Knockback: Difference between revisions

m
update links
m (update links)
m (update links)
Line 53:
* Many fighting games feature "grapple" and "throw" moves, and knocking an opponent out-of-bounds can trigger a [[Ring Out]] in various titles.
* Some fighting games like [[Guilty Gear]] have a pushblock mechanic that allows a defender to enter a state where the opponent is pushed away when their physical attack is blocked.
* The ''[[Super Smash Bros.]]'' series is based ''entirely around'' [[Ring Out|Ring Outs]]; characters do not have depletable HP but instead receive greater knockback as they take damage, until they are inevitably thrown from the arena.
* Some games such as later ''[[King of Fighters]]'' entries take Knockback to an extreme, making some attacks capable of bouncing an opponent off the wall/floor in order to extend combos.
* A key game mechanic in ''[[Dissidia Final Fantasy]]'', in the form of Wall/Floor/Ceiling Rush. Essentially--many attacks send the opponent away from the fighter at high velocity. If an attack has the ability to wall rush, and there's a wall somewhere along the victim's trajectory, they'll slam into it for extra damage (base value of one-half of the damage done by the original hit in ''Dissidia'', one-quarter in ''Duodecim''). Interestingly, various attacks have various 'likelihoods' of wall rush--a lot have zero chance of rushing, no matter if your opponent is right up next to the wall/ceiling, some have wall rush for a certain amount of distance (e.g. Bitter End can wall rush, but the opponent recovers if there's no wall for a long way), and a very amusing few (Nightglow, Shadow Bringer, and Cross Slash, for few) basically have guaranteed wall rush--so long as there ''is'' a surface to slam into, the opponent ''will'' do it--even if the closest wall is [[Punched Across the Room|hundreds and hundreds of meters away]].