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* ''Videogame/StellarBlade'': Beta Chain, a skill that can be unlocked quite early in the game, allows Eve to charge the last input of any combo string, giving it armor and allowing Eve to tank any incoming hit while still finishing her combo.
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* ''VideoGame/FinalFantasyVIIRemake'' has various versions of this with its [[https://finalfantasy.fandom.com/wiki/Interrupt_(VII_Remake) interrupt]] mechanic:
** Having an interrupt defense higher than an attack's interrupt strength means that attack won't cause interruption. Some enemies innately have interrupt defense as high as 40 or 60, more than the player characters' 20, making it hard to interrupt them.
** Interrupt defense can be temporarily boosted while using commands.
** Barret's Steelskin command gives him a buff that increases interrupt defense to 40 and also gives DamageReduction.
** The Ribbon accessory makes its wearer harder to interrupt while casting spells.
** Finally, attacks of any interrupt strength won't interrupt a blocking character, except for {{Unblockable Attack}}s.
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* The Typhoon weather effect in ''[[VideoGame/{{Touhou}} Scarlet Weather Rhapsody]]'' gives both players SuperArmor but also makes it impossible to block until the weather ends.
** Tenshi's "State of Enlightenment" spell card and the Dragon Star system card in ''Hisoutensoku'' temporarily gives this effect to the user.

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* The Typhoon weather effect in ''[[VideoGame/{{Touhou}} Scarlet Weather Rhapsody]]'' ''VideoGame/TouhouHisoutenScarletWeatherRhapsody'' gives both players SuperArmor but also makes it impossible to block until the weather ends.
** Tenshi's "State of Enlightenment" spell card and the Dragon Star system card in ''Hisoutensoku'' ''VideoGame/TouhouHisoutensokuChoudokyuuGinyoruNoNazoOOe'' temporarily gives this effect to the user.



* In ''Videogame/VirtuaFighter'' the wrestler character Wolf has a move called "Repel Wall" where he lunges forward slightly and will NoSell lighter punches & kicks, taking damage but not flinching. This gives him an opening to slap or grab his opponent.

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* In ''Videogame/VirtuaFighter'' ''VideoGame/VirtuaFighter'' the wrestler character Wolf has a move called "Repel Wall" where he lunges forward slightly and will NoSell lighter punches & kicks, taking damage but not flinching. This gives him an opening to slap or grab his opponent.



* In ''Videogame/ForHonor'', most of the Heavy-class heroes and a few others, like the Kensei and Lawbringer, have the Uninterruptible property on many of their attacks, which allows them to carry through with the attack even if they are hit by their opponent, making them extremely effective at trading hits if they can bait out an opponent's attack. In earlier seasons, the Shugoki had this ability up at all times, only briefly losing it when he took a hit and thus letting him be devastating against newer players, since most of his moveset was built around letting the enemy hit him so he could inflict massive damage in retaliation.

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* In ''Videogame/ForHonor'', ''VideoGame/ForHonor'', most of the Heavy-class heroes and a few others, like the Kensei and Lawbringer, have the Uninterruptible property on many of their attacks, which allows them to carry through with the attack even if they are hit by their opponent, making them extremely effective at trading hits if they can bait out an opponent's attack. In earlier seasons, the Shugoki had this ability up at all times, only briefly losing it when he took a hit and thus letting him be devastating against newer players, since most of his moveset was built around letting the enemy hit him so he could inflict massive damage in retaliation.



* In ''Videogame/{{Borderlands 2}}'', [[TheBerserker Krieg]] was made to be heavier than the other characters so that he suffered less knockback and can go toe-to-toe with enemies for his melee-centric gameplay style. However, this also makes it so that he's incapable of grenade jumping or completing certain challenges that involve springing characters up to a certain point.

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* In ''Videogame/{{Borderlands ''VideoGame/{{Borderlands 2}}'', [[TheBerserker Krieg]] was made to be heavier than the other characters so that he suffered less knockback and can go toe-to-toe with enemies for his melee-centric gameplay style. However, this also makes it so that he's incapable of grenade jumping or completing certain challenges that involve springing characters up to a certain point.



* ''Videogame/PlanetSide 2'''s soldiers are vulnerable to "flinch" which causes weapon accuracy to drop when the player is damaged or near an explosion. One of the implants significantly reduces the flinch, making reaction fire more accurate. A separate implant makes soldiers immune to the effects of Concussion grenades, which cripples movement and aiming speed in addition to copious InterfaceScrew.

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* ''Videogame/PlanetSide ''VideoGame/PlanetSide 2'''s soldiers are vulnerable to "flinch" which causes weapon accuracy to drop when the player is damaged or near an explosion. One of the implants significantly reduces the flinch, making reaction fire more accurate. A separate implant makes soldiers immune to the effects of Concussion grenades, which cripples movement and aiming speed in addition to copious InterfaceScrew.



* In the freeware re-release of ''Videogame/MechWarrior 4: Mercenaries'', the Advanced Gyroscope available to many of the games' HumongousMecha makes them far more resistant to the effects of screen-shake and knockback from high-powered weapons like the Gauss Rifle, and makes them all but immune to being knocked on their ass from massed high-power weaponry. A significant part of the multiplayer is timing your weapon's reloads with the enemies' to blast them and throw off their aim just before they fire, so the Advanced Gyro is ''very'' useful device for brawlers.

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* In the freeware re-release of ''Videogame/MechWarrior ''VideoGame/MechWarrior 4: Mercenaries'', the Advanced Gyroscope available to many of the games' HumongousMecha makes them far more resistant to the effects of screen-shake and knockback from high-powered weapons like the Gauss Rifle, and makes them all but immune to being knocked on their ass from massed high-power weaponry. A significant part of the multiplayer is timing your weapon's reloads with the enemies' to blast them and throw off their aim just before they fire, so the Advanced Gyro is ''very'' useful device for brawlers.



* In ''Videogame/UrbanReign'' Super Armor's one of the rarer self-buff abilities, most commonly available to characters with the "Mighty" moveset.

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* In ''Videogame/UrbanReign'' ''VideoGame/UrbanReign'' Super Armor's one of the rarer self-buff abilities, most commonly available to characters with the "Mighty" moveset.
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** In ''VideoGame/TheLegendOfZeldaALinkToThePast'', most enemies are pushed back and their attacks interrupted. But [[spoiler:Ganon]] isn't. In fact, hit him and ''you'' will be pushed back. And considering that after a certain point [[spoiler:there are BottomlessPits in this fight...]]
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** In ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', Iron Knuckles can take damage from the sword and bombs, but cannot flinch and will retaliate, so you have to be defensive. That's ''until'' their armor gets broken, which allows you to make them flinch, although they become dangerous in [[ShedArmorGainSpeed other ways]].
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* In ''VideoGame/{{Diablo}}'', if an attack does more damage than your current HP, the game doesn't calculate stun effects, because it expects the attack to kill you. However, if you have a ManaShield up, it might not ''actually'' kill you -- leading to the strategy of deliberately allowing a certain {{Demonic Spider|s}} to reduce your max HP so low that ''nothing'' can stun you.

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%% (Ambiguity) * In ''VideoGame/{{Diablo}}'', if an attack does more damage than your current HP, the game doesn't calculate stun effects, because it expects the attack to kill you. However, if you have a ManaShield up, it might not ''actually'' kill you -- leading to the strategy of deliberately allowing a certain {{Demonic Spider|s}} to reduce your max HP so low that ''nothing'' can stun you.
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* ''VideoGame/{{Afterimage}}'': Pious Blessing not only hastens Renee's [[HealThyself self-healing magic with Primeval Glyphs]], it also prevents the healing process from being interrupted by enemy attacks.
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** Masaharu Kaito makes his playable debut in his self-titled DLC for ''VideoGame/LostJudgment'', ''The Kaito Files''. He inherits the Brawler and Beast (as Bruiser and Tank, respectively) styles from Kiryu in the aforementioned game and with it, the latter's armor. He also has an ability in his Bruiser style that counters an enemy's attack as he's being hit, something that Kiryu would also inherit for his Yakuza style in [[VideoGame/LikeADragonGaidenTheManWhoErasedHisName Like a Dragon: Gaiden]]''.

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** Masaharu Kaito makes his playable debut in his self-titled DLC for ''VideoGame/LostJudgment'', ''The Kaito Files''. He inherits the Brawler and Beast (as Bruiser and Tank, respectively) styles from Kiryu in the aforementioned game and with it, the latter's armor. He also has an ability in his Bruiser style that counters an enemy's attack as he's being hit, something that Kiryu would also inherit for his Yakuza style in [[VideoGame/LikeADragonGaidenTheManWhoErasedHisName ''[[VideoGame/LikeADragonGaidenTheManWhoErasedHisName Like a Dragon: Gaiden]]''.

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** The [[BossInMooksClothing Mr. Shakedowns]] in ''{{VideoGame/Yakuza 0}}'' all have this trait, which is part of what makes them so dangerous, as lengthy but normally incredibly effective attacks like Majima's bat nunchaku combo are extremely risky. Certain attacks from the player (like the aforementioned bat nunchaku combo) also can't be interrupted by normal attacks.
** Masaharu Kaito makes his playable debut in his self-titled DLC for ''VideoGame/LostJudgment'', ''The Kaito Files''. He inherits the Brawler and Beast (as Bruiser and Tank, respectively) styles from Kiryu in the aforementioned game and with it, the latter's armor. He also has an ability in his Bruiser style that counters an enemy's attack as he's being hit, something that Kiryu would also inherit for his Yakuza style in [[VideoGame/LikeADragonGaidenTheManWhoErasedHisName Like a Dragon: Gaiden]]''.



* The Mr. Shakedown enemies in ''{{VideoGame/Yakuza 0}}'' all have this trait, which is part of what makes them so dangerous, as lengthy but normally incredibly effective attacks like Majima's bat nunchaku combo are extremely risky. Certain attacks from the player (like the aforementioned bat nunchaku combo) also can't be interrupted by normal attacks.
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* ''VideoGame/LikeADragon'': Present in varying capacities -
** Part of what makes Taiga Saejima a GameBreaker in ''VideoGame/Yakuza5''. Thanks to an ability called Herculean Spirit, as long as his Heat gauge is full, he basically turns into a walking brick wall that shits out damage like nobody's business. [[spoiler:It certainly makes his fight in the final chapter against the dreaded Dragon of Dojima a lot easier since he's one of the lucky few that can NoSell Kiryu's [[CounterAttack Tiger]] [[ThatOneAttack Drop]] ([[ThatOneBoss and harder]] if you're playing Kiryu instead).]]
** Kiryu's Beast style in ''0'' and ''Kiwami'' also has this in spades. Moreso in the former where random encounters devolved into grabbing the nearest two-handed object and just swinging away at any mook dumb enough to come close. [[ContractualBossImmunity Not as effective against Bosses, however.]]
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* ''VideoGame/PAYDAY3'': Solid, found in the Enforcer tree, confers immunity to being staggered whilst both [[StatusBuff Edge and Grit]] are active.
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* In the original ''{{VideoGame/Doom}}'' games, each monster has what is called a 'pain chance', which is the probability that they will go into a pain state after being hit with an attack, which temporarily prevents them from retaliating. No monsters have a 0% pain chance but, in general, the stronger the monster, the lower the chance will be. The pinky demon is a special case: normally, it has a fairly typical pain chance and can therefore be stunlocked pretty reasonably, but on Nightmare difficulty, the pinky's speed is doubled. It remains as easy as ever to flinch, but the flinch duration is so short as to be meaningless, to the point that even shoving a chainsaw in its face isn't going to meaningfully slow it down.

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* In the original ''{{VideoGame/Doom}}'' games, each monster has what is called a 'pain chance', which is the probability that they will go into a pain state after being hit with an attack, which temporarily prevents them from retaliating. No monsters have a 0% pain chance but, in general, the stronger the monster, the lower the chance will be. The pinky demon is a special case: normally, it has a fairly typical pain chance and can therefore be stunlocked pretty reasonably, but on Nightmare difficulty, the pinky's speed is doubled. It remains as easy as ever to flinch, but the flinch duration is so short as to be meaningless, to the point that even shoving a chainsaw in its face isn't going to meaningfully slow it down.down much.
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* In the original ''{{VideoGame/Doom}}'' games, each monster has what is called a 'pain chance', which is the probability that they will go into a pain state after being hit with an attack, which temporarily prevents them from retaliating. No monsters have a 0% pain chance but, in general, the stronger the monster, the lower the chance will be.

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* In the original ''{{VideoGame/Doom}}'' games, each monster has what is called a 'pain chance', which is the probability that they will go into a pain state after being hit with an attack, which temporarily prevents them from retaliating. No monsters have a 0% pain chance but, in general, the stronger the monster, the lower the chance will be. The pinky demon is a special case: normally, it has a fairly typical pain chance and can therefore be stunlocked pretty reasonably, but on Nightmare difficulty, the pinky's speed is doubled. It remains as easy as ever to flinch, but the flinch duration is so short as to be meaningless, to the point that even shoving a chainsaw in its face isn't going to meaningfully slow it down.

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* ''VideoGame/StreetFighterIV'' gives every character a [[ChargedAttack focus attack]], which allows them to endure one hit without flinching while it is charging; they will also recover the damage taken during the charge if they don't receive another. Every character has a move that breaks this armor, but two fast Light attacks will also work. Some Ex attacks also grant this armor while in use.

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* ''Franchise/StreetFighter'':
**
''VideoGame/StreetFighterIV'' gives every character a [[ChargedAttack focus attack]], which allows them to endure one hit without flinching while it is charging; they will also recover the damage taken during the charge if they don't receive another. Every character has a move that breaks this armor, but two fast Light attacks will also work. Some Ex attacks also grant this armor while in use.


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** ''VideoGame/StreetFighter6'' has a similar mechanic to ''IV'''s focus attacks in Drive Impact, which can absorb as many as two hits while executing. Newcomer Marisa also has armor on many of her attacks to compensate for her [[MightyGlacier ponderous speed]].
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* ''VideoGame/FinalFantasyXIII'' has the Vigilance status, which prevents the affected party members abilities from being interrupted by enemy attacks. It's bestowed using the [[SupportPartyMember Synergist]] ability of the same name. ''VideoGame/FinalFantasyXIII2'' adds a party-wide version of the spell called Vigilaga.

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* ''VideoGame/KingdomHeartsII'': Riku never gets stunned or reacts to taking damage during his BossFight in the Land of Dragons.

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* ''VideoGame/KingdomHeartsII'': ''VideoGame/KingdomHeartsII'':
**
Riku never gets stunned or reacts to taking damage during his BossFight in the Land of Dragons.Dragons.
** Many of the larger bosses, such as Cerberus, are either immune to being stunned or are just extremely difficult to stun.
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This violates indentation rules


** 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.

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** * ''VideoGame/DragonBallXenoverse'': The tougher enemies and more powerful opponents (particularly Saga bosses and final fights in Parallel Quests) of ''VideoGame/DragonBallXenoverse'' the 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.
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Bonus Boss was renamed by TRS


* ''VideoGame/KingdomHeartsIII'': In Re:Mind's BonusBoss Data Organization battles, the boss takes dramatically reduced damage and will not flinch if you attack them during a phase in which they are not vulnerable.

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* ''VideoGame/KingdomHeartsIII'': In Re:Mind's BonusBoss OptionalBoss Data Organization battles, the boss takes dramatically reduced damage and will not flinch if you attack them during a phase in which they are not vulnerable.
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* In the original ''{{VideoGame/Doom}}'' games, each monster has what is called a 'pain chance', which is the probability that they will go into a pain state after being hit with an attack, which temporarily prevents them from retaliating. No monsters have a 0% pain chance, but in general, the stronger the monster, the lower the chance will be.

to:

* In the original ''{{VideoGame/Doom}}'' games, each monster has what is called a 'pain chance', which is the probability that they will go into a pain state after being hit with an attack, which temporarily prevents them from retaliating. No monsters have a 0% pain chance, but chance but, in general, the stronger the monster, the lower the chance will be.

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* In ''VideoGame/{{Warframe}}'' this is one of the benefits from Rhino's "Iron Skin" and Valkyr's "Hysteria" powers. Some warframe mod cards can give a chance to resist knock-down, but never 100%.
** As of Update 17.5, Atlas plays the trope completely straight. The caveat? It's only in effect while his feet touch the ground.

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* In ''VideoGame/{{Warframe}}'' this is one of the benefits from ''VideoGame/{{Warframe}}'':
** Some Warframes have abilities that make them unable to be knocked down or stunned, such as
Rhino's "Iron Skin" Iron Skin and Valkyr's "Hysteria" powers. Some warframe mod cards can give a chance to resist knock-down, but never 100%.
** As of Update 17.5,
Hysteria. Atlas plays is passively immune to knockdown, but only as long as his feet are touching the trope ground.
** Some mods make you more resistant to knockdown. The strongest such mod is Primed Sure Footed, which makes you
completely straight. The caveat? It's only in effect while his feet touch immune to knockdowns and staggers at max rank. This includes the ground.self-stagger from your own explosive weapons.
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** The ''Franchise/ResidentEvil'' series has given us quite a few. Mr. X, Nemesis, Jack Baker, and Lady Dimitrescu are the most infamous. The first three barely register hits from small arms but can all be temporarily downed if dealt enough damage. Lady Dimitrescu, on the other hand, will barely ever flinch, and that's only if she's hit with your most powerful ordnance. Otherwise, nothing you have will so much as break her stride.

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** The ''Franchise/ResidentEvil'' series has given us quite a few. Mr. X, Nemesis, Jack Baker, and Lady Dimitrescu are the most infamous.well-known. The first three barely register hits from small arms but can all be temporarily downed if dealt enough damage. Lady Dimitrescu, on the other hand, will barely ever flinch, and that's only if she's hit with your most powerful ordnance. Otherwise, nothing you have will so much as break her stride.

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