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* CriticalExistenceFailure/WebAnimation


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[[folder:Web Animation]]

* In a project for a Japanese class, known to many as the flash hit Final Fantasy A+, the main character continuously hits the BigBad's weak point, the multiple choice section on the tail with his pencil sword. Every time he hits the tail, he hits a Wrong Answer, which takes twenty points off his "health", which are shown as his grade score (0-100). He hits every wrong answer at a grade of 50, which leaves him with -10 health. Possibly hanging a lampshade to this, the boss wonders how he's still alive when he makes the final blow, hitting the Right Answer for 9999 damage.
** After the fight, players see that the protagonist is wiped out, with a double F grade on his forehead. [[spoiler:The Headmaster comes in and tells him to move his hair over to show that it's not a FF but a FFA+, which stands for Final Fighter A+. Not only did he get a full heal, but he graduated.]]
* In the internet game "Need For Madness", the object of the game is to race a car against other cars, or "waste" all the other cars so your car is the only one left. Since your car can also be wasted, there is a guage at the corner of the screen that indicates how damaged your car is. You can have an extreme amount of damage and still be alive, but if your damage reaches 100%, you are wasted.
* In ''VideoGame/TheAdventuresOfBayouBilly'', you can be suplexed, stand up, then instantly fall over dead. {{Lampshade|Hanging}}d by [[WebVideo/TheSpoonyExperiment Spoony]] in his review.
* Parodied in ''WebAnimation/StarCrafts'', which at one point shows a Medivac with 1 hit point left as little more than a dented metal slab with a single sputtering engine that is somehow still able to fly.
* In ''WebAnimation/{{RWBY}}'', Aura serves as a sort of in-universe HP total. Huntsmen are completely impervious to real damage until their Aura is broken. In tournament-style fights, Aura depletion is considered defeat. In a real fight, people who have run out of Aura don't last very long, as every subsequent strike results in a realistic injury. The Creatures of Grimm, who have no aura, take visible damage nearly every time they're hit.
* ''WebAnimation/LittleRunmo:'' At some point, Runmo shuts off the machinery that is processing Extra Lives into some manner of sludge for the Dring King to quench his apparent thirst. Soon as he goes to check on him afterwards, [[spoiler:he's not only dead, he's been reduced to '''[[WrittenSoundEffect B O N E S]]''' like he had died of thirst months ago]].
[[/folder]]

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* CriticalExistenceFailure/ProfessionalWrestling
* CriticalExistenceFailure/{{Roleplay}}


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[[folder:Roleplay]]
* ''Roleplay/DestroyTheGodmodder'' uses this trope, but doesn't always get it all the way right...
** A lot of the events are triggered by the godmodder losing health.
*** Such as him refilling his health bar instead of failing in the first game.
** Players avert this sometimes by having a more powerful attack become used by the entity as it takes damage.
** And then there's the Virus, which had glitch resistance, which slowly made it more erratic as it went down[[note]]at which point it became self-aware[[/note]] but at the same time had virus integrity, which was supposed to be its version of health, which had absolutely no effect as it went down.
[[/folder]]
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[[folder:Professional Wrestling]]
* The Bryan & Vinny Show described singles matches in [[Wrestling/DragonGate Dragon Gate USA]] as live-action recreations of a video game played by God, particularly due to the Japanese wrestlers' tendency to [[NoSell not sell]] until the instant their endurance gives out. Until that point, they fight at full strength, regardless of injuries at a particular part of the body.
[[/folder]]

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* CriticalExistenceFailure/WebOriginal


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[[folder:Web Original]]
* In ''Literature/{{Worm}}'' this befalls [[spoiler:Aegis]], whose power includes [[spoiler:a minor AdaptiveAbility that gives him hyper-redundant biology and the ability to run on adrenaline for much longer than normal.]] As a result, it's very hard to tell when he's taken a truly serious injury. Most mooks and supervillains can't do enough damage fast enough to overwhelm him, but when he fights a certain enemy that can, he dies of it.
[[/folder]]
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* CriticalExistenceFailure/{{Film}}
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[[folder:Film]]
* In ''Film/TheBluesBrothers'', Jake and Elwood lead the cops on a city-wide chase, destroying hundreds of cars and pushing the Bluesmobile to the very limit. Pretty much the exact second as they arrive at their destination, every single panel on the car falls off at once. Puts their claiming to be on a MissionFromGod into [[MaybeMagicMaybeMundane a very different light]], doesn't it?
** Some fans would claim that the Bluesmobile was no longer needed after arriving at its final destination and could finally [[IncrediblyLamePun rest in pieces]].
* [[https://www.youtube.com/watch?v=Y2Bs1ZZ-7b8&t=4m53s Monsieur Creosote]] from ''Film/MontyPythonsTheMeaningOfLife'': After a large feast, he explodes after eating a [[TheLastStraw wafer thin mint]].
* In the movie ''Film/SnowWhiteAndTheHuntsman'', the Queen's brother takes severe damage without showing any effect because the Queen shares her life force with him. After a serious attack, the brother is barely hanging on and begs the Queen for more. Since she is very near death herself, she apologizes and severs the link, causing his death.
* In ''Film/CaptainAmericaTheWinterSoldier'', Nick Fury's car has onboard damage control, which is able to tell him precisely how close the car's windows are to breaking. Its constant readouts come across as it giving the window's remaining Hit Points. At one per cent integrity, the window was apparently fully bulletproof, while at zero it is simply no longer there.
[[/folder]]
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Unnecessary pothole.


[[caption-width-right:315:[[PrecisionFStrike Fuck]], all I did was bump the building!]]

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[[caption-width-right:315:[[PrecisionFStrike Fuck]], [[caption-width-right:315:Fuck, all I did was bump the building!]]
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* Taken to extremes in ''Anime/SwordArtOnline'' during the Aincrad arc: players will remain alive so long as they don't die in the game, but after their HP reaches 0, the moment their avatar vanishes, the player will be hit with a high-powered microwave pulse to their brain, killing them instantly.

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* Taken to extremes in ''Anime/SwordArtOnline'' ''Literature/SwordArtOnline'' during the Aincrad arc: players will remain alive so long as they don't die in the game, but after their HP reaches 0, the moment their avatar vanishes, the player will be hit with a high-powered microwave pulse to their brain, killing them instantly.
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No longer a page


Compare ExactTimeToFailure and InstantCooldown, for more general examples of unrealistically sudden transitions from "perfectly OK" to "totally dead"; NoOntologicalInertia; and StrongFleshWeakSteel. Contrast the ChunkySalsaRule; DidntNeedThoseAnyway; FullHealthBonus; and SubsystemDamage, where losing HitPoints does adversely affect the owner's ability to fight back. See also AttackAttackAttack, which this trope can encourage or at least give the appearance of; and TheLastStraw, when a proverbial straw breaks the camel's back. If something is damaged and changes to look the part but otherwise behaves or functions the same, you're looking at ShowsDamage. Although named similarly, is not related to CriticalResearchFailure.

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Compare ExactTimeToFailure and InstantCooldown, for more general examples of unrealistically sudden transitions from "perfectly OK" to "totally dead"; NoOntologicalInertia; and StrongFleshWeakSteel. Contrast the ChunkySalsaRule; DidntNeedThoseAnyway; FullHealthBonus; and SubsystemDamage, where losing HitPoints does adversely affect the owner's ability to fight back. See also AttackAttackAttack, which this trope can encourage or at least give the appearance of; and TheLastStraw, when a proverbial straw breaks the camel's back. If something is damaged and changes to look the part but otherwise behaves or functions the same, you're looking at ShowsDamage. Although named similarly, is not related to CriticalResearchFailure.
ShowsDamage.
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[[caption-width-right:315:Fuck, all I did was bump the building!]]

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[[caption-width-right:315:Fuck, [[caption-width-right:315:[[PrecisionFStrike Fuck]], all I did was bump the building!]]
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Compare ExactTimeToFailure and InstantCooldown, for more general examples of unrealistically sudden transitions from "perfectly OK" to "totally dead"; NoOntologicalInertia; and StrongFleshWeakSteel. Contrast the ChunkySalsaRule; DidntNeedThoseAnyway; FullHealthBonus; and SubsystemDamage, where losing HitPoints does adversely affect the owner's ability to fight back. See also AttackAttackAttack, which this trope can encourage or at least give the appearance of; and TheLastStraw, when a proverbial straw breaks the camel's back. If something is damaged and changes to look the part but otherwise behaves or functions the same, you're looking at ShowsDamage.

to:

Compare ExactTimeToFailure and InstantCooldown, for more general examples of unrealistically sudden transitions from "perfectly OK" to "totally dead"; NoOntologicalInertia; and StrongFleshWeakSteel. Contrast the ChunkySalsaRule; DidntNeedThoseAnyway; FullHealthBonus; and SubsystemDamage, where losing HitPoints does adversely affect the owner's ability to fight back. See also AttackAttackAttack, which this trope can encourage or at least give the appearance of; and TheLastStraw, when a proverbial straw breaks the camel's back. If something is damaged and changes to look the part but otherwise behaves or functions the same, you're looking at ShowsDamage.
ShowsDamage. Although named similarly, is not related to CriticalResearchFailure.
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Most of this is a [[AcceptableBreaksFromReality function of fair gameplay]], especially in fighting games where making a character weaker over time would just [[UnstableEquilibrium make them progressively more vulnerable and susceptible to damage]]. This trope enables comeback victories which are more dramatic than one side holding the advantage for an entire game, and avoids a situation where an early setback makes it pointless to keep trying because defeat is assured. Of course, this same trope is what makes CherryTapping both viable to use and humiliating to have done to you. CEF also allows [[ViolationOfCommonSense certain tactics]] that would be downright crazy in RealLife to work in the game (e.g. using explosions for a makeshift {{rocket jump}} because you have enough HP to survive the explosion, bunny-hopping to reduce total damage taken, or running into suppressing fire to either act as a shield for the guys behind you or just get close enough to use a OneHitKill weapon). Furthermore, when each unit can keep attacking at full effectiveness until its HP hits zero, the player is incentivized to make their units focus fire on one enemy at a time in order to quickly reduce the opponent's damage-dealing potential. In real life situations such as fighter plane and tank battles, it’s normally more efficient for each vehicle to engage a different enemy to avoid wasting munitions on overkill, and destroy (or almost as good, disable) more enemies more quickly.

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Most of this is a [[AcceptableBreaksFromReality function of fair gameplay]], especially in fighting games where making a character weaker over time would just [[UnstableEquilibrium make them progressively more vulnerable and susceptible to damage]]. This trope enables comeback victories which are more dramatic than one side holding the advantage for an entire game, and avoids a situation where an early setback makes it pointless to keep trying because defeat is assured. Of course, this same trope is what makes CherryTapping both viable to use and humiliating to have done to you. CEF also allows [[ViolationOfCommonSense certain tactics]] that would be downright crazy in RealLife to work in the game (e.g. using explosions for a makeshift {{rocket jump}} because you have enough HP to survive the explosion, bunny-hopping to reduce total damage taken, or running into suppressing fire to either act as a shield for the guys behind you or just get close enough to use a OneHitKill weapon). Furthermore, when each unit can keep attacking at full effectiveness until its HP hits zero, the a team of players (or a single player controlling multiple units) is incentivized to make their units focus fire all attacks on one enemy at a time in order to quickly reduce the opponent's enemy team's damage-dealing potential. In real life situations such as fighter plane and tank battles, it’s normally more efficient for each vehicle to engage a different enemy to avoid wasting munitions on overkill, and destroy (or almost as good, disable) more enemies more quickly.
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This could have a flimsy justification for armoured vehicles -- anything which doesn't penetrate its armour arguably would not adversely affect its performance. (The same principle also applies to DeflectorShields.) However, because of the simplified nature of damage calculations, it's entirely possible for, say, an armored vehicle to sustain an anti-tank missile to its unarmored back and still keep fighting with a few HitPoints remaining, when in RealLife it would easily [[SubsystemDamage cripple the vehicle]] and/or kill the occupants in the process.

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This could have a flimsy justification for armoured vehicles -- anything which doesn't penetrate its armour arguably would not adversely affect its performance. (The same principle also applies to DeflectorShields.) However, because of the simplified nature of damage calculations, it's entirely possible for, say, an armored vehicle to sustain an anti-tank missile to its unarmored thinly-armored back and still keep fighting with a few HitPoints remaining, when in RealLife it would easily [[SubsystemDamage cripple the vehicle]] and/or kill the occupants in the process.
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Most of this is a [[AcceptableBreaksFromReality function of fair gameplay]], especially in fighting games where making a character weaker over time would just [[UnstableEquilibrium make them progressively more vulnerable and susceptible to damage]]. This trope enables comeback victories which are more dramatic than one side holding the advantage for an entire game, and avoids a situation where an early setback makes it pointless to keep trying because defeat is assured. Of course, this same trope is what makes CherryTapping both viable to use and humiliating to have done to you. CEF also allows [[ViolationOfCommonSense certain tactics]] that would be downright crazy in RealLife to work in the game (e.g. using explosions for a makeshift {{rocket jump}} because you have enough HP to survive the explosion, bunny-hopping to reduce total damage taken, or running into suppressing fire to either act as a shield for the guys behind you or just get close enough to use a OneHitKill weapon). Furthermore, when each unit can keep attacking at full effectiveness until its HP hits zero, the player is incentivized to make their units focus fire on one enemy at a time in order to quickly reduce the opponent's damage-dealing potential; in real life situations such as fighter plane and tank battles, it’s normally more efficient for each vehicle to engage a different enemy to avoid wasting munitions on overkill, and destroy (or almost as good, disable) more enemies more quickly.

to:

Most of this is a [[AcceptableBreaksFromReality function of fair gameplay]], especially in fighting games where making a character weaker over time would just [[UnstableEquilibrium make them progressively more vulnerable and susceptible to damage]]. This trope enables comeback victories which are more dramatic than one side holding the advantage for an entire game, and avoids a situation where an early setback makes it pointless to keep trying because defeat is assured. Of course, this same trope is what makes CherryTapping both viable to use and humiliating to have done to you. CEF also allows [[ViolationOfCommonSense certain tactics]] that would be downright crazy in RealLife to work in the game (e.g. using explosions for a makeshift {{rocket jump}} because you have enough HP to survive the explosion, bunny-hopping to reduce total damage taken, or running into suppressing fire to either act as a shield for the guys behind you or just get close enough to use a OneHitKill weapon). Furthermore, when each unit can keep attacking at full effectiveness until its HP hits zero, the player is incentivized to make their units focus fire on one enemy at a time in order to quickly reduce the opponent's damage-dealing potential; in potential. In real life situations such as fighter plane and tank battles, it’s normally more efficient for each vehicle to engage a different enemy to avoid wasting munitions on overkill, and destroy (or almost as good, disable) more enemies more quickly.
Is there an issue? Send a MessageReason:
None


Most of this is a [[AcceptableBreaksFromReality function of fair gameplay]], especially in fighting games where making a character weaker over time would just [[UnstableEquilibrium make them progressively more vulnerable and susceptible to damage]]. This trope enables comeback victories which are more dramatic than one side holding the advantage for an entire game, and avoids a situation where an early setback makes it pointless to keep trying because defeat is assured. Of course, this same trope is what makes CherryTapping both viable to use and humiliating to have done to you. CEF also allows [[ViolationOfCommonSense certain tactics]] that would be downright crazy in RealLife to work in the game (e.g. using explosions for a makeshift {{rocket jump}} because you have enough HP to survive the explosion, bunny-hopping to reduce total damage taken, or running into suppressing fire to either act as a shield for the guys behind you or just get close enough to use a OneHitKill weapon). Furthermore, when each unit can keep attacking at full effectiveness until its HP hits zero, the player is incentivized to make their units focus fire on one enemy at a time in order to quickly reduce the opponent's damage-dealing potential; in real life situations such as fighter plane and tank battles, it’s normally more efficient for each vehicle to engage a different enemy to avoid wasting munitions on overkill, and kill or at least disable more enemies more quickly.

to:

Most of this is a [[AcceptableBreaksFromReality function of fair gameplay]], especially in fighting games where making a character weaker over time would just [[UnstableEquilibrium make them progressively more vulnerable and susceptible to damage]]. This trope enables comeback victories which are more dramatic than one side holding the advantage for an entire game, and avoids a situation where an early setback makes it pointless to keep trying because defeat is assured. Of course, this same trope is what makes CherryTapping both viable to use and humiliating to have done to you. CEF also allows [[ViolationOfCommonSense certain tactics]] that would be downright crazy in RealLife to work in the game (e.g. using explosions for a makeshift {{rocket jump}} because you have enough HP to survive the explosion, bunny-hopping to reduce total damage taken, or running into suppressing fire to either act as a shield for the guys behind you or just get close enough to use a OneHitKill weapon). Furthermore, when each unit can keep attacking at full effectiveness until its HP hits zero, the player is incentivized to make their units focus fire on one enemy at a time in order to quickly reduce the opponent's damage-dealing potential; in real life situations such as fighter plane and tank battles, it’s normally more efficient for each vehicle to engage a different enemy to avoid wasting munitions on overkill, and kill or at least disable destroy (or almost as good, disable) more enemies more quickly.
Is there an issue? Send a MessageReason:
None


Most of this is a [[AcceptableBreaksFromReality function of fair gameplay]], especially in fighting games where making a character weaker over time would just [[UnstableEquilibrium make them progressively more vulnerable and susceptible to damage]]. This trope enables comeback victories which are more dramatic than one side holding the advantage for an entire game, and avoids a situation where an early setback makes it pointless to keep trying because defeat is assured. Of course, this same trope is what makes CherryTapping both viable to use and humiliating to have done to you. CEF also allows [[ViolationOfCommonSense certain tactics]] that would be downright crazy in RealLife to work in the game (e.g. using explosions for a makeshift {{rocket jump}} because you have enough HP to survive the explosion, bunny-hopping to reduce total damage taken, or running into suppressing fire to either act as a shield for the guys behind you or just get close enough to use a OneHitKill weapon). Furthermore, when each unit can keep attacking at full effectiveness until its HP hits zero, the player is incentivized to make their units focus fire on one enemy at a time, in order to quickly reduce the opponent's damage-dealing potential; in real life situations such as fighter plane and tank battles, it’s normally more efficient for each vehicle to engage a different enemy to avoid wasting munitions on overkill, and kill or at least disable more enemies more quickly.

to:

Most of this is a [[AcceptableBreaksFromReality function of fair gameplay]], especially in fighting games where making a character weaker over time would just [[UnstableEquilibrium make them progressively more vulnerable and susceptible to damage]]. This trope enables comeback victories which are more dramatic than one side holding the advantage for an entire game, and avoids a situation where an early setback makes it pointless to keep trying because defeat is assured. Of course, this same trope is what makes CherryTapping both viable to use and humiliating to have done to you. CEF also allows [[ViolationOfCommonSense certain tactics]] that would be downright crazy in RealLife to work in the game (e.g. using explosions for a makeshift {{rocket jump}} because you have enough HP to survive the explosion, bunny-hopping to reduce total damage taken, or running into suppressing fire to either act as a shield for the guys behind you or just get close enough to use a OneHitKill weapon). Furthermore, when each unit can keep attacking at full effectiveness until its HP hits zero, the player is incentivized to make their units focus fire on one enemy at a time, time in order to quickly reduce the opponent's damage-dealing potential; in real life situations such as fighter plane and tank battles, it’s normally more efficient for each vehicle to engage a different enemy to avoid wasting munitions on overkill, and kill or at least disable more enemies more quickly.
Is there an issue? Send a MessageReason:
None


Most of this is a [[AcceptableBreaksFromReality function of fair gameplay]], especially in fighting games where making a character weaker over time would just [[UnstableEquilibrium make them progressively more vulnerable and susceptible to damage]]. This trope enables comeback victories which are more dramatic than one side holding the advantage for an entire game, and avoids a situation where an early setback makes it pointless to keep trying because defeat is assured. Of course, this same trope is what makes CherryTapping both viable to use and humiliating to have done to you. CEF also allows [[ViolationOfCommonSense certain tactics]] that would be downright crazy in RealLife to work in the game (e.g. using explosions for a makeshift {{rocket jump}} because you have enough HP to survive the explosion, bunny-hopping to reduce total damage taken, or running into suppressing fire to either act as a shield for the guys behind you or just get close enough to use a OneHitKill weapon). Furthermore, making each unit able to keep attacking at full effectiveness until its HP hits zero encourages ganging up on one enemy at a time to quickly reduce the opponent's damage-dealing potential; in real life situations such as fighter plane and tank battles, it’s normally more efficient for each vehicle to engage a different enemy to avoid wasting munitions on overkill, and disable more enemies more quickly.

to:

Most of this is a [[AcceptableBreaksFromReality function of fair gameplay]], especially in fighting games where making a character weaker over time would just [[UnstableEquilibrium make them progressively more vulnerable and susceptible to damage]]. This trope enables comeback victories which are more dramatic than one side holding the advantage for an entire game, and avoids a situation where an early setback makes it pointless to keep trying because defeat is assured. Of course, this same trope is what makes CherryTapping both viable to use and humiliating to have done to you. CEF also allows [[ViolationOfCommonSense certain tactics]] that would be downright crazy in RealLife to work in the game (e.g. using explosions for a makeshift {{rocket jump}} because you have enough HP to survive the explosion, bunny-hopping to reduce total damage taken, or running into suppressing fire to either act as a shield for the guys behind you or just get close enough to use a OneHitKill weapon). Furthermore, making when each unit able to can keep attacking at full effectiveness until its HP hits zero encourages ganging up zero, the player is incentivized to make their units focus fire on one enemy at a time time, in order to quickly reduce the opponent's damage-dealing potential; in real life situations such as fighter plane and tank battles, it’s normally more efficient for each vehicle to engage a different enemy to avoid wasting munitions on overkill, and kill or at least disable more enemies more quickly.
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Most of this is a [[AcceptableBreaksFromReality function of fair gameplay]], especially in fighting games where making a character weaker over time would just [[UnstableEquilibrium make them progressively more vulnerable and susceptible to damage]]. Of course, that doesn't make CherryTapping any less painful. It also allows [[ViolationOfCommonSense certain tactics]] that would be downright crazy in RealLife to work in the game (e.g. using explosions for a makeshift {{rocket jump}} because you have enough HP to survive the explosion, bunny-hopping to reduce total damage taken, or running into suppressing fire to either act as a shield for the guys behind you or just get close enough to use a OneHitKill weapon).

to:

Most of this is a [[AcceptableBreaksFromReality function of fair gameplay]], especially in fighting games where making a character weaker over time would just [[UnstableEquilibrium make them progressively more vulnerable and susceptible to damage]]. This trope enables comeback victories which are more dramatic than one side holding the advantage for an entire game, and avoids a situation where an early setback makes it pointless to keep trying because defeat is assured. Of course, that doesn't make this same trope is what makes CherryTapping any less painful. It both viable to use and humiliating to have done to you. CEF also allows [[ViolationOfCommonSense certain tactics]] that would be downright crazy in RealLife to work in the game (e.g. using explosions for a makeshift {{rocket jump}} because you have enough HP to survive the explosion, bunny-hopping to reduce total damage taken, or running into suppressing fire to either act as a shield for the guys behind you or just get close enough to use a OneHitKill weapon).
weapon). Furthermore, making each unit able to keep attacking at full effectiveness until its HP hits zero encourages ganging up on one enemy at a time to quickly reduce the opponent's damage-dealing potential; in real life situations such as fighter plane and tank battles, it’s normally more efficient for each vehicle to engage a different enemy to avoid wasting munitions on overkill, and disable more enemies more quickly.
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''If you are looking for the trope about having one's existence entirely erased from the time-space continuum, try RetGone.'' Despite the titles, someone doesn't have to literally suffer from this to be an example of SuspectExistenceFailure or AuthorExistenceFailure.

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''If you are looking for the trope about having one's existence entirely erased from the time-space continuum, try RetGone.'' Despite the titles, title, someone doesn't have to literally suffer from this to be an example of SuspectExistenceFailure or AuthorExistenceFailure.
SuspectExistenceFailure.
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''If you are looking for the trope about having one's existence entirely erased from the time-space continuum, try RetGone.''

to:

''If you are looking for the trope about having one's existence entirely erased from the time-space continuum, try RetGone.''
'' Despite the titles, someone doesn't have to literally suffer from this to be an example of SuspectExistenceFailure or AuthorExistenceFailure.

Changed: 53

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''If you are looking for the trope about having one's existence entirely erased from the time-space continuum, try RetGone. Also not to be confused with AuthorExistenceFailure.''

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''If you are looking for the trope about having one's existence entirely erased from the time-space continuum, try RetGone. Also not to be confused with AuthorExistenceFailure.''
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Video game characters on average are [[HowMuchMoreCanHeTake incredibly tough]]. No matter how much you get hurt or what it is that's doing the damage, the worst you'll show for it is [[ShowsDamage blood decals on your suit]]. You laugh as UniversalPoison does five points of damage per step, you shrug off the flying chainsaw robots [[OverdrawnAtTheBloodBank using your blood to make abstract art]] like nothing, and you're perfectly fine as long as you have at least one {{Hit Point|s}} left. However, if something removes that last point, even if it was [[ScratchDamage an apple falling on your head]], it will cause you to experience Critical Existence Failure and keel over like you had a [[Manga/DeathNote sudden inexplicable heart attack]].

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Video game characters on average are [[HowMuchMoreCanHeTake incredibly tough]]. No matter how much you get hurt or what it is that's doing the damage, the worst you'll show for it is [[ShowsDamage blood decals on your suit]]. You laugh as UniversalPoison does five points of damage per step, you shrug off the flying chainsaw robots [[OverdrawnAtTheBloodBank using your blood to make abstract art]] like nothing, and you're perfectly fine as long as you have at least one {{Hit Point|s}} left. However, if something removes that last point, even if it was [[ScratchDamage an apple falling on your head]], head]] (or perhaps [[CherryTapping multiple cherries]]), it will cause you to experience Critical Existence Failure and keel over like you had a [[Manga/DeathNote sudden inexplicable heart attack]].
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Misuse of Universal Tropes, does contain straight examples
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Misuse of Universal Tropes, does contain straight examples


'''Given that this is nearly a {{Universal Trope|s}}, only aversions and notable examples go here.'''
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!!Aversions, inversions, subversions and notable examples

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!!Aversions, inversions, subversions and notable examples
examples:



[[folder: Anime & Manga]]

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[[folder: Anime & [[folder:Anime and Manga]]



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This f-strike didn't seem especially precise to me, and I think the caption is funnier without the wick. Feel free to revert.


[[caption-width-right:315:[[PrecisionFStrike Fuck]], all I did was bump the building!]]

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[[caption-width-right:315:[[PrecisionFStrike Fuck]], [[caption-width-right:315:Fuck, all I did was bump the building!]]
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Compare ExactTimeToFailure and InstantCooldown, for more general examples of unrealistically sudden transitions from "perfectly OK" to "totally dead"; NoOntologicalInertia; and StrongFleshWeakSteel. Contrast the ChunkySalsaRule; DidntNeedThoseAnyway; and SubsystemDamage, where losing HitPoints does adversely affect the owner's ability to fight back. See also AttackAttackAttack, which this trope can encourage or at least give the appearance of; and TheLastStraw, when a proverbial straw breaks the camel's back. If something is damaged and changes to look the part but otherwise behaves or functions the same, you're looking at ShowsDamage.

to:

Compare ExactTimeToFailure and InstantCooldown, for more general examples of unrealistically sudden transitions from "perfectly OK" to "totally dead"; NoOntologicalInertia; and StrongFleshWeakSteel. Contrast the ChunkySalsaRule; DidntNeedThoseAnyway; FullHealthBonus; and SubsystemDamage, where losing HitPoints does adversely affect the owner's ability to fight back. See also AttackAttackAttack, which this trope can encourage or at least give the appearance of; and TheLastStraw, when a proverbial straw breaks the camel's back. If something is damaged and changes to look the part but otherwise behaves or functions the same, you're looking at ShowsDamage.
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Compare ExactTimeToFailure, for more general examples of unrealistically sudden transitions from "perfectly OK" to "totally dead"; NoOntologicalInertia; and StrongFleshWeakSteel. Contrast the ChunkySalsaRule; DidntNeedThoseAnyway; and SubsystemDamage, where losing HitPoints does adversely affect the owner's ability to fight back. See also AttackAttackAttack, which this trope can encourage or at least give the appearance of; and TheLastStraw, when a proverbial straw breaks the camel's back. If something is damaged and changes to look the part but otherwise behaves or functions the same, you're looking at ShowsDamage.

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Compare ExactTimeToFailure, ExactTimeToFailure and InstantCooldown, for more general examples of unrealistically sudden transitions from "perfectly OK" to "totally dead"; NoOntologicalInertia; and StrongFleshWeakSteel. Contrast the ChunkySalsaRule; DidntNeedThoseAnyway; and SubsystemDamage, where losing HitPoints does adversely affect the owner's ability to fight back. See also AttackAttackAttack, which this trope can encourage or at least give the appearance of; and TheLastStraw, when a proverbial straw breaks the camel's back. If something is damaged and changes to look the part but otherwise behaves or functions the same, you're looking at ShowsDamage.
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Video game characters on average are [[SuperToughness incredibly tough]]. No matter how much you get hurt or what it is that's doing the damage, the worst you'll show for it is [[ShowsDamage blood decals on your suit]]. You laugh as UniversalPoison does five points of damage per step, you shrug off the flying chainsaw robots [[OverdrawnAtTheBloodBank using your blood to make abstract art]] like nothing, and you're perfectly fine as long as you have at least one {{Hit Point|s}} left. However, if something removes that last point, even if it was [[ScratchDamage an apple falling on your head]], it will cause you to experience Critical Existence Failure and keel over like you had a [[Manga/DeathNote sudden inexplicable heart attack]].

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Video game characters on average are [[SuperToughness [[HowMuchMoreCanHeTake incredibly tough]]. No matter how much you get hurt or what it is that's doing the damage, the worst you'll show for it is [[ShowsDamage blood decals on your suit]]. You laugh as UniversalPoison does five points of damage per step, you shrug off the flying chainsaw robots [[OverdrawnAtTheBloodBank using your blood to make abstract art]] like nothing, and you're perfectly fine as long as you have at least one {{Hit Point|s}} left. However, if something removes that last point, even if it was [[ScratchDamage an apple falling on your head]], it will cause you to experience Critical Existence Failure and keel over like you had a [[Manga/DeathNote sudden inexplicable heart attack]].
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Added a precision F Strike to the caption.


[[caption-width-right:315:Dammit, all I did was bump the building!]]

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[[caption-width-right:315:Dammit, [[caption-width-right:315:[[PrecisionFStrike Fuck]], all I did was bump the building!]]

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