History Main / ImmuneToFlinching

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.
20th Nov '16 8:38:50 AM thatother1dude
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** ''VideoGame/DarkSoulsIII'': Despite being a stat, Poise is functionally worthless. Instead, large weapons give Hyper Armor as in ''Demon's Souls'', and 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.

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** ''VideoGame/DarkSoulsIII'': Despite being a stat, Poise is functionally worthless. Instead, drastically less useful than it was even in ''II''. It only does ''anything'' for certain attacks, generally slow ones with large weapons give Hyper Armor as in ''Demon's Souls'', weapons, and attacking even then it just reduces stagger taken by 1% per point (i.e. interrupting the same attack with armor will take twice the stagger power against an opponent with 50 Poise as it would if they had no Poise). Attacking someone who's already staggered resets them to normal, preventing an indefinite stunlock. stunlock even with no 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. all. [[MyRulesAreNotYourRules However, for non-humanoid 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.
19th Sep '16 5:20:45 PM thatother1dude
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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--became a large part of the metagame.

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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--became attack--[[GameplayDerailment became a large part of the metagame.metagame]].
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