History Main / ImmuneToFlinching

24th May '18 10:01:11 PM KHfreak813
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** The ability Shield Dust also prevents flinching since all moves that induce flinching are attacking moves and therefore the flinching is the secondary effect, which is negated by Shield Dust. Same with the items King's Rock and Razor Fang and the ability Stench; the flinch chance only happens with each attack.
3rd May '18 11:49:50 AM rjung
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* In ''VideoGame/{{ARMS}},'' large characters like Master Mummy and Mechanica have this trait, and hitting them does not disrupt their current punches or grabs.
7th Mar '18 4:04:37 PM NieOrginalny
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** The tougher enemies and more powerful opponents (particularly Saga bosses and final fights in Parallel Quests) of ''VideoGame/DragonBallXenoverse'' pack exclusive Z-Souls that give them this kind of super armor, at least until you decrease their health enough that it turns off. It's technically surmountable in certain circumstances, but they don't give you the chance. Great Apes also get it again, but their battle mechanics invoke this by having to drain their stamina to leave them wide open for actual attack. In an inversion, however, the player can earn one of Broly's Z-Souls that essentially gives them the exact same immunity as bosses do - except, of course, the player's health is usually nowhere near as large as that of bosses to make the same use of it.

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** The tougher enemies and more powerful opponents (particularly Saga bosses and final fights in Parallel Quests) of ''VideoGame/DragonBallXenoverse'' pack exclusive Z-Souls that give them this kind of super armor, at least until you decrease their health enough that it turns off. It's technically surmountable in certain circumstances, but they don't give you the chance. Great Apes also get it again, but their battle mechanics invoke this by having to drain their stamina to leave them wide open for actual attack. In an inversion, however, the player can earn one of Broly's Z-Souls that essentially gives them the exact same immunity as bosses do - except, of course, the player's health is usually nowhere near as large as that of bosses to make the same use of it. It can also be used through two skills, Pose K and Pose F, the first of which grants the usual super armor, where the second works more like how Great Apes and Ultimate attacks do, making the user take damage to stamina instead of health, as well as making them immune to grabs.



* ''VideoGame/DragonBallXenoverse'' provides super armor to certain strong opponents, stopping them from flinching until they took enough damage, and in some cases also made them regain their armor after a while. As it has quickly proven itself as a ScrappyMechanic, in the sequel, ''VideoGame/DragonBallXenoverse2'', ai enemies no longer have natural armor. On the other hand and auto-dodge mechanic was introduced for some EM and raid bosses, which allows them to dodge most melee attacks and minor ki blasts, however charged ki blasts and ki blast supers can still hit them, and once they have been staggered they are free to be hit by other attacks. Both of these mechanics have also been provided to the players mainly through skills. Pose F makes the user take damage to stamina instead of health for its duration, as well as stops them from getting staggered and make them immune to grabs, at a cost of vulnerability to guard breaking attacks, Pose K only stops the user from flinching, and one of the z souls granted the effect for a while at max health. The sequel kept the two skills and gave players access to the auto dodge with Data Input. Unlike the autododge used by bosses, the effect granted by the skill only works when the user is not doing anything, and only against melee attacks. DLC6 also introduced [[spoiler:Ultra Instinct Goku]], who owing to his appearance in ''Anime/DragonBallSuper'' can dodge attacks in a similar way. Once again introducing its own mechanics, his dodge is a combination of Data Input and the boss autododge, working against basic ki blasts and while he is moving, but not while he is attacking, and unlike either, the dodges actually cost him stamina, making it in concept similar to pose F.
7th Mar '18 3:58:31 PM NieOrginalny
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* ''VideoGame/DragonBallXenoverse'' provides super armor to certain strong opponents, stopping them from flinching until they took enough damage, and in some cases also made them regain their armor after a while. As it has quickly proven itself as a ScrappyMechanic, in the sequel, ''VideoGame/DragonBallXenoverse2'', ai enemies no longer have natural armor. On the other hand and auto-dodge mechanic was introduced for some EM and raid bosses, which allows them to dodge most melee attacks and minor ki blasts, however charged ki blasts and ki blast supers can still hit them, and once they have been staggered they are free to be hit by other attacks. Both of these mechanics have also been provided to the players mainly through skills. Pose F makes the user take damage to stamina instead of health for its duration, as well as stops them from getting staggered and make them immune to grabs, at a cost of vulnerability to guard breaking attacks, Pose K only stops the user from flinching, and one of the z souls granted the effect for a while at max health. The sequel kept the two skills and gave players access to the auto dodge with Data Input. Unlike the autododge used by bosses, the effect granted by the skill only works when the user is not doing anything, and only against melee attacks. DLC6 also introduced [[spoiler:Ultra Instinct Goku]], who owing to his appearance in ''Anime/DragonBallSuper'' can dodge attacks in a similar way. Once again introducing its own mechanics, his dodge is a combination of Data Input and the boss autododge, working against basic ki blasts and while he is moving, but not while he is attacking, and unlike either, the dodges actually cost him stamina, making it in concept similar to pose F.
12th Jan '18 12:10:49 PM DastardlyDemolition
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* The "Stonewall" perk available in several ''VideoGame/{{Fallout}}'' games made being knocked down by anything less likely in ''2'' and ''Tactics'' while in ''New Vegas'' it provides some extra damage threshold and completely prevents knockdown from melee weapons specifically.

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* The "Stonewall" perk available in several ''VideoGame/{{Fallout}}'' games made being knocked down by anything less likely in ''2'' and ''Tactics'' while in ''New Vegas'' it provides some extra damage threshold and completely prevents knockdown from melee weapons specifically. The perk is slightly more valuable in ''2'' and ''Tactics'' as it makes it more likely you won't have to waste action points on getting back up.
21st Nov '17 3:01:51 AM CountDorku
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* Armour in ''VideoGame/TwentyXX'' prevents flinching while you have it, but damage reduces armour before health. You're also flinch-proof when using the Armatort's Shell core augment. Bosses almost never flinch, although some have a temporary pause programmed into their attack patterns (Rollster Beta, for example, delays for a couple of seconds before using his LastDitchAttack at half health where he bounces around crazily) and some pause for a second when hit with their vulnerability (a Boomerang Blade on Death Lotus causes a momentary stun).
10th Nov '17 6:40:02 PM thevideogameraptorboggle
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* ''VideoGame/WolfensteinIITheNewColossus'' introduces the Ram Shackles, which prevent Blazkowicz from getting knocked down by explosions while equipped.
7th Nov '17 10:44:14 AM gophergiggles
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** Inverted with Fox's blaster (starting with Melee) where it's very fast and does decent damage, but doesn't flinch or knock back the opponent at ''all''. Trying to stand your ground with it results in the opponent doing an [[UnflinchingWalk Unflinching Run]] right through it to beat you down.
7th Aug '17 4:16:05 PM comicwriter
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* In the ''VideoGame/MarvelVsCapcom'' titles, larger characters like Comicbook/{{Colossus}}, Juggernaut and Sentinel have various amounts of Super Armor -- there is also "Hyper Armor" status which temporarily renders a character completely immune to flinching and knockback. Boss characters (like Galactus) have this as their default state.

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* In the ''VideoGame/MarvelVsCapcom'' titles, larger characters like Comicbook/{{Colossus}}, Colossus, Juggernaut and Sentinel have various amounts of Super Armor -- there is also "Hyper Armor" status which temporarily renders a character completely immune to flinching and knockback. Boss characters (like Galactus) have this as their default state.
7th Aug '17 4:15:45 PM comicwriter
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* In the ''VideoGame/MarvelVsCapcom'' titles, larger characters like Juggernaut or Sentinel have various amounts of Super Armor -- there is also "Hyper Armor" status which temporarily renders a character completely immune to flinching and knockback. Boss characters (like Galactus) have this as their default state.

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* In the ''VideoGame/MarvelVsCapcom'' titles, larger characters like Comicbook/{{Colossus}}, Juggernaut or and Sentinel have various amounts of Super Armor -- there is also "Hyper Armor" status which temporarily renders a character completely immune to flinching and knockback. Boss characters (like Galactus) have this as their default state.



* ''VideoGame/{{Tekken}} Revolution'' has certain moves that are invincible to strikes (these attacks emit a red aura when used). This concept has evolved into ''Tekken 7''[='=]s "Power Crush" attacks, which work similarly to the aforementioned Focus Attacks from ''Street Fighter IV'' (as the attack is winding up, your character cannot be hit out of the attack and the animation will play even if your opponent is attacking).

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* ''VideoGame/{{Tekken}} Revolution'' has certain moves that are invincible to strikes (these attacks emit a red aura when used). This concept has evolved into ''Tekken 7''[='=]s "Power Crush" attacks, which work similarly to the aforementioned Focus Attacks from ''Street Fighter IV'' (as the attack is winding up, your character cannot be hit out of the attack and the animation will play even if your opponent is attacking). The unplayable Shin Akuma has Super Armor, which is only ''part'' of what pushes him into SNKBoss territory.
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