...it's like TV Tropes, but LINKED DATA!
Knockback
- 468 statements
- 89 feature instances
- 115 referencing feature instances
Knockback | type |
FeatureClass | |
Knockback | label |
Knockback | |
Knockback | page |
Knockback | |
Knockback | comment |
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.... Knockback is a Video Game simplification of basic physics where if a character is struck by an attack, it will physically push them aside some measure of distance*Sometimes even allowing them to get to places they normally can't. Modern games featuring full physics engines can incorporate numerous factors (relative mass, speed, gravity/wind, etc.) to calculate the exact force and direction of it, while older and simpler (and by extension, Retraux) games will use extremely simplified rules, such as whether the attack originated from the right or left of the player and which direction the player was facing. But regardless of its technical implementation, its actual effect on gameplay can be sorted into rough categories: Flinching: Short-term knockback yields little more than a flinching animation and may interrupt whatever action the player was performing (which is most noticeable when it stops a time-intensive action such as a combo or a Charged Attack (and is a major reason why the latter can be seen as Awesome, but Impractical)). The knockback otherwise does not impede or interfere with player movement or control. Knocked back: The most common manifestation of knockback interrupts the player's action and momentum and pushes them back a short distance (perhaps one or two steps); the character recovers their footing quickly, and the player is able to resume action in short order. If struck from behind, the character may be knocked forward instead, and may also take more damage. Knocked down: In its extreme manifestation, the player's character may be knocked back a significant distance (and may even be sent flying through the air), and the player is unable to control them until the character comes to a stop and is able to get back up onto their feet again. Knocked Up: No, this does not refer to pregnancy. In a few cases, knockback is mostly vertical, sending the victim high into the air. This variant mostly exists to facilitate combos. In all three cases, knockback is usually accompanied by some measure of Mercy Invincibility so that the player doesn't have to worry about becoming "stunlocked", trapped in a Cycle of Hurting where the next hit lands faster than the character can recover from the previous. Knockback can also be used strategically, as a weapon of its own: A player on the losing end of a Fighting Game may be able to trigger a surprise victory by knocking their opponent out-of-bounds, and (by extension) the Ring-Out Boss lives or dies by who gets knocked outside the arena first. A "Get Back Here!" Boss may defend himself by knocking the player out of their attack range, and on the other hand a player can scatter a Zerg Rush with it, to engage and defeat foes individually. And then there's the Good Bad Bug known as the Rocket Jump, exploiting the knockback of an explosive weapon to send the user airborne. Of course, some enemies won't suffer any knockback (or even flinch) when struck by the player's attacks — for Bosses, which are typically larger than the player already, this may be considered a standard part of their Contractual Boss Immunity. Likewise, players may sometimes be given this advantage via a Status Buff (or as a property of certain moves), and sometimes it is the only way to survive That One Attack. In Fighting Games, being immune to knockback is sometimes referred to as having "Super Armor". And speaking of strategic uses, knockback is all-too-often remembered for occurring during precision maneuvers, such as when making timed jumps across Floating Platforms; every videogame character has at some point been sent plummeting into Spikes of Doom, or down the nearest Bottomless Pit due to taking a hit at the wrong moment; it's the culprit for many a Game Over screen (as well as a few broken controllers). "Damage boosting" is also a common Speedrun tactic, where the runner achieves Sequence Breaking by exploiting the knockback to reach areas too high and/or far away to reach with a normal jump, thus saving the time it would take to go and obtain the Double Jump/Grappling-Hook Pistol/whatever that is needed to get there normally. If the player has a 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 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. |
|
Knockback | fetched |
2024-04-13T21:17:05Z | |
Knockback | parsed |
2024-04-13T21:17:06Z | |
Knockback | processingComment |
Dropped link to Castlevania: Not an Item - CAT | |
Knockback | processingComment |
Dropped link to Combos: Not an Item - FEATURE | |
Knockback | processingComment |
Dropped link to GameBreaker: Not an Item - FEATURE | |
Knockback | processingComment |
Dropped link to GearsOfWar2: Not an Item - UNKNOWN | |
Knockback | processingComment |
Dropped link to KnockbackSlide: Not an Item - FEATURE | |
Knockback | processingComment |
Dropped link to OneHitPointWonder: Not an Item - FEATURE | |
Knockback | processingComment |
Dropped link to ROMHack: Not an Item - FEATURE | |
Knockback | processingComment |
Dropped link to RingOut: Not an Item - FEATURE | |
Knockback | processingComment |
Dropped link to RocketJump: Not an Item - FEATURE | |
Knockback | processingComment |
Dropped link to StunLock: Not an Item - UNKNOWN | |
Knockback | processingComment |
Dropped link to TropeNamer: Not an Item - UNKNOWN | |
Knockback | processingComment |
Dropped link to WarcraftIII: Not an Item - UNKNOWN | |
Knockback | processingUnknown |
StunLock | |
Knockback | processingUnknown |
TropeNamer | |
Knockback | processingUnknown |
GearsOfWar2 | |
Knockback | processingUnknown |
WarcraftIII | |
Knockback | isPartOf |
DBTropes | |
Knockback / int_183290f3 | type |
Knockback | |
Knockback / int_183290f3 | comment |
In Tactics Ogre, attacking with a shield has a big chance to knock the enemy back but deals miniscule damage. It has a similar use with the example on Final Fantasy Tactics or to permanently kill enemies that stands near a Bottomless Pit, unless they have Flying walking type because they won't forget that they could fly in situations like that. | |
Knockback / int_183290f3 | featureApplicability |
1.0 | |
Knockback / int_183290f3 | featureConfidence |
1.0 | |
Tactics Ogre (Video Game) | hasFeature |
Knockback / int_183290f3 | |
Knockback / int_1b56abaa | type |
Knockback | |
Knockback / int_1b56abaa | comment |
Champions Online calls it simply "Knock", as a catch-all phrase for knockdown, knockback, knockup, and what it called knock-to (which involves making an enemy fall towards your character). | |
Knockback / int_1b56abaa | featureApplicability |
1.0 | |
Knockback / int_1b56abaa | featureConfidence |
1.0 | |
Champions Online (Video Game) | hasFeature |
Knockback / int_1b56abaa | |
Knockback / int_1e2ad266 | type |
Knockback | |
Knockback / int_1e2ad266 | comment |
Fell Seal: Arbiter's Mark has several abilities, like the Mercenary class’s Forceful Strike, that can push the target back one space. They’ll take extra damage if the ability pushes them off a ledge or into a wall, and if a unit that can’t swim falls into a body of water, they drown instantly. | |
Knockback / int_1e2ad266 | featureApplicability |
1.0 | |
Knockback / int_1e2ad266 | featureConfidence |
1.0 | |
Fell Seal: Arbiter's Mark (Video Game) | hasFeature |
Knockback / int_1e2ad266 | |
Knockback / int_1ebbf613 | type |
Knockback | |
Knockback / int_1ebbf613 | comment |
Minecraft Dungeons: Some weapons have it more than others, with the unique Doom Crossbow notably having this effect amplified. | |
Knockback / int_1ebbf613 | featureApplicability |
1.0 | |
Knockback / int_1ebbf613 | featureConfidence |
1.0 | |
Minecraft Dungeons (Video Game) | hasFeature |
Knockback / int_1ebbf613 | |
Knockback / int_223c2a48 | type |
Knockback | |
Knockback / int_223c2a48 | comment |
The Legend of Zelda: Breath of the Wild and The Legend of Zelda: Tears of the Kingdom: Knockback is a major part of combat. All weapon strikes will cause a flinching animation in basic enemies that will cancel their current action, while Link and large enemies are Immune to Flinching. Landing a full strike combo (four strikes for one-handed weapons, eight for spears and two for heavy weapons) will also cause full knockback on all enemies and send them toppling back and often ragdolling for a while before picking themselves back up. Likewise, powerful strikes by large enemies such as Moblins and Lynels will always send Link flying back several meters if they land. Link can also obtain a gimmick weapon, the Spring-Loaded Hammer, which causes low damage but deals increased knockback and will send enemies flying several times farther than normal weapons will. | |
Knockback / int_223c2a48 | featureApplicability |
1.0 | |
Knockback / int_223c2a48 | featureConfidence |
1.0 | |
The Legend of Zelda: Breath of the Wild (Video Game) | hasFeature |
Knockback / int_223c2a48 | |
Knockback / int_256c8a06 | type |
Knockback | |
Knockback / int_256c8a06 | comment |
In Wario Land II and 3, Wario can't be killed (and in 3, he doesn't even drop any coins when hit, unlike II); thus, enemies knocking Wario back down to a lower part of the stage (or otherwise pushing him away from his objective) becomes the primary method of introducing difficulty. | |
Knockback / int_256c8a06 | featureApplicability |
1.0 | |
Knockback / int_256c8a06 | featureConfidence |
1.0 | |
Wario Land II (Video Game) | hasFeature |
Knockback / int_256c8a06 | |
Knockback / int_291e9857 | type |
Knockback | |
Knockback / int_291e9857 | comment |
Dark Souls also has the Poise mechanic. Heavy armor (or enchanted items) will make it less likely for you to be knocked back by damage. With zero poise, even a barehanded punch will stagger you. High enough poise and you'll be able to tank multiple Ultra Greatsword attacks. Effects such as the Iron Flesh pyromancy go one step further: enemies who attack you with light, one-handed weapons will suffer knockback themselves as their weapons bounce off your skin. Despite your poise, however, certain attacks will still launch you skywards or flatten you like a pancake. And poise doesn't effect your damage resistance, only how you react to taking hits. |
|
Knockback / int_291e9857 | featureApplicability |
1.0 | |
Knockback / int_291e9857 | featureConfidence |
1.0 | |
Dark Souls (Video Game) | hasFeature |
Knockback / int_291e9857 | |
Knockback / int_2a0e9a6e | type |
Knockback | |
Knockback / int_2a0e9a6e | comment |
Deadly Towers has Prince Myer get knocked in whatever direction is opposite the way he's facing quite a distance without a way to stop himself. Unfortunately, this game also features Bottomless Pits. | |
Knockback / int_2a0e9a6e | featureApplicability |
1.0 | |
Knockback / int_2a0e9a6e | featureConfidence |
1.0 | |
Deadly Towers (Video Game) | hasFeature |
Knockback / int_2a0e9a6e | |
Knockback / int_2ac68863 | type |
Knockback | |
Knockback / int_2ac68863 | comment |
The Flintstones: The Rescue of Dino & Hoppy made the player fall back and be stunned for a second when hit, often down the pit. The sequel, The Flintstones: The Surprise At Dinosaur Peak removed the knockback, although the stun effect remained. | |
Knockback / int_2ac68863 | featureApplicability |
1.0 | |
Knockback / int_2ac68863 | featureConfidence |
1.0 | |
The Flintstones: The Rescue of Dino & Hoppy (Video Game) | hasFeature |
Knockback / int_2ac68863 | |
Knockback / int_2cd8240d | type |
Knockback | |
Knockback / int_2cd8240d | comment |
Nebulus has a variation in which getting hit by an enemy will cause you to fall to the next lower platform, which will cause you to drown if there isn't one. This is actually a useful way to reach otherwise inaccessible platforms. | |
Knockback / int_2cd8240d | featureApplicability |
1.0 | |
Knockback / int_2cd8240d | featureConfidence |
1.0 | |
Nebulus (Video Game) | hasFeature |
Knockback / int_2cd8240d | |
Knockback / int_2ef9f626 | type |
Knockback | |
Knockback / int_2ef9f626 | comment |
Hoshigami: Ruining Blue Earth 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. | |
Knockback / int_2ef9f626 | featureApplicability |
1.0 | |
Knockback / int_2ef9f626 | featureConfidence |
1.0 | |
Hoshigami: Ruining Blue Earth (Video Game) | hasFeature |
Knockback / int_2ef9f626 | |
Knockback / int_3038d75c | type |
Knockback | |
Knockback / int_3038d75c | comment |
In Diablo II, knockback is a specific effect that can be either part of an attack, or a modifier on a weapon. Knockback is guaranteed to make an enemy flinch and interrupt their attack, but it may take longer to kill enemies in melee because you'll have to keep walking up to them. | |
Knockback / int_3038d75c | featureApplicability |
1.0 | |
Knockback / int_3038d75c | featureConfidence |
1.0 | |
Diablo II (Video Game) | hasFeature |
Knockback / int_3038d75c | |
Knockback / int_31313512 | type |
Knockback | |
Knockback / int_31313512 | comment |
ANNO: Mutationem: Receiving a succession of melee attacks including from explosive weapons causes immediate knockback with more heavy-damaging attacks inducing a knock down, while weaker attacks cause brief flinching. Enemies will also experience a flinch after their armor has been fully depleted. | |
Knockback / int_31313512 | featureApplicability |
1.0 | |
Knockback / int_31313512 | featureConfidence |
1.0 | |
ANNO: Mutationem (Video Game) | hasFeature |
Knockback / int_31313512 | |
Knockback / int_331e009 | type |
Knockback | |
Knockback / int_331e009 | comment |
Borderlands 2 and Borderlands: The Pre-Sequel! have various skills, abilities, and shields that dictate both how much knockback you can give to enemies as well as how much you receive, all in the name of playstyle, such as crowd control or melee builds. For instance, in Borderlands 2, melee-focused character Krieg the Psycho has a higher overall weight than the other Vault Hunters to support his playstyle, reducing knockback and preventing him from being so easily pushed away from a target. Salvador the Gunzerker from the same game has a Megaton Punch skill that causes enemies to fly across the room when he belts them. In Pre-Sequel, Claptrap the Fragtrap has a skill that causes enemies to be blown away from him if they hit him with a melee attack. | |
Knockback / int_331e009 | featureApplicability |
1.0 | |
Knockback / int_331e009 | featureConfidence |
1.0 | |
Borderlands 2 (Video Game) | hasFeature |
Knockback / int_331e009 | |
Knockback / int_33acebd8 | type |
Knockback | |
Knockback / int_33acebd8 | comment |
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. | |
Knockback / int_33acebd8 | featureApplicability |
1.0 | |
Knockback / int_33acebd8 | featureConfidence |
1.0 | |
Guilty Gear (Video Game) | hasFeature |
Knockback / int_33acebd8 | |
Knockback / int_367f632a | type |
Knockback | |
Knockback / int_367f632a | comment |
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 Armored Space Marines with the same ease as ordinary Guardsmen and 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. The Mad Dok's Burna Bomb does ridiculous amounts of knockback. Seeing one go off in a crowd is a thing of aerial beauty. |
|
Knockback / int_367f632a | featureApplicability |
1.0 | |
Knockback / int_367f632a | featureConfidence |
1.0 | |
Dawn of War (Video Game) | hasFeature |
Knockback / int_367f632a | |
Knockback / int_3bbd2f1c | type |
Knockback | |
Knockback / int_3bbd2f1c | comment |
In JoJo's Bizarre Adventure: All Star Battle, Iggy is able to weaponize his tendency of being a Gasshole where he latches onto an opponent's face and farts on them, resulting in a knockback, leaving the opponent stunned on the ground for a second. | |
Knockback / int_3bbd2f1c | featureApplicability |
1.0 | |
Knockback / int_3bbd2f1c | featureConfidence |
1.0 | |
JoJo's Bizarre Adventure: All Star Battle (Video Game) | hasFeature |
Knockback / int_3bbd2f1c | |
Knockback / int_3ee11cff | type |
Knockback | |
Knockback / int_3ee11cff | comment |
In Crescent Pale Mist, both players and many enemies can be knocked back or Blown Across the Room from attacks, while the protagonist also has a launcher move to send her opponents upwards to use them as an improvised Goomba Springboard to reach higher places or dash jump even further than normal. | |
Knockback / int_3ee11cff | featureApplicability |
1.0 | |
Knockback / int_3ee11cff | featureConfidence |
1.0 | |
Crescent Pale Mist (Video Game) | hasFeature |
Knockback / int_3ee11cff | |
Knockback / int_43f52aa9 | type |
Knockback | |
Knockback / int_43f52aa9 | comment |
The Elder Scrolls IV: Oblivion has an effect that may apply to power attacks called "knockback". Mechanics-wise, this is more like "go completely limp" where you then have to struggle to your feet and hope the enemy doesn't pull one off again. | |
Knockback / int_43f52aa9 | featureApplicability |
1.0 | |
Knockback / int_43f52aa9 | featureConfidence |
1.0 | |
The Elder Scrolls IV: Oblivion (Video Game) | hasFeature |
Knockback / int_43f52aa9 | |
Knockback / int_495aaf5e | type |
Knockback | |
Knockback / int_495aaf5e | comment |
As an action MMO, Dragon Nest practically requires players to exploit the various forms of this trope, as even Mooks can easily do the same. Resistance to this trope can be a Game-Breaker, especially in PVP. | |
Knockback / int_495aaf5e | featureApplicability |
1.0 | |
Knockback / int_495aaf5e | featureConfidence |
1.0 | |
Dragon Nest (Video Game) | hasFeature |
Knockback / int_495aaf5e | |
Knockback / int_49a88442 | type |
Knockback | |
Knockback / int_49a88442 | comment |
Final Fantasy XIV has several player skills that can cause knockback to enemies, which is handy for interrupting attacks. Enemies also possess attacks that can knock back players for the same effect, and in some cases, can push them off the edge of the arena for a One-Hit Kill. In PvP, a properly timed knock back can make or break the match. | |
Knockback / int_49a88442 | featureApplicability |
1.0 | |
Knockback / int_49a88442 | featureConfidence |
1.0 | |
Final Fantasy XIV (Video Game) | hasFeature |
Knockback / int_49a88442 | |
Knockback / int_49ad83ee | type |
Knockback | |
Knockback / int_49ad83ee | comment |
World of Warcraft featured knockbacks by various NPC mobs and bosses from when the game was first released, but players didn't get access to them until Patch 3.0, the Wrath of the Lich King expansion, when a small handful of abilities were given to various classes that would knock NPCs or other players back. NPCs don't take falling damage and can run up some sheer cliffs, so Knockback abilities are generally underpowered against them, but in certain limited circumstances Knockback effects can be very, very powerful in PvP. 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. |
|
Knockback / int_49ad83ee | featureApplicability |
1.0 | |
Knockback / int_49ad83ee | featureConfidence |
1.0 | |
World of Warcraft (Video Game) | hasFeature |
Knockback / int_49ad83ee | |
Knockback / int_4c56381b | type |
Knockback | |
Knockback / int_4c56381b | comment |
The player's projectiles in The Binding of Isaac knock many Mooks away in a random direction. This seems to have been done specifically to make it harder to line up multiple shots in a row against enemies that are stationary or advancing toward the player. Red Maws in particular get knocked even further than others, and Gazing Globins' corpses slide out of the way when they die, making it difficult to land the one or two extra shots required to stop them from resurrecting. | |
Knockback / int_4c56381b | featureApplicability |
1.0 | |
Knockback / int_4c56381b | featureConfidence |
1.0 | |
The Binding of Isaac (Video Game) | hasFeature |
Knockback / int_4c56381b | |
Knockback / int_50f3f011 | type |
Knockback | |
Knockback / int_50f3f011 | comment |
Sonic Battle also features a few attacks with more "standard" knockback, where the victim is sent bouncing across the ground. This does not allow for pursuit mode or ukemis. | |
Knockback / int_50f3f011 | featureApplicability |
1.0 | |
Knockback / int_50f3f011 | featureConfidence |
1.0 | |
Sonic Battle (Video Game) | hasFeature |
Knockback / int_50f3f011 | |
Knockback / int_5908ee91 | type |
Knockback | |
Knockback / int_5908ee91 | comment |
The Elder Scrolls V: Skyrim: A power attack will cause an opponent to stagger. The Unrelenting Force shout has this effect. One word of the shout will stagger an enemy. Two words will cause them to fall to their knees. A full three-word shout releases a projectile that ragdolls enemies and sends them flying several dozen feet through the air. One of the higher tier archery abilities, Power Draw, introduces knockback to arrows, half the time. Needless to say, the ability to stun an opponent at range over and over again is almost a Game-Breaker. The only reason it isn't is because it only affects creatures that are about as big as the player; dragons, for example, don't care about knockback at all. |
|
Knockback / int_5908ee91 | featureApplicability |
1.0 | |
Knockback / int_5908ee91 | featureConfidence |
1.0 | |
The Elder Scrolls V: Skyrim (Video Game) | hasFeature |
Knockback / int_5908ee91 | |
Knockback / int_5e3832b5 | type |
Knockback | |
Knockback / int_5e3832b5 | comment |
The protagonist in Cave Story receives knockback only based on the direction he was hit from. This is an interesting case because while the character receives knockback, you're still in full control, enabling you to affect the distance of the knockback to a certain degree. In fact, the character rarely gets knocked back, but often forward or forward and up. Furthermore, abusing vertical knockback from crashing into a flying enemy is the only way to get a certain item without backtracking (or grabbing the Machine Gun). | |
Knockback / int_5e3832b5 | featureApplicability |
1.0 | |
Knockback / int_5e3832b5 | featureConfidence |
1.0 | |
Cave Story (Video Game) | hasFeature |
Knockback / int_5e3832b5 | |
Knockback / int_61e400a0 | type |
Knockback | |
Knockback / int_61e400a0 | comment |
Path of Exile has knockback as part of a few skills, such as the Shockwave Totem, as well as in the form of a support skill that can be linked to any active skill. One particular unique item adds knockback to any skill equipped to it and makes the knockback pull a target towards the source of the hit. Enterprising players can get a lot of use out of the ability to drag an enemy around the map. | |
Knockback / int_61e400a0 | featureApplicability |
1.0 | |
Knockback / int_61e400a0 | featureConfidence |
1.0 | |
Path of Exile (Video Game) | hasFeature |
Knockback / int_61e400a0 | |
Knockback / int_62bf542 | type |
Knockback | |
Knockback / int_62bf542 | comment |
Super Mario Bros. 2 zig-zags this in a rare Mario series example. If the player characters have three or more hit points, they get knocked back upon taking a hit. At only two hit points, they just shrink with no knockback. Of course, certain sections of the game make this troublesome. | |
Knockback / int_62bf542 | featureApplicability |
1.0 | |
Knockback / int_62bf542 | featureConfidence |
1.0 | |
Super Mario Bros. 2 (Video Game) | hasFeature |
Knockback / int_62bf542 | |
Knockback / int_63ac9ac1 | type |
Knockback | |
Knockback / int_63ac9ac1 | comment |
Sonic the Hedgehog 4 has the Final Boss of the Sequel game in an arena where Sonic has to climb up a platforming challenge repeatedly to hit it. If it takes too long to hit the boss, it will spin Sonic and Tails around using gravity and forcibly blow them into a wall, forcing the loss of all your rings. | |
Knockback / int_63ac9ac1 | featureApplicability |
1.0 | |
Knockback / int_63ac9ac1 | featureConfidence |
1.0 | |
Sonic the Hedgehog 4 (Video Game) | hasFeature |
Knockback / int_63ac9ac1 | |
Knockback / int_699d6ea3 | type |
Knockback | |
Knockback / int_699d6ea3 | comment |
Freeware Ninja Senki has all enemies (as well as things like falling rocks) deal hardcore knockback to the player character, with Mercy Invincibility being present but practically useless due to the abundance of Bottomless Pits. | |
Knockback / int_699d6ea3 | featureApplicability |
1.0 | |
Knockback / int_699d6ea3 | featureConfidence |
1.0 | |
NinjaSenki | hasFeature |
Knockback / int_699d6ea3 | |
Knockback / int_6c1234ed | type |
Knockback | |
Knockback / int_6c1234ed | comment |
Dwarf Fortress has knockback as a possible effect of blunt attacks, launching the enemy a short distance calculated according to a staggering number of different variables. In previous versions this was insanely but hilariously overpowered, with even fairly unremarkable warriors able to launch opponents six or seven tiles. The recent combat mechanics overhaul makes knockback possible with all weapons, now that slashing or piercing attacks are re-rolled as bludgeoning ones if they fail to overcome the target's armour check, but for better or worse it also severely nerfed it. | |
Knockback / int_6c1234ed | featureApplicability |
1.0 | |
Knockback / int_6c1234ed | featureConfidence |
1.0 | |
Dwarf Fortress (Video Game) | hasFeature |
Knockback / int_6c1234ed | |
Knockback / int_6fe277bc | type |
Knockback | |
Knockback / int_6fe277bc | comment |
Divinity: Original Sin and Original Sin II: "Knocked Down" is a Status Effect that can be inflicted by a variety of attacks, from the advanced Earthquake spell to the lowly Sucker-Punch. Since it renders the target helpless for a full turn, it's an important factor in the Player Character's offensive strategy and Anti-Debuff defenses. | |
Knockback / int_6fe277bc | featureApplicability |
1.0 | |
Knockback / int_6fe277bc | featureConfidence |
1.0 | |
Divinity: Original Sin (Video Game) | hasFeature |
Knockback / int_6fe277bc | |
Knockback / int_7357234c | type |
Knockback | |
Knockback / int_7357234c | comment |
Beyond Good & Evil: The final segment of the Final Boss suddenly ramps up the effects of the game's knockback — while present-but-negligible before, even a small attack will now result in the heroine getting totally decked. During one sequence of attacks, it is entirely possible to get "stunlocked" and make the fight Unwinnable until you inevitably die and get sent back to the checkpoint. | |
Knockback / int_7357234c | featureApplicability |
1.0 | |
Knockback / int_7357234c | featureConfidence |
1.0 | |
Beyond Good & Evil (Video Game) | hasFeature |
Knockback / int_7357234c | |
Knockback / int_74da632f | type |
Knockback | |
Knockback / int_74da632f | comment |
Progressbar 95: Touching a pop-up or Clippy pushes the progress bar very slightly, but typically not enough to be dangerous by itself. Touching an Electricity pop-up, however, pushes the bar back through about 40% of the screen, which can easily cause problems if it's pushed into something undesirable. | |
Knockback / int_74da632f | featureApplicability |
1.0 | |
Knockback / int_74da632f | featureConfidence |
1.0 | |
Progressbar 95 (Video Game) | hasFeature |
Knockback / int_74da632f | |
Knockback / int_74f7210c | type |
Knockback | |
Knockback / int_74f7210c | comment |
The Legend of Zelda: The games have various enemies whose main power is having more knockback than most, and The Legend of Zelda: Oracle Games featured a ring that reduced knockback. Some enemies (such as some bosses) inflict a Knockback Slide on you when you hit them. (Moldorm from A Link to the Past (and Link's Awakening, Four Sword Adventures, and A Link Between Worlds), as well as the Hardhat Beetles from the same games, are some of the most infamous examples. In the original The Legend of Zelda, both Link and the enemies (some of which are sent flying all the way across the screen) are subjected to this effect. Link can actually get knocked back into another enemy and take more damage. The Legend of Zelda: Breath of the Wild and The Legend of Zelda: Tears of the Kingdom: Knockback is a major part of combat. All weapon strikes will cause a flinching animation in basic enemies that will cancel their current action, while Link and large enemies are Immune to Flinching. Landing a full strike combo (four strikes for one-handed weapons, eight for spears and two for heavy weapons) will also cause full knockback on all enemies and send them toppling back and often ragdolling for a while before picking themselves back up. Likewise, powerful strikes by large enemies such as Moblins and Lynels will always send Link flying back several meters if they land. Link can also obtain a gimmick weapon, the Spring-Loaded Hammer, which causes low damage but deals increased knockback and will send enemies flying several times farther than normal weapons will. |
|
Knockback / int_74f7210c | featureApplicability |
1.0 | |
Knockback / int_74f7210c | featureConfidence |
1.0 | |
The Legend of Zelda (Franchise) | hasFeature |
Knockback / int_74f7210c | |
Knockback / int_74fc6b57 | type |
Knockback | |
Knockback / int_74fc6b57 | comment |
Aladdin (Capcom) actually turned it's knockback into a good thing. Getting struck by an enemy bounces you straight up into the air and Aladdin becomes fully controllable again at the peak of it, so many is the time an enemy will actually help you reach a ledge rather than fall helplessly to your death. This is very prominent in the Cave of Wonders, where if you jump for one of the rising platforms too late and strike the lava underneath, you'll be bounced right up onto the platform and only lose a single heart. | |
Knockback / int_74fc6b57 | featureApplicability |
1.0 | |
Knockback / int_74fc6b57 | featureConfidence |
1.0 | |
Aladdin (Capcom) (Video Game) | hasFeature |
Knockback / int_74fc6b57 | |
Knockback / int_755997ac | type |
Knockback | |
Knockback / int_755997ac | comment |
Doom: Doom was one of the first FPS games to implement basic physics for knockback, generally tied in with how damaging the attack is. Most notable is its use in accessing the third episode's secret level. A good shotgun blast or rocket hit was also the only way for non-flying enemies to fall off high ledges. The physics behind are also surprisedly sophisticated for such an early example, mainly that enemies had varying mass that also affected how readily they can be knocked back, and having a value that can give a weapon/projectile higher or lower knockback, relative to its damage (which generally can only be tweaked using source ports or mods). For insistance, the chainsaw delivers no knockback to insure it has the intended effect of ripping into targets rather than pushing them away. Doom³: Shotgun Z-Secs and Pinky Demons have both deliverable sizable knockback, the former bordering on Blown Across the Room, and can result in stunlock. |
|
Knockback / int_755997ac | featureApplicability |
1.0 | |
Knockback / int_755997ac | featureConfidence |
1.0 | |
Doom (Franchise) | hasFeature |
Knockback / int_755997ac | |
Knockback / int_7668653a | type |
Knockback | |
Knockback / int_7668653a | comment |
Mass Effect 2: When your character is hit by "impact" attacks (Explosive or telekinetic powers) he or she will stumble and move back a step or two. This is completely logical given that they are being hit by a physical force, but this effect is rather egregious when your character is hit while ducking behind cover. In this case, when you are already crouched down on the ground, your character will stand up before they stumble and take a step back. This means your character is deliberately moving out of cover, since they take an independent action (standing up) before they are uncontrollably knocked back by the force, instead of simply falling down or stumbling where they were. | |
Knockback / int_7668653a | featureApplicability |
1.0 | |
Knockback / int_7668653a | featureConfidence |
1.0 | |
Mass Effect 2 (Video Game) | hasFeature |
Knockback / int_7668653a | |
Knockback / int_7668653b | type |
Knockback | |
Knockback / int_7668653b | comment |
Mass Effect 3: This is the primary criticism of the Geth faction in the multiplayer. Apart from the standard Geth Trooper, every Geth enemy you face has a stun attack. It's especially bad on the higher difficulties, since the Geth Prime fires its cannon in three-shot salvos. | |
Knockback / int_7668653b | featureApplicability |
1.0 | |
Knockback / int_7668653b | featureConfidence |
1.0 | |
Mass Effect 3 (Video Game) | hasFeature |
Knockback / int_7668653b | |
Knockback / int_76c6804a | type |
Knockback | |
Knockback / int_76c6804a | comment |
Castlevania: Portrait of Ruin has an equip that negates your character's stun animation (and by extension, knockback), but with it equipped, you may not notice that you're taking damage until it's too late. | |
Knockback / int_76c6804a | featureApplicability |
1.0 | |
Knockback / int_76c6804a | featureConfidence |
1.0 | |
Castlevania: Portrait of Ruin (Video Game) | hasFeature |
Knockback / int_76c6804a | |
Knockback / int_792239e5 | type |
Knockback | |
Knockback / int_792239e5 | comment |
In Tales of Symphonia, Tales of the Abyss and Tales of Vesperia, certain characters can have a special trait called "Glory" that prevents them from being knocked back. This was actually dangerous against some enemies, since characters with Glory would take multiple powerful hits when normally they'd only take one hit and be knocked away. On the subject of Symphonia, knockdowns on both enemies and allies induce long periods of invincibility (unless the knockback is teched). Combo-centric players would forgo knockdowns to keep an enemy in a combo for as long as possible, but may note that somehow, an enemy gets knocked down anyway. This is because there's actually two separate knockdown states in the game: Technical and Inevitable. Technical knockdowns are done intentionally by the player, but inevitable knockdowns happen when a combo goes long enough to prevent infinites, though you can just restand them if you see it coming. |
|
Knockback / int_792239e5 | featureApplicability |
1.0 | |
Knockback / int_792239e5 | featureConfidence |
1.0 | |
Tales of Symphonia (Video Game) | hasFeature |
Knockback / int_792239e5 | |
Knockback / int_7988cb68 | type |
Knockback | |
Knockback / int_7988cb68 | comment |
Mass Effect: Mass Effect 2: When your character is hit by "impact" attacks (Explosive or telekinetic powers) he or she will stumble and move back a step or two. This is completely logical given that they are being hit by a physical force, but this effect is rather egregious when your character is hit while ducking behind cover. In this case, when you are already crouched down on the ground, your character will stand up before they stumble and take a step back. This means your character is deliberately moving out of cover, since they take an independent action (standing up) before they are uncontrollably knocked back by the force, instead of simply falling down or stumbling where they were. Mass Effect 3: This is the primary criticism of the Geth faction in the multiplayer. Apart from the standard Geth Trooper, every Geth enemy you face has a stun attack. It's especially bad on the higher difficulties, since the Geth Prime fires its cannon in three-shot salvos. |
|
Knockback / int_7988cb68 | featureApplicability |
1.0 | |
Knockback / int_7988cb68 | featureConfidence |
1.0 | |
Mass Effect (Franchise) | hasFeature |
Knockback / int_7988cb68 | |
Knockback / int_7d8c61a2 | type |
Knockback | |
Knockback / int_7d8c61a2 | comment |
Star Wars: The Old Republic has it in various forms. On the low end, there are simple 'interrupt' abilities that interrupt abilities being cast or channeled (and prevent them from being cast again for a few seconds, just so that the impact is felt even when an otherwise-easily-spammable ability is interrupted in this way). Then there are 'stun' and knockdown abilities that are as good as they sound (but also on very long cooldown), and finally knockback abilities that outright send the enemies flying. | |
Knockback / int_7d8c61a2 | featureApplicability |
1.0 | |
Knockback / int_7d8c61a2 | featureConfidence |
1.0 | |
Star Wars: The Old Republic (Video Game) | hasFeature |
Knockback / int_7d8c61a2 | |
Knockback / int_802ca7b | type |
Knockback | |
Knockback / int_802ca7b | comment |
GoldenEye (1997) and Perfect Dark have a knockback 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. Perfect Dark Zero also has it, making enemies that duel-wield machine pistols especially dangerous, with the possibility of stunlock. | |
Knockback / int_802ca7b | featureApplicability |
1.0 | |
Knockback / int_802ca7b | featureConfidence |
1.0 | |
GoldenEye (1997) (Video Game) | hasFeature |
Knockback / int_802ca7b | |
Knockback / int_8258e260 | type |
Knockback | |
Knockback / int_8258e260 | comment |
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., where coming in direct contact with Bowser knocks Mario back, away from the switch at the opposite end of the arena. Super Mario Bros. 2 zig-zags this in a rare Mario series example. If the player characters have three or more hit points, they get knocked back upon taking a hit. At only two hit points, they just shrink with no knockback. Of course, certain sections of the game make this troublesome. |
|
Knockback / int_8258e260 | featureApplicability |
1.0 | |
Knockback / int_8258e260 | featureConfidence |
1.0 | |
Super Mario Bros. (Franchise) | hasFeature |
Knockback / int_8258e260 | |
Knockback / int_88fce462 | type |
Knockback | |
Knockback / int_88fce462 | comment |
Some games, such as later The 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. | |
Knockback / int_88fce462 | featureApplicability |
1.0 | |
Knockback / int_88fce462 | featureConfidence |
1.0 | |
The King of Fighters (Video Game) | hasFeature |
Knockback / int_88fce462 | |
Knockback / int_8ec33a86 | type |
Knockback | |
Knockback / int_8ec33a86 | comment |
'Knockback' moves cause the target to be knocked backwards a short distance while remaining on the ground. Like in the Xenoblade Chronicles 1 example above, this can be used to kill enemies by pushing them off cliffs, but only if there is no lip or rail on the edge. | |
Knockback / int_8ec33a86 | featureApplicability |
1.0 | |
Knockback / int_8ec33a86 | featureConfidence |
1.0 | |
Xenoblade Chronicles 1 (Video Game) | hasFeature |
Knockback / int_8ec33a86 | |
Knockback / int_8ec33a87 | type |
Knockback | |
Knockback / int_8ec33a87 | comment |
Xenoblade Chronicles 2 has so-called 'reaction' status effects neatly fitting into all three categories, all of which can be used both by and against the player: 'Break' moves cause attacks to be interrupted and movement to stop for a split second, besides making the inflicted character susceptible to being immobilised with a Topple move. 'Knockback' moves cause the target to be knocked backwards a short distance while remaining on the ground. Like in the Xenoblade Chronicles 1 example above, this can be used to kill enemies by pushing them off cliffs, but only if there is no lip or rail on the edge. 'Blowdown' moves launch the target into the air for a second, causing them to be knocked farther back and preventing them from attacking until they land and pick themselves back up. This can also be used to knock enemies over cliffs when Knockback moves wouldn't otherwise work. Most bosses have resistance to minor Blowdown moves, but strong Blowdown moves such as certain Blade Combo finishers can overcome this resistance. |
|
Knockback / int_8ec33a87 | featureApplicability |
1.0 | |
Knockback / int_8ec33a87 | featureConfidence |
1.0 | |
Xenoblade Chronicles 2 (Video Game) | hasFeature |
Knockback / int_8ec33a87 | |
Knockback / int_9330ec5d | type |
Knockback | |
Knockback / int_9330ec5d | comment |
Yoshi's Island has knockback and flinching. In the former's case, getting hit will send you flying back a few steps while in the latter, getting hit while you're on the ground or are hit in midair and fall to the ground immediately has Yoshi shake his head in a daze for a second. Flinching is something you want to avoid as much as possible because you don't want to waste time with Yoshi being stunned while the timer to get back Baby Mario ticks down. | |
Knockback / int_9330ec5d | featureApplicability |
1.0 | |
Knockback / int_9330ec5d | featureConfidence |
1.0 | |
Yoshi's Island (Video Game) | hasFeature |
Knockback / int_9330ec5d | |
Knockback / int_a4514a75 | type |
Knockback | |
Knockback / int_a4514a75 | comment |
Iji: Explosive weapons and melee attacks cause knockback, while weaker weapons cause flinching. This applies to both enemies and the protagonist. The knockback from some weapons reaches Blown Across the Room levels — Many secrets in the game can only be obtained by taking advantage of this. | |
Knockback / int_a4514a75 | featureApplicability |
1.0 | |
Knockback / int_a4514a75 | featureConfidence |
1.0 | |
Iji (Video Game) | hasFeature |
Knockback / int_a4514a75 | |
Knockback / int_a6fb0678 | type |
Knockback | |
Knockback / int_a6fb0678 | comment |
La-Mulana utilizes significant knockback. Touch even the slightest enemy or brush up against a spike, and Lemeza is sent sailing across the room at full velocity, with no ability to alter his trajectory until he lands. Although the damage is often trivial, that doesn't matter much if the knockback sends you spiraling down several screens, an all-too-common occurrence in the very tall Tower of the Goddess. | |
Knockback / int_a6fb0678 | featureApplicability |
1.0 | |
Knockback / int_a6fb0678 | featureConfidence |
1.0 | |
La-Mulana (Video Game) | hasFeature |
Knockback / int_a6fb0678 | |
Knockback / int_a7bb2a13 | type |
Knockback | |
Knockback / int_a7bb2a13 | comment |
In Mega Man ZX, one of few noticeable gameplay differences between Vent and Aile is that the latter balanced slightly faster movement speed with slightly stronger knockback effect. Noticeably, both ZX and its sequel Advent had an "Absorber" chip that once equipped eliminated knockback entirely, meaning that once you took a hit you only had a brief flinching period in place before you could act again. | |
Knockback / int_a7bb2a13 | featureApplicability |
1.0 | |
Knockback / int_a7bb2a13 | featureConfidence |
1.0 | |
Mega Man ZX (Video Game) | hasFeature |
Knockback / int_a7bb2a13 | |
Knockback / int_ab4434f0 | type |
Knockback | |
Knockback / int_ab4434f0 | comment |
Hack-and-slash Die by the Sword has a knockback system calculated by its complex physics engine, involving the strength of the swing (which is itself determined by character movement speed and mouse swing speed) and the relative sizes of the both characters (the larger Orcs will knock the smaller Kobolds around with even minimal mouse movement). Useful when knocking opponents into environmental hazards like spinning blades, bottomless pits, or lava. Both characters' weapons also get knocked back in a successful block, which directly affects their position for subsequent moves. The knockback is explicitly exploited in the "Ogre Hockey" arena of the expansion pack, where the whole point is to knock the "ball" character into the opposing team's goal. |
|
Knockback / int_ab4434f0 | featureApplicability |
1.0 | |
Knockback / int_ab4434f0 | featureConfidence |
1.0 | |
Die by the Sword (Video Game) | hasFeature |
Knockback / int_ab4434f0 | |
Knockback / int_ac6b386d | type |
Knockback | |
Knockback / int_ac6b386d | comment |
Skullgirls has a feature where your opponent is allowed to break out of an infinite loop if the game notices you performing the same sequence several times in a row. Knocking your opponent hard enough to make them bounce off of a wall will "reset" the loop, allowing you to continue attacking. | |
Knockback / int_ac6b386d | featureApplicability |
1.0 | |
Knockback / int_ac6b386d | featureConfidence |
1.0 | |
Skullgirls (Video Game) | hasFeature |
Knockback / int_ac6b386d | |
Knockback / int_af60702d | type |
Knockback | |
Knockback / int_af60702d | comment |
In the original The Legend of Zelda, both Link and the enemies (some of which are sent flying all the way across the screen) are subjected to this effect. Link can actually get knocked back into another enemy and take more damage. | |
Knockback / int_af60702d | featureApplicability |
1.0 | |
Knockback / int_af60702d | featureConfidence |
1.0 | |
The Legend of Zelda (Video Game) | hasFeature |
Knockback / int_af60702d | |
Knockback / int_b55b8015 | type |
Knockback | |
Knockback / int_b55b8015 | comment |
The NES Ninja Gaiden trilogy. Like Mega Man, it always occurs opposite the direction you're facing. This can be a problem if constantly assaulted by Goddamned Bats during a platforming sequence. | |
Knockback / int_b55b8015 | featureApplicability |
1.0 | |
Knockback / int_b55b8015 | featureConfidence |
1.0 | |
Ninja Gaiden (Video Game) | hasFeature |
Knockback / int_b55b8015 | |
Knockback / int_b7c72249 | type |
Knockback | |
Knockback / int_b7c72249 | comment |
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, he goes flying (and spinning like a corkscrew) 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 allowing the Warg's charge attack to do enough damage to trigger it: 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. | |
Knockback / int_b7c72249 | featureApplicability |
1.0 | |
Knockback / int_b7c72249 | featureConfidence |
1.0 | |
Castlevania: Symphony of the Night (Video Game) | hasFeature |
Knockback / int_b7c72249 | |
Knockback / int_b97f910f | type |
Knockback | |
Knockback / int_b97f910f | comment |
Plants vs. Zombies 2: It's About Time: The Chard Guard uses this to hit groups of zombies backwards. It can only use this three times, however. The Mecha-Football Zombie does this to your entire row of plants, pushing them all backwards and flinging those closest to the lawn off. When the Punk Jam plays, the Punk Zombie gains the ability to kick the plant in front of them back to the closest space (or off the lawn if there isn't one) The Primal Peashooter shoots boulder-like peas that sometimes knock back zombies. |
|
Knockback / int_b97f910f | featureApplicability |
1.0 | |
Knockback / int_b97f910f | featureConfidence |
1.0 | |
Plants vs. Zombies 2: It's About Time (Video Game) | hasFeature |
Knockback / int_b97f910f | |
Knockback / int_bbe0b9d0 | type |
Knockback | |
Knockback / int_bbe0b9d0 | comment |
Any hits in Prince of Persia, both by the prince and by his enemies, result in some knockback. Using this knockback to push enemies over ledge is a common strategy, and is required to defeat a skeleton in level 3, since it is immortal. | |
Knockback / int_bbe0b9d0 | featureApplicability |
1.0 | |
Knockback / int_bbe0b9d0 | featureConfidence |
1.0 | |
Prince of Persia (Video Game) | hasFeature |
Knockback / int_bbe0b9d0 | |
Knockback / int_bd310eaa | type |
Knockback | |
Knockback / int_bd310eaa | comment |
El Goonish Shive: While Elliot's "Tamashi Gekido" technique does do some damage, the main effect is to fling the opponent away. | |
Knockback / int_bd310eaa | featureApplicability |
1.0 | |
Knockback / int_bd310eaa | featureConfidence |
1.0 | |
El Goonish Shive (Webcomic) | hasFeature |
Knockback / int_bd310eaa | |
Knockback / int_bf172077 | type |
Knockback | |
Knockback / int_bf172077 | comment |
In Torment: Tides of Numenera, any attack which inflicts Energy damage will push its target away from the attacker. The target will take extra damage if this pushes them into a wall or another obstacle. | |
Knockback / int_bf172077 | featureApplicability |
1.0 | |
Knockback / int_bf172077 | featureConfidence |
1.0 | |
Torment: Tides of Numenera (Video Game) | hasFeature |
Knockback / int_bf172077 | |
Knockback / int_bf948159 | type |
Knockback | |
Knockback / int_bf948159 | comment |
Little Big Adventure, possibly due to bad programming, takes this to a new level where Twinsen always gets pushed backwards, no matter from which direction he received the hit. This leads to situations where sometimes, your best bet in trying to run away from enemies is to move backwards while facing them. | |
Knockback / int_bf948159 | featureApplicability |
1.0 | |
Knockback / int_bf948159 | featureConfidence |
1.0 | |
Little Big Adventure (Video Game) | hasFeature |
Knockback / int_bf948159 | |
Knockback / int_c0d295c4 | type |
Knockback | |
Knockback / int_c0d295c4 | comment |
In Team Fortress 2, regular attacks have an amount of knockback generally proportional to damage and only something like the Heavy's minigun does enough damage for this knockback to significantly impede movement instead of just messing with aim. There are some special cases which do much more: explosives, the Scout's Force-A-Nature, sentry guns (which can be even harder to deal with than its damage, especially since the default Ubercharge does not protect against knockback), melee Critical Hits, and the Pyro's airblast (which does nothing but knockback). Probably the most bizarre thing is that damage over time (fire, bleeding) causes upward knockback for the sake of messing with the user's aim. The Soldier's Mantreads and the Quick-Fix's Ubercharge reduce knockback by 75% and 100% respectively. | |
Knockback / int_c0d295c4 | featureApplicability |
1.0 | |
Knockback / int_c0d295c4 | featureConfidence |
1.0 | |
Team Fortress 2 (Video Game) | hasFeature |
Knockback / int_c0d295c4 | |
Knockback / int_c43ed6f1 | type |
Knockback | |
Knockback / int_c43ed6f1 | comment |
Boktai 2: Solar Boy Django: As a human, Django's weapons don't knock enemies back, but as a vampire, it throws them a fair distance away. Since it changes the entire game mechanic from sort-of-stealth Hit-and-Run Tactics to "run right in and thrash enemies until they die" tactics, it's a borderline Game-Breaker. | |
Knockback / int_c43ed6f1 | featureApplicability |
1.0 | |
Knockback / int_c43ed6f1 | featureConfidence |
1.0 | |
Boktai (Video Game) | hasFeature |
Knockback / int_c43ed6f1 | |
Knockback / int_c861aa06 | type |
Knockback | |
Knockback / int_c861aa06 | comment |
In Psionics: The Next Stage in Human Evolution, being hit with TK Push or TK Blast sends the victim flying. | |
Knockback / int_c861aa06 | featureApplicability |
1.0 | |
Knockback / int_c861aa06 | featureConfidence |
1.0 | |
Psionics: The Next Stage in Human Evolution (Tabletop Game) | hasFeature |
Knockback / int_c861aa06 | |
Knockback / int_cc9a34a9 | type |
Knockback | |
Knockback / int_cc9a34a9 | comment |
In The Adventures of Lomax, it happens when Lomax is hit. Can be rather annoying if it happens while you're jumping over a Bottomless Pit... | |
Knockback / int_cc9a34a9 | featureApplicability |
1.0 | |
Knockback / int_cc9a34a9 | featureConfidence |
1.0 | |
The Adventures of Lomax (Video Game) | hasFeature |
Knockback / int_cc9a34a9 | |
Knockback / int_ccf5d01d | type |
Knockback | |
Knockback / int_ccf5d01d | comment |
In Gruntz, some of the weapons have this, such as the Boxing Glovez and the Sponge Gunz. | |
Knockback / int_ccf5d01d | featureApplicability |
1.0 | |
Knockback / int_ccf5d01d | featureConfidence |
1.0 | |
Gruntz (Video Game) | hasFeature |
Knockback / int_ccf5d01d | |
Knockback / int_d29994ae | type |
Knockback | |
Knockback / int_d29994ae | comment |
In Live A Live, there are certain skills that cause the targets to be pushed back a square or two, negating any charging skills they might have been using. While supremely annoying while trying to pull off some of your most powerful attacks, it can be used to your advantage by constantly delaying the enemy's most devastating skills. | |
Knockback / int_d29994ae | featureApplicability |
1.0 | |
Knockback / int_d29994ae | featureConfidence |
1.0 | |
Live A Live (Video Game) | hasFeature |
Knockback / int_d29994ae | |
Knockback / int_d36b8ea7 | type |
Knockback | |
Knockback / int_d36b8ea7 | comment |
The games have various enemies whose main power is having more knockback than most, and The Legend of Zelda: Oracle Games featured a ring that reduced knockback. | |
Knockback / int_d36b8ea7 | featureApplicability |
1.0 | |
Knockback / int_d36b8ea7 | featureConfidence |
1.0 | |
The Legend of Zelda: Oracle Games (Video Game) | hasFeature |
Knockback / int_d36b8ea7 | |
Knockback / int_d3b17858 | type |
Knockback | |
Knockback / int_d3b17858 | comment |
The Final Fantasy Tactics series has knock back as a strategic use. Knock backs (whether by abilities or a critical hit) will always push the character back one space and if they get shoved off a ledge or cliff, they'll suffer fall damage on the way down (enemies that float won't suffer fall damage). | |
Knockback / int_d3b17858 | featureApplicability |
1.0 | |
Knockback / int_d3b17858 | featureConfidence |
1.0 | |
Final Fantasy Tactics (Video Game) | hasFeature |
Knockback / int_d3b17858 | |
Knockback / int_d4e47577 | type |
Knockback | |
Knockback / int_d4e47577 | comment |
Doom³: Shotgun Z-Secs and Pinky Demons have both deliverable sizable knockback, the former bordering on Blown Across the Room, and can result in stunlock. | |
Knockback / int_d4e47577 | featureApplicability |
1.0 | |
Knockback / int_d4e47577 | featureConfidence |
1.0 | |
Doom³ (Video Game) | hasFeature |
Knockback / int_d4e47577 | |
Knockback / int_d4fa523c | type |
Knockback | |
Knockback / int_d4fa523c | comment |
In Faria, getting hit by enemies can make you slide quite a few yards backward. | |
Knockback / int_d4fa523c | featureApplicability |
1.0 | |
Knockback / int_d4fa523c | featureConfidence |
1.0 | |
Faria (Video Game) | hasFeature |
Knockback / int_d4fa523c | |
Knockback / int_d5dbb3d8 | type |
Knockback | |
Knockback / int_d5dbb3d8 | comment |
The large knockback in the original MSX Valis, combined with the lack of Mercy Invincibility, frequently caused Yuko to be stunlocked and juggled to death. | |
Knockback / int_d5dbb3d8 | featureApplicability |
1.0 | |
Knockback / int_d5dbb3d8 | featureConfidence |
1.0 | |
Valis | hasFeature |
Knockback / int_d5dbb3d8 | |
Knockback / int_d5f03f8d | type |
Knockback | |
Knockback / int_d5f03f8d | comment |
Worms games include the Prod attack, which does nothing except a small knockback. A skilled player can use this for various types of Cherry Tapping, such as sending the enemy off a cliff high enough to take Falling Damage, into the water, or onto a land mine. | |
Knockback / int_d5f03f8d | featureApplicability |
1.0 | |
Knockback / int_d5f03f8d | featureConfidence |
1.0 | |
Worms (Video Game) | hasFeature |
Knockback / int_d5f03f8d | |
Knockback / int_d64a968 | type |
Knockback | |
Knockback / int_d64a968 | comment |
In Ravensword: Shadowlands, stronger enemies are capable of inflicting this onto you, with there being a talent you can invest points into to make the chance of that happening smaller. | |
Knockback / int_d64a968 | featureApplicability |
1.0 | |
Knockback / int_d64a968 | featureConfidence |
1.0 | |
Ravensword: Shadowlands (Video Game) | hasFeature |
Knockback / int_d64a968 | |
Knockback / int_dab32bc | type |
Knockback | |
Knockback / int_dab32bc | comment |
The first Mega Man game did something that no other classic-era game has done since — namely, defying Contractual Boss Immunity and causing the Robot Masters to suffer knockback when struck by any attack, just like Mega Man. This is part of the most common strategy to defeat Cut Man, but it also turns Elec Man into a relative pushover. | |
Knockback / int_dab32bc | featureApplicability |
1.0 | |
Knockback / int_dab32bc | featureConfidence |
1.0 | |
Mega Man (Video Game) | hasFeature |
Knockback / int_dab32bc | |
Knockback / int_e5d5d23c | type |
Knockback | |
Knockback / int_e5d5d23c | comment |
Doom was one of the first FPS games to implement basic physics for knockback, generally tied in with how damaging the attack is. Most notable is its use in accessing the third episode's secret level. A good shotgun blast or rocket hit was also the only way for non-flying enemies to fall off high ledges. The physics behind are also surprisedly sophisticated for such an early example, mainly that enemies had varying mass that also affected how readily they can be knocked back, and having a value that can give a weapon/projectile higher or lower knockback, relative to its damage (which generally can only be tweaked using source ports or mods). For insistance, the chainsaw delivers no knockback to insure it has the intended effect of ripping into targets rather than pushing them away. | |
Knockback / int_e5d5d23c | featureApplicability |
1.0 | |
Knockback / int_e5d5d23c | featureConfidence |
1.0 | |
Doom (Video Game) | hasFeature |
Knockback / int_e5d5d23c | |
Knockback / int_e5dac2f4 | type |
Knockback | |
Knockback / int_e5dac2f4 | comment |
In P.N.03 the amount of knockback varies with the amount of damage inflicted by an enemy attack, with the strongest attacks blowing Vanessa clear across the room. In some cases, Vanessa mysteriously is knocked forward. | |
Knockback / int_e5dac2f4 | featureApplicability |
1.0 | |
Knockback / int_e5dac2f4 | featureConfidence |
1.0 | |
P.N.03 (Video Game) | hasFeature |
Knockback / int_e5dac2f4 | |
Knockback / int_e863cc41 | type |
Knockback | |
Knockback / int_e863cc41 | comment |
Specific chips like Air Shot in the Mega Man Battle Network series have this property attached to them and are handy for getting your opponents into the appropriate range for followup attacks. They can also be used on the otherwise harmless Rock Cube chip to send it flying into a target, which causes an excellent amount of damage early on. | |
Knockback / int_e863cc41 | featureApplicability |
1.0 | |
Knockback / int_e863cc41 | featureConfidence |
1.0 | |
Mega Man Battle Network (Video Game) | hasFeature |
Knockback / int_e863cc41 | |
Knockback / int_e9c7b01b | type |
Knockback | |
Knockback / int_e9c7b01b | comment |
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 hundreds and hundreds of meters away. In fact, Cloud's fighting style is aggressively dependent on Wall Rushing. Almost all of his skills have a high chance of Wall Rush, and his most basic attacks will generally send the opponent flying into a wall (or enable a chase scene, if the wall is too far away). Abusing this mechanic is his raison d'etre: he's not just hitting you hard, he's hitting you hard, then slamming you into a wall for more damage while he rushes after you to rinse and repeat. |
|
Knockback / int_e9c7b01b | featureApplicability |
1.0 | |
Knockback / int_e9c7b01b | featureConfidence |
1.0 | |
Dissidia Final Fantasy (Video Game) | hasFeature |
Knockback / int_e9c7b01b | |
Knockback / int_ea051cf0 | type |
Knockback | |
Knockback / int_ea051cf0 | comment |
In Viewtiful Joe and the sequel installment, any hit from a stage obstacle or enemy will knock Joe, Sylvia, or any other character to the ground, which will deduct from your final ranking whenever it happens in a "Just Go For It!" segment of the game, miniboss battle, or boss battle. By purchasing the move "Ukemi" in the game at some point (which requires a hefty amount of coins), with expert timing and a specific button combo, you can recover from the knockback just before you hit the ground and flip yourself back into the air, which recovers a heart in your health meter and rescues your ranking from being lowered. The same can't be said for the higher, insane difficulties that punish you for making any mistakes- Ukemi still recovers only 1 heart, which won't help you in dire straits or save face when you get your ranking after taking eight hearts of damage. Some enemies will actually deliver rapid and brief slashes, such as the ninja, that don't send the player to the ground on a hit, but make them flinch and leave them open to multiple hits until they suffer a legitimate knockback, which are impossible to counter when the player gets trapped in the Cycle of Hurting. | |
Knockback / int_ea051cf0 | featureApplicability |
1.0 | |
Knockback / int_ea051cf0 | featureConfidence |
1.0 | |
Viewtiful Joe (Video Game) | hasFeature |
Knockback / int_ea051cf0 | |
Knockback / int_ea77c5ab | type |
Knockback | |
Knockback / int_ea77c5ab | comment |
Tecmo's Captain Tsubasa, extraordinary strong shot and tackle techniques include a knockback effect that sends weaker oppornents trying to intercept the user across the field in an exaggerated fashion. | |
Knockback / int_ea77c5ab | featureApplicability |
1.0 | |
Knockback / int_ea77c5ab | featureConfidence |
1.0 | |
Captain Tsubasa (Manga) | hasFeature |
Knockback / int_ea77c5ab | |
Knockback / int_edf4407d | type |
Knockback | |
Knockback / int_edf4407d | comment |
Daystar: One of Taylor's staple combat Charms, the Heaven Thunder Hammer, allows her to send opponents flying dozens of feet with a single blow. This doesn't actually make the blow any more damaging, however, except insofar as it can be used to fling enemies into a wall or the like. | |
Knockback / int_edf4407d | featureApplicability |
1.0 | |
Knockback / int_edf4407d | featureConfidence |
1.0 | |
Daystar (Fanfic) | hasFeature |
Knockback / int_edf4407d | |
Knockback / int_ef8bd4a5 | type |
Knockback | |
Knockback / int_ef8bd4a5 | comment |
In the side-scrolling Mega Man titles, knockback always occurred relative to the direction Mega Man was facing, regardless of the direction of attack. In the "classic" series, it also interrupted charged Mega Buster shots (starting in Mega Man 5; Mega Man 4's Mega Buster was more stable), and in Mega Man 9, Proto Man suffered double the knockback from attacks compared to Mega Man. The ROM Hack Rockman 4 Minus ∞ averts this for the most part... aside from the Jumbig, who has an incredibly large amount of knockback. In fact, it's possible to get catapulted into the next screen by touching him at one point in Toad Man's level! The first Mega Man game did something that no other classic-era game has done since — namely, defying Contractual Boss Immunity and causing the Robot Masters to suffer knockback when struck by any attack, just like Mega Man. This is part of the most common strategy to defeat Cut Man, but it also turns Elec Man into a relative pushover. In Mega Man ZX, one of few noticeable gameplay differences between Vent and Aile is that the latter balanced slightly faster movement speed with slightly stronger knockback effect. Noticeably, both ZX and its sequel Advent had an "Absorber" chip that once equipped eliminated knockback entirely, meaning that once you took a hit you only had a brief flinching period in place before you could act again. |
|
Knockback / int_ef8bd4a5 | featureApplicability |
1.0 | |
Knockback / int_ef8bd4a5 | featureConfidence |
1.0 | |
Mega Man (Franchise) | hasFeature |
Knockback / int_ef8bd4a5 | |
Knockback / int_f9f6b55e | type |
Knockback | |
Knockback / int_f9f6b55e | comment |
In the 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. |
|
Knockback / int_f9f6b55e | featureApplicability |
1.0 | |
Knockback / int_f9f6b55e | featureConfidence |
1.0 | |
Wonder Boy (Video Game) | hasFeature |
Knockback / int_f9f6b55e | |
Knockback / int_fa5e90fd | type |
Knockback | |
Knockback / int_fa5e90fd | comment |
City of Heroes has three versions: knock back, knock up, and knock down. (In technical terms, knockdown was simply knockback of magnitudes of less than one, usually standardized to 0.67.) All melee classes (but not all melee defensive powersets) and the Leaping Power Pool had a power that resisted these effects. There also existed enhancements that provide the player with resistance to it, which are in very high demand, as most players hate being knocked around by enemies. There also exist enhancements for increasing the knockback in your own powers. Near the end of the game's life, they introduced an enhancement that reduced knockback to knockdown (by reducing its magnitude to 1% of normal), because many players hated chasing knocked enemies around with melee characters. | |
Knockback / int_fa5e90fd | featureApplicability |
1.0 | |
Knockback / int_fa5e90fd | featureConfidence |
1.0 | |
City of Heroes (Video Game) | hasFeature |
Knockback / int_fa5e90fd | |
Knockback / int_fb8e866f | type |
Knockback | |
Knockback / int_fb8e866f | comment |
In Into the Breach, many attacks will push the target back, or fire down on a specific point or area and push units on adjacent units outward. This is an integral part of the game mechnics, as knockback can prevent enemy attacks from reaching their targets, or send an enemy into an environmental hazard or another enemy. | |
Knockback / int_fb8e866f | featureApplicability |
1.0 | |
Knockback / int_fb8e866f | featureConfidence |
1.0 | |
Into the Breach (Video Game) | hasFeature |
Knockback / int_fb8e866f | |
Knockback / int_fe24dd6f | type |
Knockback | |
Knockback / int_fe24dd6f | comment |
Medal of Honor: If an enemy catches you off-guard at close range with an automatic weapon on Hard difficulty, you may be stunlocked. Conversely, because the attack is hitscan, the knockback 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. | |
Knockback / int_fe24dd6f | featureApplicability |
1.0 | |
Knockback / int_fe24dd6f | featureConfidence |
1.0 | |
Medal of Honor (Video Game) | hasFeature |
Knockback / int_fe24dd6f | |
Knockback / int_fe85bfc8 | type |
Knockback | |
Knockback / int_fe85bfc8 | comment |
The Super Smash Bros. series is based entirely around 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. | |
Knockback / int_fe85bfc8 | featureApplicability |
1.0 | |
Knockback / int_fe85bfc8 | featureConfidence |
1.0 | |
Super Smash Bros. (Video Game) | hasFeature |
Knockback / int_fe85bfc8 |
The following is a list of statements referring to the current page from other pages.
Copyright of DBTropes.org wrapper 2009-2013 DFKI Knowledge Management. Imprint. - Thanks to Bakken&Baeck for hosting. Contact.
Copyright of data TVTropes.org contributors under Creative Commons Attribution-Share Alike 3.0 Unported License.
Copyright of data TVTropes.org contributors under Creative Commons Attribution-Share Alike 3.0 Unported License.