Knockback: Difference between revisions

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(Import from TV Tropes TVT:Main.Knockback 2012-07-01, editor history TVTH:Main.Knockback, CC-BY-SA 3.0 Unported license)
 
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If the player has a [[Defend Command|command to parry or block enemy attacks]], this may reduce or eliminate the knockback associated with it (or it will result in a [[Knockback Slide]], with the character still on their feet). However, defending also tends to block the [[Mercy Invincibility]], which can become a danger of its own if the attack still inflicts [[Scratch Damage]], or has the potential to overpower ("guard break") the character's defense.
 
If the protagonist is a [[One -Hit -Point Wonder]] then knockback is rarely a concern (except for some of the aforementioned uses), but may still occur if the hit cost the player their current powerup of their [[Video Game Lives|current life]].
 
See also the [[Law of Inverse Recoil]], and for extreme cases, [[Blown Across the Room]] and its melee counterpart, [[Punched Across the Room]].
{{examples|Examples}}
 
'''Note:''' Because of its [[Seen It a Million Times|ubiquity]] in [[Video Games]], please limit examples to strategic uses or unusual occurrences.
 
== [[First -Person Shooter]] ==
* As mentioned, [[Rocket Jump|Rocket Jumping]] is a common technique exploiting the blasts from explosive weapons.
* ''[[Golden Eye 1997 (Video Game)|Golden Eye 1997]]'' and ''[[Perfect Dark]]'' have a knock back for the player if they get shot. This also stops the player from shooting for a brief second. Combine this with several enemy soldiers and you're bound to lose more than half your health while unable to to fire back. Luckily, the enemy AI is programmed to stop firing for a moment and then resume.
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* The sidescrolling ''[[Super Mario Bros]]'' games generally provided [[Mercy Invincibility]] without knockback, which allowed players to short-circuit the fights with Bowser simply by running through him and grabbing the axe at the far end of the arena. This was changed in ''[[New Super Mario Bros (Video Game)|New Super Mario Bros]]'', where coming in direct contact with Bowser knocks Mario back, away from the switch at the opposite end of the arena.
* In the ''[[Wonder Boy (Franchise)|Wonder Boy]]'' series (as well as its many ports), [[Mercy Invincibility]] only protected the player from further HP loss; it did not protect the player from being knocked back or juggled by repeated attacks.
** The rocks in the first game, which were the only non [[One -Hit Kill]] hazard, tripped Wonderboy when he ran into one, potentially bouncing him into an enemy or [[Bottomless Pit]].
* ''[[Castlevania]]''. :cough: [[Goddamned Bats|Medusa Heads]] :cough: [[Bottomless Pits]] :cough:.
** ''[[Castlevania Portrait of Ruin]]'' has an equip that negates your character's stun animation (and by extension, knockback), [[Awesome but Impractical|but with it equipped, you may not notice that you're taking damage until it's too late.]]
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* [[Star Warsthe Old Republic]] has it in various forms. From the simple 'interrupt' ability that interrupts abilities being cast or channeled (and preventing it from being cast again in a few seconds), then there are 'stun' and knock down abilities that is as good as it sounds (but also on very long cooldown), to knockback abilities that sends the enemies flying.
 
== [[Third -Person Shooter]] ==
* ''[[Gears of War]]'' 2 and 3 implement a "stopping power" system where being shot slows the player's movement toward the shooter. This was added to prevent players from charging through a hail of machine gun fire for a close-quarters execution with a shotgun. In addition, smoke grenades in 3 (and post-patch 2) cause a flinch effect, while in 1 and pre-patch 2 cause full-on knockback, though they deal no actual damage in either case.