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* In ''VideoGame/MassEffect2'' when your character is hit by "impact" attacks (Explosive or telekinetic powers) he or she will stumble and move back a step or two. [[JustifiedTrope This is completely logical given that they are being hit by a physical force]], but this effect is rather JustForFun/{{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.
** This is the primary criticism of the Geth faction in the ''VideoGame/MassEffect3'' 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.

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* In ''VideoGame/MassEffect2'' when ''Franchise/MassEffect'':
** ''VideoGame/MassEffect2'': When
your character is hit by "impact" attacks (Explosive or telekinetic powers) he or she will stumble and move back a step or two. [[JustifiedTrope This is completely logical given that they are being hit by a physical force]], but this effect is rather JustForFun/{{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.
** ''VideoGame/MassEffect3'': This is the primary criticism of the Geth faction in the ''VideoGame/MassEffect3'' 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.



* ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]''

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* ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]''''VideoGame/TheElderScrollsVSkyrim'':

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* ''VideoGame/{{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 [[RocketJump accessing the third episode's secret level]]. A good shotgun blast or rocket hit was also the only way for non-flying enemies to [[EdgeGravity 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 [[ChainsawGood chainsaw]] delivers no knockback to insure it has the intended effect of ripping into targets rather than pushing them away.

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* ''Franchise/{{Doom}}'':
**
''VideoGame/{{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 [[RocketJump accessing the third episode's secret level]]. A good shotgun blast or rocket hit was also the only way for non-flying enemies to [[EdgeGravity fall off high ledges]].
**
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 [[ChainsawGood chainsaw]] delivers no knockback to insure it has the intended effect of ripping into targets rather than pushing them away.away.
** ''VideoGame/Doom3'': Shotgun Z-Secs and Pinky Demons have both deliverable sizable knockback, the former bordering on BlownAcrossTheRoom, and can result in {{stunlock}}.



* ''VideoGame/GoldenEye1997'' and ''VideoGame/PerfectDark'' 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.
** The ''VideoGame/MedalOfHonor'' games also have hit-stun. If an enemy catches you off-guard at close range with an automatic weapon on Hard difficulty, you may be stunlocked. Conversely, because the attack is {{hitscan}}, the knockback [[TheComputerIsACheatingBastard doesn't affect the enemy's aim]], so they can continue shooting at you while apparently flinching. The snipers in ''Allied Assault'' not only deal the most damage and knockback of all mooks, but they also fire at a higher rate than the rifle infantrymen.
* Shotgun Z-Secs and Pinky Demons in ''[[VideoGame/{{Doom}} Doom 3]]'' both deliverable sizable knockback, the former bordering on BlownAcrossTheRoom, and can result in {{stunlock}}.

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* ''VideoGame/GoldenEye1997'' and ''VideoGame/PerfectDark'' 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.
***
resume. ''Perfect Dark Zero'' also has it, making enemies that duel-wield machine pistols especially dangerous, with the possibility of stunlock.
** The ''VideoGame/MedalOfHonor'' games also have hit-stun. * ''VideoGame/MedalOfHonor'': 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 [[TheComputerIsACheatingBastard doesn't affect the enemy's aim]], so they can continue shooting at you while apparently flinching. The snipers in ''Allied Assault'' not only deal the most damage and knockback of all mooks, but they also fire at a higher rate than the rifle infantrymen.
* Shotgun Z-Secs and Pinky Demons in ''[[VideoGame/{{Doom}} Doom 3]]'' both deliverable sizable knockback, the former bordering on BlownAcrossTheRoom, and can result in {{stunlock}}.
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* ''VideoGame/PlantsVsZombies2ItsAboutTime'':
** 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.
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** '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 [[{{Combos}} Blade Combo]] finishers can overcome this resistance. [[spoiler:Speedrunners exploit this by using the blowdown from a Blade Combo finisher to knock the boss Amalthus into a hole, ending the fight instantly.]]

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** '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 [[{{Combos}} Blade Combo]] finishers can overcome this resistance. [[spoiler:Speedrunners exploit this by using the blowdown from a Blade Combo finisher to knock the boss Amalthus into a hole, ending the fight instantly.]]
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* In ''VideoGame/CrescentPaleMist'', both players and many enemies can be knocked back or BlownAcrossTheRoom from attacks, while the protagonist also has a launcher move to send her opponents upwards to use them as an improvised GoombaSpringboard to reach higher places or dash jump even further than normal.
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And speaking of strategic uses, knockback is all-too-often remembered for occurring during precision maneuvers, such as when making timed jumps across FloatingPlatforms; every videogame character has at some point been sent plummeting into SpikesOfDoom, or down the nearest BottomlessPit due to taking a hit at the wrong moment; it's the culprit for many a GameOver screen (as well as a few [[RageQuit broken controllers]]).

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And speaking of strategic uses, knockback is all-too-often remembered for occurring during precision maneuvers, such as when making timed jumps across FloatingPlatforms; every videogame character has at some point been sent plummeting into SpikesOfDoom, or down the nearest BottomlessPit {{Bottomless Pit|s}} due to taking a hit at the wrong moment; it's the culprit for many a GameOver screen (as well as a few [[RageQuit broken controllers]]).



** The rocks in the first game, which were [[OneHitPointWonder the only]] non OneHitKill hazard, tripped Wonderboy when he ran into one, potentially bouncing him into an enemy or BottomlessPit.

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** The rocks in the first game, which were [[OneHitPointWonder the only]] non OneHitKill hazard, tripped Wonderboy when he ran into one, potentially bouncing him into an enemy or BottomlessPit.{{Bottomless Pit|s}}.



* In ''VideoGame/TheAdventuresOfLomax'', it happens when Lomax is hit. Can be rather annoying if it happens while you're jumping over a BottomlessPit...

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* In ''VideoGame/TheAdventuresOfLomax'', it happens when Lomax is hit. Can be rather annoying if it happens while you're jumping over a BottomlessPit...{{Bottomless Pit|s}}...



* The Dragonslayer Greatbow from ''VideoGame/DarkSouls'' deal tremendous knockback, even when blocked. This is exactly the reason why the weapon is so feared: the damage isn't that great unless you stat for it, but in several maps, getting hit by just one can spell an early doom by getting knocked back into a BottomlessPit. You get to know this firsthand by having two snipers with said Greatbow sniping you from high atop a perch while you traverse a fenceless buttress. The archer also gets a little knockback from firing it, something that no other weapons do.

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* The Dragonslayer Greatbow from ''VideoGame/DarkSouls'' deal tremendous knockback, even when blocked. This is exactly the reason why the weapon is so feared: the damage isn't that great unless you stat for it, but in several maps, getting hit by just one can spell an early doom by getting knocked back into a BottomlessPit.{{Bottomless Pit|s}}. You get to know this firsthand by having two snipers with said Greatbow sniping you from high atop a perch while you traverse a fenceless buttress. The archer also gets a little knockback from firing it, something that no other weapons do.



* In ''VideoGame/TacticsOgre'', 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 ''VideoGame/FinalFantasyTactics'' or to permanently kill enemies that stands near a BottomlessPit, unless they have Flying walking type because they won't forget that they could fly in situations like that.
* ''VideoGame/{{Worms}}'' games include the Prod attack, which does nothing ''except'' a small knockback. A skilled player can use this for various types of CherryTapping, such as sending the enemy off a cliff high enough to take FallingDamage, into the [[BottomlessPit water]], or onto a land mine.

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* In ''VideoGame/TacticsOgre'', 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 ''VideoGame/FinalFantasyTactics'' or to permanently kill enemies that stands near a BottomlessPit, {{Bottomless Pit|s}}, unless they have Flying walking type because they won't forget that they could fly in situations like that.
* ''VideoGame/{{Worms}}'' games include the Prod attack, which does nothing ''except'' a small knockback. A skilled player can use this for various types of CherryTapping, such as sending the enemy off a cliff high enough to take FallingDamage, into the [[BottomlessPit [[BottomlessPits water]], or onto a land mine.
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* ''VideoGame/{{Worms}}'' games include the Prod attack, which does nothing ''except'' a small knockback. A skilled player can use this for various types of CherryTapping, such as sending the enemy off a cliff high enough to take FallingDamage, into the [[BottomlessPit water]], or onto a land mine.

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* '''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 ChargedAttack (and is a major reason why the latter can be seen as AwesomeButImpractical)). The knockback otherwise does not impede or interfere with player movement or control.

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* '''Flinching''': Short-term knockback yields little more than a 'flinching' 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 ChargedAttack (and is a major reason why the latter can be seen as AwesomeButImpractical)). The knockback otherwise does not impede or interfere with player movement or control.



** The games have various enemies whose main power is having more knockback than most, and ''VideoGame/TheLegendOfZeldaOracleGames'' featured a [[RingOfPower ring]] that reduced knockback.
** Also some enemies (such as some bosses) inflict a KnockbackSlide on ''you'' when you hit ''them''. (Moldorm from ''VideoGame/TheLegendOfZeldaALinkToThePast'' (and ''VideoGame/TheLegendOfZeldaLinksAwakening'', ''VideoGame/TheLegendOfZeldaFourSwordsAdventures'', and ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds''), as well as the Hardhat Beetles from the same games, are some of the most infamous examples.

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** The games have various enemies whose main power is having more knockback than most, and ''VideoGame/TheLegendOfZeldaOracleGames'' featured a [[RingOfPower ring]] {{ring|OfPower}} that reduced knockback.
** Also some Some enemies (such as some bosses) inflict a KnockbackSlide on ''you'' when you hit ''them''. (Moldorm from ''VideoGame/TheLegendOfZeldaALinkToThePast'' (and ''VideoGame/TheLegendOfZeldaLinksAwakening'', ''VideoGame/TheLegendOfZeldaFourSwordsAdventures'', and ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds''), as well as the Hardhat Beetles from the same games, are some of the most infamous examples.



* The final segment of the FinalBoss of ''VideoGame/BeyondGoodAndEvil'' suddenly ramps up the effects of the game's knockback — while present-but-negilible 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.

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** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'': 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 ImmuneToFlinching. Landing a full [[ThreeStrikeCombo 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.
* ''VideoGame/BeyondGoodAndEvil'': The final segment of the FinalBoss of ''VideoGame/BeyondGoodAndEvil'' suddenly ramps up the effects of the game's knockback -- while present-but-negilible 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.



* Explosive weapons and melee attacks in ''VideoGame/{{Iji}}'' cause knockback, while weaker weapons cause flinching. This applies to both enemies and the protagonist. The knockback from some weapons reaches BlownAcrossTheRoom levels -- Many secrets in the game can only be obtained by taking advantage of this.

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* ''VideoGame/{{Iji}}'': Explosive weapons and melee attacks in ''VideoGame/{{Iji}}'' cause knockback, while weaker weapons cause flinching. This applies to both enemies and the protagonist. The knockback from some weapons reaches BlownAcrossTheRoom levels -- Many secrets in the game can only be obtained by taking advantage of this.



* This is actually the best ability Django's vampire form has in ''[[VideoGame/{{Boktai}} Boktai 2: Solar Boy Django]]''. As a human, his 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 [[StealthBasedGame sort-of-stealth]] HitAndRunTactics to "run right in and thrash enemies until they die" tactics, it's a borderline GameBreaker.

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* This is actually the best ability ''VideoGame/Boktai2SolarBoyDjango'': As a human, Django's vampire form has in ''[[VideoGame/{{Boktai}} Boktai 2: Solar Boy Django]]''. As a human, his 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 [[StealthBasedGame sort-of-stealth]] HitAndRunTactics to "run right in and thrash enemies until they die" tactics, it's a borderline GameBreaker.
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* This is actually the best ability Django's vampire form has in ''[[VideoGame/{{Boktai}} Boktai 2: Solar Boy Django]]''. As a human, his 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 [[StealthBasedGamep sort-of-stealth]] HitAndRunTactics to "run right in and thrash enemies until they die" tactics, it's a borderline GameBreaker.

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* This is actually the best ability Django's vampire form has in ''[[VideoGame/{{Boktai}} Boktai 2: Solar Boy Django]]''. As a human, his 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 [[StealthBasedGamep [[StealthBasedGame sort-of-stealth]] HitAndRunTactics to "run right in and thrash enemies until they die" tactics, it's a borderline GameBreaker.
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* This is actually the best ability Django's vampire form has in ''[[VideoGame/{{Boktai}} Boktai 2: Solar Boy Django]]''. As a human, his 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 [[StealthBasedGameplay sort-of-stealth]] HitAndRunTactics to "run right in and thrash enemies until they die" tactics, it's a borderline GameBreaker.

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* This is actually the best ability Django's vampire form has in ''[[VideoGame/{{Boktai}} Boktai 2: Solar Boy Django]]''. As a human, his 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 [[StealthBasedGameplay [[StealthBasedGamep sort-of-stealth]] HitAndRunTactics to "run right in and thrash enemies until they die" tactics, it's a borderline GameBreaker.
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* In ''VideoGame/IntoTheBreach'', 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 [[GrievousHarmWithABody another enemy]].
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* ''VideoGame/DivinityOriginalSin'' and ''[[VideoGame/DivinityOriginalSinII Original Sin II]]: "Knocked Down" is a {{Status Effect|s}} that can be [[StatusInflictionAttack 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 PlayerCharacter's offensive strategy and AntiDebuff defenses.
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[[caption-width-right:320:[[Theatre/{{Annie}} It's the hard knock life for us...]]

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[[caption-width-right:320:[[Theatre/{{Annie}} It's the hard knock life for us...]]]]]]
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[[caption-width-right:320:[[Theatre/{{Annie}} It's the hard knock life for us...]]
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/knockback.png]]
[[caption-width-right:350:[[Theatre/{{Annie}} It's the hard knock life for us...]][[note]]Pictured descending from top left: ''VideoGame/MegaManX1'', ''VideoGame/SuperCastlevaniaIV'', ''VideoGame/SuperMetroid'', ''VideoGame/TheLegendOfZeldaALinkToThePast''[[/note]]]]

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[[quoteright:320:[[VideoGame/SuperCastlevaniaIV https://static.
tvtropes.org/pmwiki/pub/images/knockback.png]]
[[caption-width-right:350:[[Theatre/{{Annie}} It's the hard knock life for us...]][[note]]Pictured descending from top left: ''VideoGame/MegaManX1'', ''VideoGame/SuperCastlevaniaIV'', ''VideoGame/SuperMetroid'', ''VideoGame/TheLegendOfZeldaALinkToThePast''[[/note]]]]
org/pmwiki/pub/images/simonknockback_9.png]]]]
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Knockback is a VideoGame simplification of basic physics where if a character is struck by an attack, it will physically push them aside from some measure of distance[[labelnote:*]]Sometimes even allowing them to get to places they normally can't[[/labelnote]]. 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.

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Knockback is a VideoGame simplification of basic physics where if a character is struck by an attack, it will physically push them aside from some measure of distance[[labelnote:*]]Sometimes even allowing them to get to places they normally can't[[/labelnote]]. 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.
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-->--'''''WebAnimation/ZeroPunctuation''''' on ''{{VideoGame/Remothered}}: Broken Porcelain''

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-->--'''''WebAnimation/ZeroPunctuation''''' -->-- '''''WebAnimation/ZeroPunctuation''''' on ''{{VideoGame/Remothered}}: Broken Porcelain''



Knockback is a VideoGame simplification of basic physics where if a character is struck by an attack, it will physically push them aside some measure of distance[[labelnote:*]]Sometimes even allowing them to get to places they normally can't[[/labelnote]]. 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.

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Knockback is a VideoGame simplification of basic physics where if a character is struck by an attack, it will physically push them aside from some measure of distance[[labelnote:*]]Sometimes even allowing them to get to places they normally can't[[/labelnote]]. 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.
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* In ''VideoGame/{{Xenoblade}}'', enemies are susceptible to fall damage, so the well-timed use of attacks with knockback on them can shove them off cliffs for an instant kill. Coupled with moves that induce the sleep status (Which are both difficult to dodge, and reduce the affected enemy's evasion to zero), this can allow you to kill enemies that are ''much'' higher leveled then you, and reap the overpowered rewards from it. For this reason, bosses are completely immune to knockback. Of course, enemies are also just as capable of doing the same thing to ''you'', and with greater ease, as while your attacks only shove them back a few body lengths, their attacks can send the party flying about five times as far, with the added annoyance of almost always causing you to be dazed from the landing.

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* In ''VideoGame/{{Xenoblade}}'', ''VideoGame/XenobladeChronicles1'', enemies are susceptible to fall damage, so the well-timed use of attacks with knockback on them can shove them off cliffs for an instant kill. Coupled with moves that induce the sleep status (Which are both difficult to dodge, and reduce the affected enemy's evasion to zero), this can allow you to kill enemies that are ''much'' higher leveled then you, and reap the overpowered rewards from it. For this reason, bosses are completely immune to knockback. Of course, enemies are also just as capable of doing the same thing to ''you'', and with greater ease, as while your attacks only shove them back a few body lengths, their attacks can send the party flying about five times as far, with the added annoyance of almost always causing you to be dazed from the landing.



** 'Knockback' moves cause the target to be knocked backwards a short distance while remaining on the ground. Like in the ''VideoGame/{{Xenoblade}}'' 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.

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** 'Knockback' moves cause the target to be knocked backwards a short distance while remaining on the ground. Like in the ''VideoGame/{{Xenoblade}}'' ''VideoGame/XenobladeChronicles1'' 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.
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Knockback is a VideoGame simplification of basic physics where if a character is struck by an attack, it will physically push them aside some measure of distance[[labelnote:*]]Sometimes even allowing them to get to places they normally can't[[/labelnote]]. 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}}) 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.

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Knockback is a VideoGame simplification of basic physics where if a character is struck by an attack, it will physically push them aside some measure of distance[[labelnote:*]]Sometimes even allowing them to get to places they normally can't[[/labelnote]]. 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.



Of course, [[TheComputerIsACheatingBastard some enemies]] won't suffer any knockback ([[ImmuneToFlinching or even flinch]]) when struck by the player's attacks -- for [[BossBattle Bosses]], which are typically larger than the player already, this may be considered a standard part of their ContractualBossImmunity. Likewise, players may sometimes be given this advantage via a StatusBuff (or as a property of certain moves), and sometimes it is the only way to survive ThatOneAttack. In {{Fighting Game}}s, being immune to knockback is sometimes referred to as having "Super Armor".

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Of course, [[TheComputerIsACheatingBastard some enemies]] won't suffer any knockback ([[ImmuneToFlinching or even flinch]]) when struck by the player's attacks -- for [[BossBattle Bosses]], which are typically larger than the player already, this may be considered a standard part of their ContractualBossImmunity. Likewise, players may sometimes be given this advantage via a StatusBuff (or as a property of certain moves), and sometimes it is the only way to survive ThatOneAttack. In {{Fighting Game}}s, being immune to knockback is sometimes referred to as having "Super Armor".



* The final segment of the FinalBoss of ''VideoGame/BeyondGoodAndEvil'' suddenly ramps up the effects of the game's knockback -- while present-but-negilible 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.

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* The final segment of the FinalBoss of ''VideoGame/BeyondGoodAndEvil'' suddenly ramps up the effects of the game's knockback -- while present-but-negilible 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.
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[[folder:Fan Works]]
* ''Fanfic/{{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.
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** In ''VideoGame/MegaManZX'', 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.
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* ''VideoGame/HollowKnight'' has an odd example where the player character also gets knocked back by landing attacks of their own. This is sometimes used for platforming challenges in a technique nicknamed [[Main/RecoilBoost "nail pogo"]] where the player attacks an obstacle or enemy from above to get a boost, avoid damage, or bounce repeatedly in midair.
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->''"But you might as well not bother with items, 'cause you can run away easily enough; and even if they catch you, there's good chance they just want to shove you about, like bullies trying to shove you into the opposite gender bathroom until your health runs out..."''

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->''"But you might as well not bother with items, 'cause you can run away easily enough; and even if they catch you, there's good chance they just want to shove you about, like bullies trying to shove push you into the opposite gender bathroom until your health runs out..."''
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* ''VideoGame/XenobladeChronicles2'' 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 ''VideoGame/{{Xenoblade}}'' 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 [[{{Combos}} Blade Combo]] finishers can overcome this resistance. [[spoiler:Speedrunners exploit this by using the blowdown from a Blade Combo finisher to knock the boss Amalthus into a hole, ending the fight instantly.]]

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to:

->''"But you might as well not bother with items, 'cause you can run away easily enough; and even if they catch you, there's good chance they just want to shove you about, like bullies trying to shove you into the opposite gender bathroom until your health runs out..."''
-->--'''''WebAnimation/ZeroPunctuation''''' on ''{{VideoGame/Remothered}}: Broken Porcelain''
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* ''VideoGame/MinecraftDungeons'': Some weapons have it more than others, with the unique Doom Crossbow notably having this effect amplified.
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** The ''VideoGame/MedalOfHonor'' games also have hit-stun. If an enemy catches you off-guard at close range with an automatic weapon on Hard difficulty, you may be stunlocked. Conversely, due to the use of HitScan, the knockback [[TheComputerIsACheatingBastard 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.

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** The ''VideoGame/MedalOfHonor'' games also have hit-stun. If an enemy catches you off-guard at close range with an automatic weapon on Hard difficulty, you may be stunlocked. Conversely, due to because the use of HitScan, attack is {{hitscan}}, the knockback [[TheComputerIsACheatingBastard 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.
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* In ''VideoGame/TacticsOgre'', 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 ''VideoGame/FinalFantasyTactics'' or to permanently kill enemies that stands near a BottomlessPit, unless they have Flying walking type because they won't forget that they could fly in situations like that.
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* ''VideoGame/HollowKnight'' has an odd example where the player character also gets knocked back by landing attacks of their own. This is sometimes used for platforming challenges in a technique nicknamed [[Main/RecoilBoost "nail pogo"]] where the player attacks an obstacle or enemy from above to get a boost, avoid damage, or bounce repeatedly in midair.

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