History Main / ImmuneToFlinching

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.

to:

* 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.
12th May '17 5:17:14 PM Steven
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* ''VideoGame/FinalFantasyXIV'' has casters whose spells can be interrupted if they are hit hard enough. Surecast prevents spellcasting from being interrupted, but anything that causes a knockback won't protect the player from their spells being interrupted.
25th Apr '17 5:58:24 PM flameclaw0x7
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Other games (usually Platformers) can also incorporate this trope. Player characters may be pushed back when they are hit, so being ImmuneToFlinching in this case would refer to not getting pushed back when you otherwise would. This makes armor invariably useful when LedgeBats are present to mess up your jumps.

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Other games (usually Platformers) [[PlatformGame Platformers]]) can also incorporate this trope. Player characters may be pushed back when they are hit, so being ImmuneToFlinching in this case would refer to not getting pushed back when you otherwise would. This makes armor invariably useful when LedgeBats are present to mess up your jumps.
25th Apr '17 5:57:10 PM flameclaw0x7
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Other games (usually Platformers) can also incorporate this trope. Player characters may be pushed back when they are hit, so being ImmuneToFlinching in this case would refer to not getting pushed back when you otherwise would. This makes armor invariably useful when LedgeBats are present to mess up your jumps.
23rd Apr '17 3:06:56 PM nombretomado
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* Sometimes referred to as "Penetrate" (Iron Will in the English translations) in some of the ''Franchise/TalesSeries'' games. It's the ability for some bosses to take a certain (Sometimes visible) amount of hits or damage without flinching, after which they can be caught in a proper combo, but they'll regain their flinch resistance once the combo ends. Also shows up in a more traditional fashion with the bosses frequently being immune or highly resistant to flinching while attacking even without this and the party being able to utilize it with skills, buffs or by activating the game's SuperMode. Of particular note is [[CoolOldGuy Rowen]] from ''VideoGame/TalesOfXillia'', who can become an outright GameBreaker through skills that make him ImmuneToFlinching during a spell's cast time.

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* Sometimes referred to as "Penetrate" (Iron Will in the English translations) in some of the ''Franchise/TalesSeries'' ''VideoGame/TalesSeries'' games. It's the ability for some bosses to take a certain (Sometimes visible) amount of hits or damage without flinching, after which they can be caught in a proper combo, but they'll regain their flinch resistance once the combo ends. Also shows up in a more traditional fashion with the bosses frequently being immune or highly resistant to flinching while attacking even without this and the party being able to utilize it with skills, buffs or by activating the game's SuperMode. Of particular note is [[CoolOldGuy Rowen]] from ''VideoGame/TalesOfXillia'', who can become an outright GameBreaker through skills that make him ImmuneToFlinching during a spell's cast time.
26th Mar '17 1:18:37 PM nombretomado
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* In ''VideoGame/SengokuBasara'' the heavier characters flinch less easily than the lighter ones, to make up for their slower attacks that take longer to charge. Honda Tadakatsu and Tachibana Muneshige are all but immune to it. OdaNobunaga, in addition to being much more resistant to it than his weight class would indicate, also has access to a SuperMode that makes him immune to flinching in the third game.

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* In ''VideoGame/SengokuBasara'' the heavier characters flinch less easily than the lighter ones, to make up for their slower attacks that take longer to charge. Honda Tadakatsu and Tachibana Muneshige are all but immune to it. OdaNobunaga, UsefulNotes/OdaNobunaga, in addition to being much more resistant to it than his weight class would indicate, also has access to a SuperMode that makes him immune to flinching in the third game.
11th Feb '17 11:23:51 AM Morgenthaler
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** The Dwarves of ''WarhammerOnline'' have a tactic that is a partial example of this. The tactic is called "Stoutness of Stone" and it allows them to recover from being knocked down or stunned in half the time they normally would.

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** The Dwarves of ''WarhammerOnline'' ''VideoGame/WarhammerOnline'' have a tactic that is a partial example of this. The tactic is called "Stoutness of Stone" and it allows them to recover from being knocked down or stunned in half the time they normally would.
22nd Dec '16 2:01:33 PM DracoKanji
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** ''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--[[GameplayDerailment 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 through attacks into position for a backstab).

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** ''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--[[GameplayDerailment became a large part of the metagame]].
metagame]]. Specific characters with these kind of builds include Havel the Rock and Black Iron Tarkus; the former is a BeefGate meant to keep low-level players out of Darkroot Basin, the latter is an NPC who can solo the boss he's summoned for.
** ''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 position for a backstab). Despite this, some late game bosses have this as an ability. The Fume Knight from the DLC can take half of his health bar in damage before flinching, ''if'' the player stays on the offensive long enough. Otherwise, he might go the whole fight without staggering.
8th Dec '16 3:38:51 AM Raikoh
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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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