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{{trope}}
{{quote|''Any outdoorsman will tell you the most frustrating part of hunting is when a deer simply '''FALLS DOWN''' when shot, and doesn't '''FLY BACKWARDS''' into the forest.''|[[
The first and foremost reason why players hate those [[Goddamned Bats]], and the means by which many [[Ledge Bats]] send players plummeting to their doom....
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== [[First-Person Shooter]] ==
* As mentioned, [[Rocket Jump|Rocket Jumping]] is a common technique exploiting the blasts from explosive weapons.
* ''[[
** The ''[[Medal of Honor]]'' games also have hit-stun. If an enemy catches you off-guard at close range with an automatic weapon on Hard difficulty, you may be stunlocked. Conversely, due to the use of [[Hit Scan]], the knockback [[The Computer Is a Cheating Bastard|doesn't affect the enemy's aim]], so they can continue shooting at you while apparently flinching. The snipers in ''Allied Assault'' not only deal the most damage and knockback of all mooks, but they also fire at a higher rate than the rifle infantrymen.
* Shotgun Z-Secs and Pinky Demons in ''[[Doom (
* In ''[[
== [[Platform Game]] ==
* ''[[La
* In the sidescrolling ''[[Mega Man (
* 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 ''[[
* In the ''[[
** 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.]]
** ''[[Castlevania: Symphony of the Night]]'' has two distinct types of knockback. Usually, taking damage just shoves Alucard back a couple of steps, but if he takes one hit that depletes half or more of his maximum HP, [[Blown Across the Room|he goes flying and won't stop until he hits a wall]], at which point he briefly sticks to it before falling down. In the special Luck Mode, this severe knockback is what lets you skip the screen where Death steals Alucard's equipment thanks to his greatly lowered stats: in normal gameplay, the only time you're likely to see it happen is if Galamoth hits you with one of his more damaging attacks.
* The first ''Flintstones'' NES game made the player fall back and be stunned for a second when hit, often down the pit. The second game removed the knockback, although the stun effect remained.
* The protagonist in [[
* The large knockback in the original MSX ''[[
* The NES ''[[Ninja Gaiden]]'' trilogy. Like ''Mega Man'', it always occurs opposite the direction you're facing. This can be a problem if [[Cycle of Hurting|constantly assaulted]] by [[Goddamned Bats]] during a platforming sequence.
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== [[Action Adventure]] ==
* ''[[The Legend of Zelda]]'' has various enemies whose main power is having more knockback than most, and the ''Oracle'' games featured a [[Ring of Power|ring]] that reduced knockback.
* The final segment of the [[Final Boss]] of ''[[Beyond Good
* ''[[
== [[Real Time Strategy]] ==
* While ''[[
* [[Dawn of War]] has knockback for artillery and some units. Justified for some ([[Super Strength]], [[Psychic Powers]], etc), but it does get a bit ridiculous when the Kroot (lanky hollow-boned ''bird''-men) are upgraded to knockback units such as seven-foot-tall [[Power Armor|Power Armored]] [[Space Marines]] with the same ease as [[Made of Plasticine|ordinary Guardsmen]] and [[Our Goblins Are Different|Gretchin]]. Also a fallen unit ordered to move will do so while playing their "get up" animation, so they end up gliding majestically along the ground before getting up.
* ''Myth'' 1 and 2 have a flinch mechanic that is fairly central to gameplay as it allows certain rock-paper-scissors balancing. For example, the fast but unarmored Berserks can often kill heavily armored Warriors by whaling on them fast enough that the Warrior can't get a swing in from all the flinching. However, the same Berserks have a tough time against archers, as being hit causes the Berserk to stop running while he flinches--making him an easier target. Those heavily-armored Warriors are less likely to take damage from arrows, and still less likely to take enough to flinch.
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** Humorously, they can get so annoying in dungeons (they disrupt positioning and can knock enemies into reinforcements) that several classes have the ability to turn off the knockback aspect of the spell through the use of a glyph (Mages, Druids, and Shaman, for those who care.)
** The flinching ability is available from the start however, in the form of various stuns as well as interrupts.
* ''[[
* As an action MMO, ''[[Dragon Nest]]'' practically requires players to exploit the various forms of this trope as even [[Mook|Mooks]] can easily do the same. Resistance to this trope can be a [[Game Breaker]] especially in PVP.
* [[Star
== [[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.
== [[Turn
* [[Hoshigami]] has an entire game mechanic centered around knocking enemies into a chain of allies to incur massive damage and have a chance at stealing an item, but unfortunately setting up such a chain leaves your party very vulnerable so it's only useful for eliminating the last enemy on a map.
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