History Main / ImmuneToFlinching

18th Jun '16 12:05:19 PM Moopsball
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* In ''VideoGame/PathOfExile'' chance to stun is determined by how much damage is done by a single hit compared to the target's maximum health. Bosses are mostly immune to stun by virtue of their large health pools, but a build optimized to reduce the stun threshold can reliably effect them. Characters can become completely immune to stun with the Unwavering Stance keystone passive, which has the NecessaryDrawback of being unable to evade enemy hits.
8th Jun '16 11:03:14 PM Miracle@StOlaf
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* The hardest challenge in [[VideoGame/SoulSeries Soul Calibur III]]'s "Chronicles of the Sword" mode grants this ability to your opponents. One opponent combines this ability with zero traction on the arena floor, making the fight a special kind of hell even with the AIBreaker moves.
26th May '16 8:03:50 PM thatother1dude
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* The Poise stats in ''VideoGame/DarkSouls'' granted by heavier armor to compensate for its weight makes you more capable of taking damage without having your actions interrupted or getting stunned. All characters, including enemies, have Poise. Being hit drains Poise which regenerates after some time without being hit, much like a hidden stamina bar. When Poise is completely drained, the character becomes stunned. Having one more point of Poise than is being dealt will prevent the character from being stunned by that hit. This proved to be rather difficult to balance, and was reworked rather heavily from game to game.

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* The Poise stats in ''VideoGame/DarkSouls'' granted by heavier armor to compensate for its weight makes you more capable of taking damage without having your actions interrupted or getting stunned. All characters, including enemies, have Poise. Being hit drains Poise Poise, which regenerates after some time without being hit, much like a hidden stamina bar. When Poise is completely drained, the character becomes stunned. Having one more point of Poise than is being dealt will prevent the character from being stunned by that hit. This proved to be rather difficult to balance, and was reworked rather heavily from game to game.



** ''VideoGame/DarkSoulsII'': Poise regenerates so slowly that it might as well not at all, weapons do much more Poise damage, many attacks ignore Poise to automatically stun (unless you're in the middle of an attack that cuts Poise damage in half), and even if you Poise through an attack, it will still slow down a run or roll (which is meant to [[ObviousRulePatch counter]] people using heavy armor to roll into backstabs).
** ''VideoGame/DarkSoulsIII'': Despite being a stat, Poise is functionally worthless. Instead, large weapons give Hyper Armor as in ''Demon's Souls'', and breaking out of stunlock by rolling is easier. Poise technically makes Hyper Armor better, but the improvement is extremely small (when it's there at all) and happens when you have ''any'' Poise above 0. [[MyRulesAreNotYourRules However, for enemies, Poise works essentially the same as in the first game.]] [[https://www.reddit.com/r/darksouls3/comments/4gdj3j/discussion_about_a_recent_discovery_about_a/ Interestingly enough]], the programming is there for it to work the same for players, it's just turned off.

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** ''VideoGame/DarkSoulsII'': Poise regenerates so slowly that it might as well not at all, weapons do much more Poise damage, many attacks ignore Poise to automatically stun (unless you're in the middle of an attack that cuts Poise damage in half), and even if you Poise through an attack, it will still slow down a run or roll (which is meant to [[ObviousRulePatch counter]] people using heavy armor to roll through attacks into backstabs).
position for a backstab).
** ''VideoGame/DarkSoulsIII'': Despite being a stat, Poise is functionally worthless. Instead, large weapons give Hyper Armor as in ''Demon's Souls'', and breaking out of stunlock by rolling is easier.attacking someone who's already staggered resets them to normal, preventing an indefinite stunlock. Poise technically makes Hyper Armor better, but the improvement is extremely small (when it's there at all) and happens when you have ''any'' Poise above 0. [[MyRulesAreNotYourRules However, for enemies, Poise works essentially the same as in the first game.]] [[https://www.reddit.com/r/darksouls3/comments/4gdj3j/discussion_about_a_recent_discovery_about_a/ Interestingly enough]], the programming is there for it to work the same for players, it's just turned off.
27th Apr '16 10:34:53 AM thatother1dude
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* ''Franchise/DevilMayCry'' Dante's most powerful Devil Trigger, Majin Form, is a walking fortress, it is the only Devil Trigger in series so far to grant Dante true invulnerability, as in he canít possibly be hurt or knocked down in this form, be it a {{Mook}} or the TrueFinalBoss, he is untouchable.
* The Poise stats in ''VideoGame/DarkSouls'' granted by heavier armor to compensate for its weight makes you more capable of taking damage without having your actions interrupted or getting stunned. All characters, including enemies, have Poise. Being hit drains Poise which regenerates after a moment, much like a hidden stamina bar. When Poise is completely drained, the character becomes stunned. Having one more point of Poise than is being dealt will prevent the character from being stunned by that hit.
** On the same vein, its spiritual predecessor ''DemonsSouls'' grant hyperarmor properties on certain heavy weapons, particularly greataxes and greathammers. This is important, because Poise had not been introduced yet, meaning knockback is unaffected by your armor. This means wearing heavier armor [[ArmorIsUseless isn't usually a good choice]].

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* ''Franchise/DevilMayCry'' Dante's most powerful Devil Trigger, Majin Form, is a walking fortress, it fortress. It is the only Devil Trigger in the series so far to grant Dante true invulnerability, as in he invulnerability--he canít possibly be hurt or knocked down in this form, be form. Be it a {{Mook}} or the TrueFinalBoss, he is untouchable.
* ''VideoGame/DemonsSouls'' grants hyperarmor properties on certain heavy weapons, particularly greataxes and greathammers. Knockback is unaffected by your armor, which means wearing heavier armor [[ArmorIsUseless isn't usually a good choice]].
* The Poise stats in ''VideoGame/DarkSouls'' granted by heavier armor to compensate for its weight makes you more capable of taking damage without having your actions interrupted or getting stunned. All characters, including enemies, have Poise. Being hit drains Poise which regenerates after a moment, some time without being hit, much like a hidden stamina bar. When Poise is completely drained, the character becomes stunned. Having one more point of Poise than is being dealt will prevent the character from being stunned by that hit. \n This proved to be rather difficult to balance, and was reworked rather heavily from game to game.
** On ''VideoGame/DarkSoulsI'': Poise can get so high and regenerates so fast (it all comes back after three seconds without being hit) as to make numerous enemies in [=PvE=] and weapons in [=PvP=] completely incapable of stun lock, which makes them nearly harmless. The "poise race"--getting just enough Poise to withstand one enemy attack--became a large part of the metagame.
** ''VideoGame/DarkSoulsII'': Poise regenerates so slowly that it might as well not at all, weapons do much more Poise damage, many attacks ignore Poise to automatically stun (unless you're in the middle of an attack that cuts Poise damage in half), and even if you Poise through an attack, it will still slow down a run or roll (which is meant to [[ObviousRulePatch counter]] people using heavy armor to roll into backstabs).
** ''VideoGame/DarkSoulsIII'': Despite being a stat, Poise is functionally worthless. Instead, large weapons give Hyper Armor as in ''Demon's Souls'', and breaking out of stunlock by rolling is easier. Poise technically makes Hyper Armor better, but the improvement is extremely small (when it's there at all) and happens when you have ''any'' Poise above 0. [[MyRulesAreNotYourRules However, for enemies, Poise works essentially
the same vein, its spiritual predecessor ''DemonsSouls'' grant hyperarmor properties on certain heavy weapons, particularly greataxes and greathammers. This as in the first game.]] [[https://www.reddit.com/r/darksouls3/comments/4gdj3j/discussion_about_a_recent_discovery_about_a/ Interestingly enough]], the programming is important, because Poise had not been introduced yet, meaning knockback is unaffected by your armor. This means wearing heavier armor [[ArmorIsUseless isn't usually a good choice]].there for it to work the same for players, it's just turned off.
19th Mar '16 12:18:41 PM Karxrida
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* ''VideoGame/KingdomHeartsII'': Riku never gets stunned or reacts to taking damage during his BossFight in the Land of Dragons.
6th Jan '16 7:05:43 PM b2jammer
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*** In the fourth game, Bowser himself won't flinch from weaker attacks (such as many rapid jabs).
30th Dec '15 11:56:17 PM ironcommando
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* The Primal Peashooter from ''VideoGame/PlantsVsZombies2ItsAboutTime'' has a chance to knock back zombies it hits, including the mighty Gargantuar. Its Plant Food has a 100% chance of knocking back zombies. The only zombie immune to the knockback effect entirely is the [[DumbMuscle Jurassic Bully]], as it's "[[AchievementsInIgnorance too stupid to observe typical physics]]".
17th Dec '15 11:29:59 PM Axelskox
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** As of Update 17.5, Atlas plays the trope completely straight. The caveat? It's only in effect while his feet touch the ground.
17th Dec '15 2:48:05 PM hamza678
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* The ''de facto'' boss of ''SonicTheFighters'', [[TheDragon Metal Sonic]], has a variation: where most of the characters flinch particularly hard when their "shields" are broken, his reaction is so much smaller that he can recover, reach forward, and smash you into the floor or something.

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* The ''de facto'' boss of ''SonicTheFighters'', ''VideoGame/SonicTheFighters'', [[TheDragon Metal Sonic]], has a variation: where most of the characters flinch particularly hard when their "shields" are broken, his reaction is so much smaller that he can recover, reach forward, and smash you into the floor or something.



* In ''JojosBizarreAdventureAllStarBattle'', Josuke has a special counterattack where the oponent insults his hair, which gets him [[BerserkButton royally pissed off]]. This grants him temporary immunity to flinching and increased attack, with the drawback being that he constantly walks towards the oponent.

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* In ''JojosBizarreAdventureAllStarBattle'', ''VideoGame/JojosBizarreAdventureAllStarBattle'', Josuke has a special counterattack where the oponent insults his hair, which gets him [[BerserkButton royally pissed off]]. This grants him temporary immunity to flinching and increased attack, with the drawback being that he constantly walks towards the oponent.



* ''{{Maplestory}}'' has this as an ability for many of the classes (officially named Stance after the name of the first skill to give it). Each of the adventurer warriors, Aran, Battlemage, Dual Blade, and Evan has a 90% chance of not flinching due to a class skill. All adventurer magicians, Wild Hunters, and Cannonshooters have similar skills (mount in the case of Wild Hunters), but which have a lower probability of triggering. Some classes like Mechanic and Demon Slayer can receive 100% protection from flinching at earlier levels.

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* ''{{Maplestory}}'' ''VideoGame/{{Maplestory}}'' has this as an ability for many of the classes (officially named Stance after the name of the first skill to give it). Each of the adventurer warriors, Aran, Battlemage, Dual Blade, and Evan has a 90% chance of not flinching due to a class skill. All adventurer magicians, Wild Hunters, and Cannonshooters have similar skills (mount in the case of Wild Hunters), but which have a lower probability of triggering. Some classes like Mechanic and Demon Slayer can receive 100% protection from flinching at earlier levels.
23rd Nov '15 8:26:23 PM Goukenimaru
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* ''Franchise/DevilMayCry'' Dante's most powerful Devil Trigger, Majin Form, is a walking fortress, it is the only Devil Trigger in series so far to grant Dante true invulnerability, as in he canít possibly be hurt or knocked down in this form, be it a {{Mook}} or the TrueFinalBoss, he is untouchable.
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