposite side of the room, of course.
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* Averted in ''DwarfFortress'': not only do knocked over units take full damage while being unable to defend themselves, another unit can stand over them to keep them from getting up until they move to a square where no unit is standing. Once aimed attacks were implemented, being knocked out and unconscious left you incapable of dodging or blocking a potential CoupDeGrace, with your only defense being armor. Ranged attacks, however, can't hit a target on the ground.

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* Averted in ''DwarfFortress'': not only do knocked over units take full damage while being unable to defend themselves, another unit can stand over them to keep them from getting up until they move to a square where no unit is standing. Once aimed attacks were implemented, being knocked out and unconscious (though not just on the ground) left you incapable of dodging or blocking a potential CoupDeGrace, with your only defense being armor. Ranged attacks, however, can't hit a target on the ground.
armor.
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* Annoyingly turned upside-down in every possible way in Left4Dead. You can shoot zombies that are knocked down, and zombies can get you when YOU'RE knocked down (either from an effect, or just incapacitated.) But God help you if you try to help someone up while they're still in the middle of the "slowly falling and flailing" animation...
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* Averted in ''{{Onimusha}}'' - stand over a downed enemy and attack, and you'll run them through. For most mooks, this is instant death.
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** ''SengokuBasara'' is similar to some extent. If you're stunned badly enough that you can't jump right back up, the mooks will wait patiently for you to rise before resuming their attack. The same can't be said for bosses though, who will quite happily perform devastating diving attacks while you're down.

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** ''SengokuBasara'' is similar to some extent. If you're stunned badly enough that you can't jump right back up, the mooks will wait patiently mill around waiting for you to rise before resuming their attack. recover and go back to destroying them. The same can't be said for bosses though, who will quite happily perform devastating diving attacks while you're down.
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** ''SengokuBasara'' is similar to some extent. If you're stunned badly enough that you can't jump right back up, the mooks will wait patiently for you to rise before resuming their attack. The same can't be said for bosses though, who will quite happily perform devastating diving attacks while you're down.
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** While in the first two games getting hit by anything would instantly reset targets to their standing state, in ''Brawl'' weak attacks will cause characters to flop on the ground. Consecutive weak attacks can then keep them trapped on the ground indefinitely, leading to [[StopHavingFunGuys cheap]] tactics such as "laser locks".
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* Averted in ''{{Fallout}}'' and ''{{Fallout2}}''. Whenever a player was knocked down, they could be attacked repeatedly until they either died or got back up with a penalty to AP for that round. Fortunately, this also happened to enemies.
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This tends to be one of the AcceptableBreaksFromReality - because when it's averted, it can be ''really'' annoying. See MercyInvincibility.
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* Completely averted in ''DwarfFortress''; once your enemy knocks you to the ground, you can expect they'll [[CoupDeGrace take advantage of it]]. Of course, you can and should do exactly the same.

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* Completely averted in ''DwarfFortress''; once your enemy knocks you to the ground, you can expect they'll [[CoupDeGrace take advantage of it]]. Of course, you can and should do exactly the same.
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* Averted in ''DwarfFortress'': not only do knocked over units take full damage while being unable to defend themselves, another unit can stand over them to keep them from getting up until they move to a square where no unit is standing. Once aimed attacks were implemented, being knocked out and unconscious left you completely defenseless against a potential CoupDeGrace. Ranged attacks, however, can't hit a target on the ground.

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* Averted in ''DwarfFortress'': not only do knocked over units take full damage while being unable to defend themselves, another unit can stand over them to keep them from getting up until they move to a square where no unit is standing. Once aimed attacks were implemented, being knocked out and unconscious left you completely defenseless against incapable of dodging or blocking a potential CoupDeGrace.CoupDeGrace, with your only defense being armor. Ranged attacks, however, can't hit a target on the ground.
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* Completely averted in ''DwarfFortress''; once your enemy knocks you to the ground, you can expect they'll [[CoupDeGrace take advantage of it]]. Of course, you can and should do exactly the same.
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* Averted in ''DwarfFortress'': not only do knocked over units take full damage while being unable to defend themselves, another unit can stand over them to keep them from getting up until they move to a square where no unit is standing.

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* Averted in ''DwarfFortress'': not only do knocked over units take full damage while being unable to defend themselves, another unit can stand over them to keep them from getting up until they move to a square where no unit is standing.
standing. Once aimed attacks were implemented, being knocked out and unconscious left you completely defenseless against a potential CoupDeGrace. Ranged attacks, however, can't hit a target on the ground.
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[[AC:SportsGames]]
* Averted in boxing games, but completely averted in [[UsefulNotes/MixedMartialArts]] games such as ''PRIDE FC'' ({=PS2=}), the UFC games, and ''EA Sports MMA''.

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* Bouncers in ''{{Bioshock}}'' can knock you down, but do not attack until you get back up.




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* Enemies in ''GodHand'' can't hit Gene when he's grounded. Gene, on the other hand, can, and [[NintendoHard you'll need the extra bit of damage.]]


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[[AC:Shooters]]
* Bouncers in ''{{Bioshock}}'' can knock you down, but do not attack until you get back up.

[[AC:StealthBasedGame]]
* In ''[=~Assassin's Creed~=] 2'' Ezio can KickThemWhileTheyAreDown, but enemies will not do so even though the EliteMooks have moves that knock him off his feet.
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* Averted in ''DwarfFortress'': not only do knocked over units take full damage while being unable to defend themselves, another unit can stand over them to keep them from getting up until they move to a square where no unit is standing.
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** There are even attacks designed to do extra damage to downed opponents.
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** Almost every 2D fighting game, really.

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** Almost every 2D fighting game, really.
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* Averted in the ''{{Persona}}'' series where they use the "Press system" AKA "One more turn", characters who are knocked down take extra damage and can also be stunned.
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* Brutally averted in TheWitcher computer game - Geralt can kill any knocked-down enemy with a coup de grace... and any enemy can do the same to a knocked-down Geralt.
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** Quite a few {{Konami}}-made BeatEmUp (''XMen'' arcade game, ''Vendetta'', ''ViolentStorm'' and ''MetamorphicForce'') let you attack knocked-down enemies.
** So do ''FightingForce''.

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