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

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* The Typhoon weather effect in [[TouhouProject ''[[TouhouProject Scarlet Weather Rhapsody]] Rhapsody]]'' gives both players SuperArmor but also makes it impossible to block until the weather ends.

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* The Typhoon weather effect in [[TouhouProject 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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* ''VideoGame/MegaManBattleNetwork'' provides Super Armor as an ability; later games had the same effect during certain transformations such as Guts Soul or Metal Soul.

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* ''VideoGame/MegaManBattleNetwork'' provides Super Armor as an ability; later games had the same effect during certain transformations such as Guts Soul or Metal Soul. This is useful for getting a high battle rank, as flinching will reduce it.



* Sometimes referred to as "Penetrate" in some of the ''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 hit with 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 and the party being able to utilize it with skills, buffs or by activating the game's SuperMode.

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* Sometimes referred to as "Penetrate" in some of the ''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 hit with 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 penetrate and the party being able to utilize it with skills, buffs or by activating the game's SuperMode.
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* The final boss of ''{{Skullgirls}}'', Bloody Marie, won't stop attacking if you hit her. This can be troublesome as her attacks tend to have a wide area of influence, meaning she can interrupt your attempts to damage her if you approach her at the wrong time.
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* Referred to as "Penetrate" in some of the ''TalesSeries'' games. It's the ability for some bosses to take a certain visible number of hits without flinching, after which they can be hit with a combo, but they'll regain their full penetrate counter once it ends. Also shows up in a more traditional fashion in pretty much every other game, with the bosses frequently being immune or highly resistant to flinching while attacking, and the characters being able to utilize it with skills, buffs or by activating the game's SuperMode.

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* Referred Sometimes referred to as "Penetrate" in some of the ''TalesSeries'' games. It's the ability for some bosses to take a certain visible number (Sometimes visible) amount of hits or damage without flinching, after which they can be hit with a proper combo, but they'll regain their full penetrate counter flinch resistance once it the combo ends. Also shows up in a more traditional fashion in pretty much every other game, with the bosses frequently being immune or highly resistant to flinching while attacking, attacking and the characters party being able to utilize it with skills, buffs or by activating the game's SuperMode.
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* In ''VideoGame/TatsunokoVsCapcom'', giant characters Gold Lightan and PTX-40A are {{Mighty Glacier}}s; extremely slow and unwieldy compared to the rest of the cast, but in exchange they are nearly impossible to flinch, and can stomp through even the strongest special moves from other characters easily.

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* In ''VideoGame/TatsunokoVsCapcom'', giant characters Gold Lightan and PTX-40A are {{Mighty Glacier}}s; extremely slow and unwieldy compared to the rest of the cast, but in exchange they are nearly impossible to flinch, and can stomp through even the strongest special moves from other characters easily.
easily. As a handicap, hitting them too many times in succession does end up dizzying them, leaving them open for an extended beating, while other characters can't be dizzied outside of Alex's Stun Gun Headbutt super. Most special throws also work on them just as well as normal characters despite their size (which they [[LampshadeHanging lampshade]] in some of their victory quotes) and some characters have moves that bypass their armor completely and put them in hitstun just like anyone else.
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* Referred to as "Penetrate" in some of the ''TalesSeries'' games. It's the ability for some bosses to take a certain visible number of hits without flinching, after which they can be hit with a combo, but they'll regain their full penetrate counter once it ends. Also shows up in a more traditional fashion in pretty much every other game, with the bosses frequently being immune or highly resistant to flinching while attacking, and the characters being able to utilize it with skills, buffs or by activating the game's SuperMode.
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* In ''{{Terraria}}'', knockback can be bothersome in battle as well as exploring (such as being hit into a tall chasm, taking fall damage). The player can equip the Cobalt Shield or its upgrade, the Obsidian Shield, which both completely prevent knockback.
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* In the ''MegaMan'' series in general, Robot Masters (or Mavericks) can typically endure blaster fire without flinching, although they often do recoil when hit with their particular weakness; Wily and Sigma bosses, as well as Ride Armors, are immune to flinching and knockback.
* ''MegaManBattleNetwork'' provides Super Armor as an ability; later games had the same effect during certain transformations such as Guts Soul or Metal Soul.

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* In the ''MegaMan'' ''VideoGame/MegaMan'' series in general, Robot Masters (or Mavericks) [[VideoGame/MegaManX Mavericks]]) can typically endure blaster fire without flinching, although they often do recoil when hit with their particular weakness; Wily and Sigma bosses, as well as Ride Armors, are immune to flinching and knockback.
* ''MegaManBattleNetwork'' ''VideoGame/MegaManBattleNetwork'' provides Super Armor as an ability; later games had the same effect during certain transformations such as Guts Soul or Metal Soul.
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** There is also the ability Inner Focus, which, well, prevents the Pokémon from flinching (flinching causes a Pokémon to lose this turn).

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Compare FeelNoPain, which is a non-gameplay version of this trope, and InvulnerableAttack, which is invincible to ''everything.''

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Compare FeelNoPain, which is a non-gameplay version of this trope, KnockbackEvasion, which requires you to actively parry to avoid knockback, and InvulnerableAttack, which is invincible to ''everything.''


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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.
** ''GuildWars'' has a few stances, enchantments, and a ward that does this.
* In the [[DawnOfWar Dark Crusade]] campaign, some heroes can use wargear that reduces the effects of knockback.
* In TheLegendOfZeldaOracleGames, there's a ring that can be found that considerably reduces the distance you get pushed back. Can be quite useful when most powerful enemies knock you back when ''you'' hit ''them''.
* A few ''{{Pokemon}}'' (Cradily for example) have the Ingrain move that allows them to root themselves into the ground to prevent [[SwitchOutMove being removed from battle]].
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* In ''VideoGame/DissidiaFinalFantasy'', Garland's EX Mode gives him super armor to anything that isn't ArmorPiercing (or an HP attack).

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* In ''VideoGame/DissidiaFinalFantasy'', Garland's EX Mode gives him super armor to anything that isn't ArmorPiercing [[ArmorPiercingAttack armor piercing]] (or an HP attack).
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In the genre of {{Fighting Game}}s, this is the ability of characters to endure damage without suffering the "flinch", the recoil/stun animations that are associated with the hit. In some games this is referred to as having "Super Armor" (not to be confused with armor that actually is [[ClothesMakeTheSuperman super]]-[[PoweredArmor powered]]).

Normally in VideoGames, a flinch animation and {{knockback}} are used to punctuate the fact that a character has taken damage. In action-based genres it also interrupts the player's current action, and creates the potential for a "stunlock." If the character receives ''another'' hit during their flinch animation, the animation will reset, extending the time the player is stunned. This can be problematic for CompetitiveBalance in {{Fighting Game}}s. For example, a MightyGlacier might never get to attack a FragileSpeedster when the latter lands hits faster than he can even react to them -- and while whomever is playing the Speedster would certainly enjoy setting up and executing such a massive {{Combo|s}}, it would decidedly '''not''' be [[RuleOfFun fun]] for whomever is playing the Glacier to receive it.

By contrast, if the character is ImmuneToFlinching then their actions cannot be interrupted if the opponent lands a hit; if the Glacier has this ability, then he can safely counterattack the Speedster even while he's enduring the incoming flurry of hits.

Of course, if the Glacier no longer has to worry about avoiding or defending against hits (since he can simply [[AttackAttackAttack punch right through them]]), this could risk making him a GameBreaker in the process. Thus, many games limit the extent to which a character is (and is not) ImmuneToFlinching in the name of fairness:

* Sometimes it only works on a limited number of hits at a time -- a character may be able to take single hits without flinching, but a continuous stream of incoming strikes (such as a Combo) will "break" through and knock them aside just the same as a character without the ability.

to:

In the genre of {{Fighting Game}}s, this is the ability of characters to endure damage without suffering the "flinch", the recoil/stun animations that are associated with the hit. In some games this is referred to known as having "Super Armor" (not to be confused with armor that actually is [[ClothesMakeTheSuperman super]]-[[PoweredArmor powered]]).

Normally in VideoGames, a flinch animation and {{knockback}} are used to punctuate the fact Believe it or not, those little flinching animations that a character has taken damage. In action-based genres it also interrupts accompany damage are actually an important tactical concern in these genres: Interrupting the player's current action, and creates the potential for a "stunlock." If the control over their character receives ''another'' hit during their flinch animation, means the animation will reset, extending the time the player is stunned. opponent has a chance to land a {{Combo|s}} for massive damage. This works both ways ([[TheComputerIsACheatingBastard usually]]), but it can be problematic become a problem for CompetitiveBalance in {{Fighting Game}}s. For example, CompetitiveBalance, such as when pitting a MightyGlacier might never get to attack against a FragileSpeedster when -- no matter how weak the latter lands Speedster's hits are, the Glacier won't be able to get a single strike off if the Speedster can land hits faster than he the Glacier can even react to them -- and while whomever is playing the Speedster would certainly enjoy setting up and executing such win by a massive {{Combo|s}}, it would decidedly '''not''' be [[RuleOfFun fun]] for whomever is playing the Glacier to receive it.

By contrast,
DeathOfAThousandCuts.

But
if the a character is ImmuneToFlinching then their actions cannot be interrupted if the opponent lands a hit; if the a Glacier has with this ability, then he ability can safely counterattack the Speedster even while he's enduring the incoming flurry of hits.

Of course,
hits. The downside is that if the Glacier no longer has to worry about avoiding or defending against hits (since his opponent (as he can simply [[AttackAttackAttack punch right through them]]), this he could risk making him become a GameBreaker in the process. process, and a duel between two such Glaciers may yield nothing more than a ButtonMashing contest to see who can land their most powerful blows the fastest.

Thus, many games limit the extent to which a character is (and is not) ImmuneToFlinching in the name of fairness:

* Sometimes it only works on a limited number of hits at a time -- a character may be able to take single hits without flinching, but a continuous stream of incoming strikes (such as a Combo) will "break" through and knock them aside just the same as a character without the ability.protection.



* Sometimes it is dependent on the exact action being performed. Actions with a higher internal 'priority' (e.g. Limit Breaks) will interrupt those of a lower priority (like basic attacks) much like [[RockPaperScissors Rock crushes Scissors]]. Some special moves may have temporary armor as their defining feature, allowing the attacker to plow through an opponent's projectiles with proper timing.
* If the character is exclusively a {{Boss|Battle}}, they may have this as their ''default state'', especially when they are much larger in size than a player character; this increases the difficulty of the battle because the boss can execute their attacks with impunity while the player must time their attacks carefully to avoid getting caught off-guard.

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* Sometimes it is dependent on the exact action being performed. Actions with performed, and/or may require precise timing to execute -- there may be a higher internal 'priority' hidden TacticalRockPaperScissors relationship in play, where certain actions (e.g. Limit Breaks) will interrupt those of a lower priority cannot be interrupted by other actions (like basic attacks) much like [[RockPaperScissors Rock crushes Scissors]]. and will punch through them even if the attacker receives damage. Some special moves may even have temporary armor this as their defining feature, allowing the and an attacker to can plow through an opponent's projectiles with proper timing.
careful timing. But be wary: Certain moves may also have noticeable drawbacks to discourage a player from spamming them over and over.
* If the character is exclusively a {{Boss|Battle}}, they may have this as their ''default state'', especially when they are much larger in size than a player character; this increases the difficulty of the battle because the boss can execute their attacks with impunity while the player must dodge and time their attacks carefully to avoid getting caught off-guard.
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* Sometimes it is dependent on the exact action being performed -- actions with a higher internal 'priority' (e.g. Limit Breaks) will interrupt those of a lower priority (like basic attacks) much like [[RockPaperScissors Rock crushes Scissors]].

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* Sometimes it is dependent on the exact action being performed -- actions performed. Actions with a higher internal 'priority' (e.g. Limit Breaks) will interrupt those of a lower priority (like basic attacks) much like [[RockPaperScissors Rock crushes Scissors]]. Some special moves may have temporary armor as their defining feature, allowing the attacker to plow through an opponent's projectiles with proper timing.
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* {{MMORPG}}s and Action [=MMO=]s often give each character class at least one move with this property so they can break stunlocks in PVP. How balanced they are is often debated among players.
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* In ''VideoGame/SuperSmashBros'', many of the slow, hard-hitting characters (Bowser, Ganondorf, etc.) have attacks that cannot be interrupted by an opponent's move, although they will still flinch from attacks in their default state. Certain special attacks (like Ike's "Aether" strike) also have short moments in which the character, even if they take a hit, is not interrupted or knocked back.

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* In ''VideoGame/SuperSmashBros'', many of the slow, hard-hitting characters (Bowser, Ganondorf, etc.) have attacks that cannot be interrupted by an opponent's move, although they will still flinch from attacks in their default state. Certain special attacks (like Ike's [[http://www.youtube.com/watch?v=YoYmG4_6ews "Aether" strike) strike]]) also have short moments in which the character, even if they take a hit, character is not interrupted or knocked back.back by any attacks, even ones which would otherwise KO them.
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* In ''DissidiaFinalFantasy'', Garland's EX Mode gives him super armor to anything that isn't ArmorPiercing (or an HP attack).

to:

* In ''DissidiaFinalFantasy'', ''VideoGame/DissidiaFinalFantasy'', Garland's EX Mode gives him super armor to anything that isn't ArmorPiercing (or an HP attack).



* ''StreetFighter 4'' 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.
* In ''SuperSmashBros'', many of the slow, hard-hitting characters (Bowser, Ganondorf, etc.) have attacks that cannot be interrupted by an opponent's move, although they will still flinch from attacks in their default state. Certain special attacks (like Ike's "Aether" strike) also have short moments in which the character, even if they take a hit, is not interrupted or knocked back.
* In ''TatsunokoVsCapcom'', giant characters Gold Lightan and PTX-40A are {{Mighty Glacier}}s; extremely slow and unwieldy compared to the rest of the cast, but in exchange they are nearly impossible to flinch, and can stomp through even the strongest special moves from other characters easily.

to:

* ''StreetFighter 4'' ''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.
* In ''SuperSmashBros'', ''VideoGame/SuperSmashBros'', many of the slow, hard-hitting characters (Bowser, Ganondorf, etc.) have attacks that cannot be interrupted by an opponent's move, although they will still flinch from attacks in their default state. Certain special attacks (like Ike's "Aether" strike) also have short moments in which the character, even if they take a hit, is not interrupted or knocked back.
* In ''TatsunokoVsCapcom'', ''VideoGame/TatsunokoVsCapcom'', giant characters Gold Lightan and PTX-40A are {{Mighty Glacier}}s; extremely slow and unwieldy compared to the rest of the cast, but in exchange they are nearly impossible to flinch, and can stomp through even the strongest special moves from other characters easily.
Is there an issue? Send a MessageReason:
None


In the genre of {{Fighting Game}}s, this is the ability of characters to endure damage without suffering the "flinch", the recoil/stun animations that are associated with the hit. In some games this is referred to as having "Super Armor"[[hottip:*:Not to be confused with armor that is itself [[ClothesMakeTheSuperman super]]-[[PoweredArmor powered]]).

to:

In the genre of {{Fighting Game}}s, this is the ability of characters to endure damage without suffering the "flinch", the recoil/stun animations that are associated with the hit. In some games this is referred to as having "Super Armor"[[hottip:*:Not Armor" (not to be confused with armor that actually is itself [[ClothesMakeTheSuperman super]]-[[PoweredArmor powered]]).
Is there an issue? Send a MessageReason:
\"Super Armor\" IS an existing term for it, so it does need to be mentioned . . . somewhere.


In the genre of {{Fighting Game}}s, this is the ability of characters to endure damage without suffering the "flinch", the recoil/stun animations that are associated with the hit.

Normally in VideoGames, a flinch animation and {{knockback}} are used to punctuate the fact that a character has taken damage. In action-based genres it also interrupts the player's current action, and creates the potential for a "stunlock." If the character receives ''another'' hit during their flinch animation, the animation will reset, extending the time that the player is unable to control them. This can be problematic for CompetitiveBalance in {{Fighting Game}}s. For example, a MightyGlacier might never get to attack a FragileSpeedster when the latter lands hits faster than he can even react to them -- and while whomever is playing the Speedster would certainly enjoy setting up and executing such a massive {{Combo|s}}, it would decidedly '''not''' be [[RuleOfFun fun]] for whomever is playing the Glacier to receive it.

By contrast, if the character is ImmuneToFlinching then their actions cannot be interrupted if the opponent lands a hit; if the Glacier has this ability, then he can safely counterattack the Speedster even while he's enduring the incoming flurry of hits. Of course, since the Glacier no longer has to worry about avoiding or defending against hits (since he can simply [[AttackAttackAttack punch right through them]]), this could risk creating a GameBreaker in the process.

Thus, many games limit the extent to which a character is (and is not) ImmuneToFlinching in the name of fairness:

to:

In the genre of {{Fighting Game}}s, this is the ability of characters to endure damage without suffering the "flinch", the recoil/stun animations that are associated with the hit.

hit. In some games this is referred to as having "Super Armor"[[hottip:*:Not to be confused with armor that is itself [[ClothesMakeTheSuperman super]]-[[PoweredArmor powered]]).

Normally in VideoGames, a flinch animation and {{knockback}} are used to punctuate the fact that a character has taken damage. In action-based genres it also interrupts the player's current action, and creates the potential for a "stunlock." If the character receives ''another'' hit during their flinch animation, the animation will reset, extending the time that the player is unable to control them.stunned. This can be problematic for CompetitiveBalance in {{Fighting Game}}s. For example, a MightyGlacier might never get to attack a FragileSpeedster when the latter lands hits faster than he can even react to them -- and while whomever is playing the Speedster would certainly enjoy setting up and executing such a massive {{Combo|s}}, it would decidedly '''not''' be [[RuleOfFun fun]] for whomever is playing the Glacier to receive it.

By contrast, if the character is ImmuneToFlinching then their actions cannot be interrupted if the opponent lands a hit; if the Glacier has this ability, then he can safely counterattack the Speedster even while he's enduring the incoming flurry of hits.

Of course, since if the Glacier no longer has to worry about avoiding or defending against hits (since he can simply [[AttackAttackAttack punch right through them]]), this could risk creating making him a GameBreaker in the process.

process. Thus, many games limit the extent to which a character is (and is not) ImmuneToFlinching in the name of fairness:
Is there an issue? Send a MessageReason:
None


Normally in VideoGames, a flinch animation and {{knockback}} are used to punctuate the fact that a character has taken damage. In action-based genres it also interrupts the player's current action, and creates the potential for a "stunlock." If the character receives ''another'' hit during their flinch animation, the animation will reset, extending the time that the player is unable to control them. This can be problematic for CompetitiveBalance in {{Fighting Game}}s. For example, a MightyGlacier might never get to attack a FragileSpeedster when the latter lands hits faster than he can even react to them -- and while whomever is playing the Speedster would certainly enjoy landing such a massice {{Combo|s}}, it would decidedly '''not''' be [[RuleOfFun fun]] for whomever is playing the Glacier.

By contrast, if the character is ImmuneToFlinching then their actions cannot be interrupted if the opponent lands a hit; if the Glacier has this ability, then he can safely counterattack the Speedster even while he's enduring the incoming flurry of hits.

However, this could risk creating a GameBreaker as the Glacier no longer has to worry about avoiding or defending against the Speedster's hits if he can simply [[AttackAttackAttack punch right through them]]. Therefore, many games limit the extent to which a character is (and is not) ImmuneToFlinching in the name of CompetitiveBalance:

* Sometimes it only works on a limited number of hits at a time -- a character may be able to take single hits without flinching, but a continuous stream of incoming strikes will "break" through and knock them aside just the same as a character without the ability.
* It may be included with a character's SuperMode or LimitBreak, giving those modes an extra tactical advantage, but only for limited periods at a time.
* Sometimes it is dependent on the exact action being performed -- actions with a higher internal 'priority' (like aforementioned Limit Breaks) will interrupt those of a lower priority much like [[RockPaperScissors Rock crushes Scissors]].
* If the character is exclusively a {{Boss|Battle}}, they may have this as their ''default state'', especially when they are much larger in size than a player character; this increases the difficulty of the battle because the boss can execute their attacks with impunity while the player is forced to avoid and defend against the strikes.

to:

Normally in VideoGames, a flinch animation and {{knockback}} are used to punctuate the fact that a character has taken damage. In action-based genres it also interrupts the player's current action, and creates the potential for a "stunlock." If the character receives ''another'' hit during their flinch animation, the animation will reset, extending the time that the player is unable to control them. This can be problematic for CompetitiveBalance in {{Fighting Game}}s. For example, a MightyGlacier might never get to attack a FragileSpeedster when the latter lands hits faster than he can even react to them -- and while whomever is playing the Speedster would certainly enjoy landing setting up and executing such a massice massive {{Combo|s}}, it would decidedly '''not''' be [[RuleOfFun fun]] for whomever is playing the Glacier.

Glacier to receive it.

By contrast, if the character is ImmuneToFlinching then their actions cannot be interrupted if the opponent lands a hit; if the Glacier has this ability, then he can safely counterattack the Speedster even while he's enduring the incoming flurry of hits.

However, this could risk creating a GameBreaker as
hits. Of course, since the Glacier no longer has to worry about avoiding or defending against the Speedster's hits if (since he can simply [[AttackAttackAttack punch right through them]]. Therefore, them]]), this could risk creating a GameBreaker in the process.

Thus,
many games limit the extent to which a character is (and is not) ImmuneToFlinching in the name of CompetitiveBalance:

fairness:

* Sometimes it only works on a limited number of hits at a time -- a character may be able to take single hits without flinching, but a continuous stream of incoming strikes (such as a Combo) will "break" through and knock them aside just the same as a character without the ability.
* It may be included with part of a character's SuperMode or LimitBreak, giving those modes an extra tactical advantage, advantage but only for limited periods at a time.
* Sometimes it is dependent on the exact action being performed -- actions with a higher internal 'priority' (like aforementioned (e.g. Limit Breaks) will interrupt those of a lower priority (like basic attacks) much like [[RockPaperScissors Rock crushes Scissors]].
* If the character is exclusively a {{Boss|Battle}}, they may have this as their ''default state'', especially when they are much larger in size than a player character; this increases the difficulty of the battle because the boss can execute their attacks with impunity while the player is forced must time their attacks carefully to avoid and defend against the strikes.
getting caught off-guard.

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Normally in VideoGames, a flinch animation and {{knockback}} are used to punctuate the fact that a character has taken damage. In action-based genres it also interrupts the player's current action, and creates the potential for a "stunlock." If the character receives ''another'' hit during their flinch animation, the animation will reset, extending the time that the player is unable to control them. This can be problematic for CompetitiveBalance in {{Fighting Game}}s. For example, a MightyGlacier might never get to attack a FragileSpeedster when the latter lands hits faster than he can even react to them. Thid would definitely not be [[RuleOfFun fun]] for whomever is playing the Glacier.

to:

Normally in VideoGames, a flinch animation and {{knockback}} are used to punctuate the fact that a character has taken damage. In action-based genres it also interrupts the player's current action, and creates the potential for a "stunlock." If the character receives ''another'' hit during their flinch animation, the animation will reset, extending the time that the player is unable to control them. This can be problematic for CompetitiveBalance in {{Fighting Game}}s. For example, a MightyGlacier might never get to attack a FragileSpeedster when the latter lands hits faster than he can even react to them. Thid them -- and while whomever is playing the Speedster would definitely not certainly enjoy landing such a massice {{Combo|s}}, it would decidedly '''not''' be [[RuleOfFun fun]] for whomever is playing the Glacier.



The extent to which a character is ImmuneToFlinching varies depending on the character and the desire for CompetitiveBalance:
* Sometimes it only works on a limited number of hits at a time -- a character may be able to take single hits without flinching, but a continuous stream of incoming strikes will "break" through and knock them aside the same as a character without the ability.
* It may be included with a character's SuperMode or LimitBreak, giving it an extra tactical advantage, but only for limited periods at a time.

to:

The However, this could risk creating a GameBreaker as the Glacier no longer has to worry about avoiding or defending against the Speedster's hits if he can simply [[AttackAttackAttack punch right through them]]. Therefore, many games limit the extent to which a character is (and is not) ImmuneToFlinching varies depending on in the character and the desire for CompetitiveBalance:
name of CompetitiveBalance:

* Sometimes it only works on a limited number of hits at a time -- a character may be able to take single hits without flinching, but a continuous stream of incoming strikes will "break" through and knock them aside just the same as a character without the ability.
* It may be included with a character's SuperMode or LimitBreak, giving it those modes an extra tactical advantage, but only for limited periods at a time.



* If the character is exclusively a {{Boss|Battle}}, they may have this as their ''default state'', especially when they are much larger in size than a player character; this increases the difficulty of the battle because the player cannot avoid the boss's attacks by simply interrupting them.

Compare FeelNoPain, which is a non gameplay version of this trope, and InvulnerableAttack, which is invincible to ''everything.''

to:

* If the character is exclusively a {{Boss|Battle}}, they may have this as their ''default state'', especially when they are much larger in size than a player character; this increases the difficulty of the battle because the player cannot avoid the boss's boss can execute their attacks by simply interrupting them.

with impunity while the player is forced to avoid and defend against the strikes.

Compare FeelNoPain, which is a non gameplay non-gameplay version of this trope, and InvulnerableAttack, which is invincible to ''everything.''''



* In ''SuperSmashBros'', many of the slow, hard-hitting characters (Bowser, Ganondorf, etc.) have attacks that cannot be interrupted by an opponent's move, although they will still flinch from attacks in their default state.

to:

* In ''SuperSmashBros'', many of the slow, hard-hitting characters (Bowser, Ganondorf, etc.) have attacks that cannot be interrupted by an opponent's move, although they will still flinch from attacks in their default state. Certain special attacks (like Ike's "Aether" strike) also have short moments in which the character, even if they take a hit, is not interrupted or knocked back.

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In the genre of {{Fighting Game}}s, this is an ability of characters to endure damage without suffering the "flinch" or recoil/stun animations that are associated with the hit.

Normally in VideoGames, a flinch animation and {{knockback}} are used to punctuate the fact that a character has taken damage, but in action-based genres it also interrupts the player's current action, and creates the potential for a "stunlock." If the character receives ''another'' hit during their flinch animation, the animation will reset, extending the time that the player is unable to control them. This can be problematic for CompetitiveBalance in games (especially Fighting Games), since a MightyGlacier might never get to attack a FragileSpeedster when the latter lands hits faster than he can even react to them (which is also the technical definition of a {{Combo|s}}). Which would definitely ''not'' be [[RuleOfFun fun]] for whomever is playing the Glacier.

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In the genre of {{Fighting Game}}s, this is an the ability of characters to endure damage without suffering the "flinch" or "flinch", the recoil/stun animations that are associated with the hit.

Normally in VideoGames, a flinch animation and {{knockback}} are used to punctuate the fact that a character has taken damage, but in damage. In action-based genres it also interrupts the player's current action, and creates the potential for a "stunlock." If the character receives ''another'' hit during their flinch animation, the animation will reset, extending the time that the player is unable to control them. This can be problematic for CompetitiveBalance in games (especially Fighting Games), since {{Fighting Game}}s. For example, a MightyGlacier might never get to attack a FragileSpeedster when the latter lands hits faster than he can even react to them (which is also the technical definition of a {{Combo|s}}). Which them. Thid would definitely ''not'' not be [[RuleOfFun fun]] for whomever is playing the Glacier.

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Known as '''Super Armor''' in the genre of {{Fighting Game}}s, this is an ability of characters to endure damage without suffering the "flinch" or recoil/stun animations that are associated with the hit.

Normally in VideoGames, a flinch animation (and {{Knockback}} with it) is merely used to punctuate the fact that a character has taken damage, but in action-based genres it also interrupts the player's current action, and creates the potential for a "stunlock": If the character receives ''another'' hit during their flinch animation, the animation will reset, extending the time that the player is unable to control them. This can be problematic for CompetitiveBalance in games (especially Fighting Games), since a MightyGlacier might never get to attack a FragileSpeedster when the latter lands hits faster than he can even react to them (which is also the technical definition of a {{Combo|s}}). Which would definitely ''not'' be [[RuleOfFun fun]] for whomever is playing the Glacier.

to:

Known as '''Super Armor''' in In the genre of {{Fighting Game}}s, this is an ability of characters to endure damage without suffering the "flinch" or recoil/stun animations that are associated with the hit.

Normally in VideoGames, a flinch animation (and {{Knockback}} with it) is merely and {{knockback}} are used to punctuate the fact that a character has taken damage, but in action-based genres it also interrupts the player's current action, and creates the potential for a "stunlock": "stunlock." If the character receives ''another'' hit during their flinch animation, the animation will reset, extending the time that the player is unable to control them. This can be problematic for CompetitiveBalance in games (especially Fighting Games), since a MightyGlacier might never get to attack a FragileSpeedster when the latter lands hits faster than he can even react to them (which is also the technical definition of a {{Combo|s}}). Which would definitely ''not'' be [[RuleOfFun fun]] for whomever is playing the Glacier.

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!! Examples from FightingGames

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\n-------------\n----
!! Examples from FightingGames{{Fighting Game}}s:



* In the ''{{Gundam}} Battle Assault'' titles, boss mechs have this as their default state, sometimes at the expense of being able to guard/block against attacks.
* {{Maplestory}} has this as an ability for many of the classes. 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.
* In the [[CapcomVsWhatever Marvel Vs Capcom]] 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 ''{{Gundam}} Battle Assault'' ''GundamBattleAssault'' titles, boss mechs have this as their default state, sometimes at the expense of being able to guard/block against attacks.
* {{Maplestory}} has this as an ability for many of the classes. 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.
*
In the [[CapcomVsWhatever ''[[CapcomVsWhatever Marvel Vs Capcom]] Capcom]]'' 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.



!! Examples from other genres

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!! Examples from other genresgenres:


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* ''{{Maplestory}}'' has this as an ability for many of the classes. 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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Normally in VideoGames, a flinch animation (and {{Knockback}} with it) is merely used to punctuate the fact that a character has taken damage, but in action-based genres it also interrupts the player's current action, and creates the potential for a "stunlock": If the character receives ''another'' hit during their flinch animation, the flinch animation will trigger again, extending the time that the player is unable to control them. This can be problematic for CompetitiveBalance in games, especially Fighting Games, since a MightyGlacier might never get to attack a FragileSpeedster when the latter lands hits faster than he can even react to them (which is also the technical definition of a {{Combo|s}}). Which would definitely ''not'' be [[RuleOfFun fun]] for whomever is playing the Glacier.

to:

Normally in VideoGames, a flinch animation (and {{Knockback}} with it) is merely used to punctuate the fact that a character has taken damage, but in action-based genres it also interrupts the player's current action, and creates the potential for a "stunlock": If the character receives ''another'' hit during their flinch animation, the flinch animation will trigger again, reset, extending the time that the player is unable to control them. This can be problematic for CompetitiveBalance in games, especially games (especially Fighting Games, Games), since a MightyGlacier might never get to attack a FragileSpeedster when the latter lands hits faster than he can even react to them (which is also the technical definition of a {{Combo|s}}). Which would definitely ''not'' be [[RuleOfFun fun]] for whomever is playing the Glacier.



* This may be a feature included with a character's SuperMode or LimitBreak, giving it an extra tactical advantage, but only for limited periods at a time.
* Sometimes it is dependent on the actions being performed -- actions with a higher priority (like aforementioned Limit Breaks) will interrupt those of a lower priority like [[RockPaperScissors Rock crushing Scissors]].

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* This It may be a feature included with a character's SuperMode or LimitBreak, giving it an extra tactical advantage, but only for limited periods at a time.
* Sometimes it is dependent on the actions exact action being performed -- actions with a higher priority internal 'priority' (like aforementioned Limit Breaks) will interrupt those of a lower priority much like [[RockPaperScissors Rock crushing crushes Scissors]].

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Known as '''Super Armor''' in the genre of FightingGames, this is an ability of characters to endure damage without suffering the "flinch" or recoil/stun animations that are associated with the hit.

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Known as '''Super Armor''' in the genre of FightingGames, {{Fighting Game}}s, this is an ability of characters to endure damage without suffering the "flinch" or recoil/stun animations that are associated with the hit.



* ''StreetFighter4'' gives every character a [[ChargedAttack focus attack]], which allows them to endure one hit without flinching while charging it up. In addition, they will recover the damage taken during the charge if they don't get hit again.

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* ''StreetFighter4'' ''StreetFighter 4'' gives every character a [[ChargedAttack focus attack]], which allows them to endure one hit without flinching while charging it up. In addition, is charging; they will also recover the damage taken during the charge if they don't get hit again.receive another.



* In ''TatsunokoVsCapcom'', giant characters Gold Lightan and PTX-40A are the epitome of the Mighty Glacier; they are extremely slow and unwieldy compared to the rest of the cast, but in exchange they are nearly impossible to flinch, stomping through even the strongest special moves easily.

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* In ''TatsunokoVsCapcom'', giant characters Gold Lightan and PTX-40A are the epitome of the Mighty Glacier; they are {{Mighty Glacier}}s; extremely slow and unwieldy compared to the rest of the cast, but in exchange they are nearly impossible to flinch, stomping and can stomp through even the strongest special moves from other characters easily.


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* In the ''MegaMan'' series in general, Robot Masters (or Mavericks) can typically endure blaster fire without flinching, although they often do recoil when hit with their particular weakness; Wily and Sigma bosses, as well as Ride Armors, are immune to flinching and knockback.

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Known as "Super Armor" in the genre of FightingGames, this is an ability of characters to endure damage without suffering the "flinch" or recoil/stun animations that are associated with the hit.

Normally in VideoGames, a flinch animation (and {{Knockback}} with it) is merely used to punctuate the fact that a character has taken damage, but in action-based genres it also interrupts the player's current action, and creates the potential for a "stunlock": If the character receives ''another'' hit during their flinch animation, the flinch animation will trigger again, extending the time that the player is unable to control them. This can be problematic for CompetitiveBalance in games, especially Fighting Games, since a MightyGlacier might never get to attack a FragileSpeedster when the latter lands hits faster than he can even react to them (which is also the technical definition of a {{Combo|s}}). Which would definitely ''not'' be [[RuleOfFun fun]] for whomever is playing the Glacier.

to:

Known as "Super Armor" '''Super Armor''' in the genre of FightingGames, this is an ability of characters to endure damage without suffering the "flinch" or recoil/stun animations that are associated with the hit.

Normally in VideoGames, a flinch animation (and {{Knockback}} with it) is merely used to punctuate the fact that a character has taken damage, but in action-based genres it also interrupts the player's current action, and creates the potential for a "stunlock": If the character receives ''another'' hit during their flinch animation, the flinch animation will trigger again, extending the time that the player is unable to control them. This can be problematic for CompetitiveBalance in games, especially Fighting Games, since a MightyGlacier might never get to attack a FragileSpeedster when the latter lands hits faster than he can even react to them (which is also the technical definition of a {{Combo|s}}). Which would definitely ''not'' be [[RuleOfFun fun]] for whomever is playing the Glacier.



* Sometimes it is dependent on the actions being performed -- actions with a higher priority (like aforementioned Limit Breaks) will interrupt those of a lower priority like [[RockPaperScissors Rock crushing Scissors]].



Compare FeelNoPain, which is a non gameplay version of this trope, and InvulnerableAttack, which is invincible to ''everything.''

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Compare FeelNoPain, which is a non gameplay version of this trope, and InvulnerableAttack, which is invincible to ''everything.''''

-------------
!! Examples from FightingGames
* In ''DissidiaFinalFantasy'', Garland's EX Mode gives him super armor to anything that isn't ArmorPiercing (or an HP attack).
* In the ''{{Gundam}} Battle Assault'' titles, boss mechs have this as their default state, sometimes at the expense of being able to guard/block against attacks.
* {{Maplestory}} has this as an ability for many of the classes. 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.
* In the [[CapcomVsWhatever Marvel Vs Capcom]] 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.
* ''StreetFighter4'' gives every character a [[ChargedAttack focus attack]], which allows them to endure one hit without flinching while charging it up. In addition, they will recover the damage taken during the charge if they don't get hit again.
* In ''SuperSmashBros'', many of the slow, hard-hitting characters (Bowser, Ganondorf, etc.) have attacks that cannot be interrupted by an opponent's move, although they will still flinch from attacks in their default state.
* In ''TatsunokoVsCapcom'', giant characters Gold Lightan and PTX-40A are the epitome of the Mighty Glacier; they are extremely slow and unwieldy compared to the rest of the cast, but in exchange they are nearly impossible to flinch, stomping through even the strongest special moves easily.

!! Examples from other genres
* ''MegaManBattleNetwork'' provides Super Armor as an ability; later games had the same effect during certain transformations such as Guts Soul or Metal Soul.
* Enemies in ''OdinSphere'' may or may not flinch when struck by the player's attacks, and bosses are immune to flinching as their default state. The player can receive this status only through use of the "Painkiller" potion (which also reduces damage by half); the "Fire Spirits" and "Ice Spirits" potions also allow the player to absorb three hits without damage or flinching.

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Normally in VideoGames, a flinch animation (and {{Knockback}} with it) is merely used to punctuate the fact that a character has taken damage, but in action-based genres it also interrupts the player's current action, and creates the potential for a "stunlock": If the character receives ''another'' hit during their flinch animation, the flinch animation will trigger again, extending the time that the player is unable to control them. This can be problematic for CompetitiveBalance in games, especially {{Fighting Game|s}}, since a [[MightyGlacier slow but powerful character]] might never get to attack a [[FragileSpeedster quicker, if weaker, opponent]] when the opponent lands hits faster than the bruiser can react to them. (This is also the technical definition of a {{Combo|s}}.)

%% Continuing to edit -

to:

Normally in VideoGames, a flinch animation (and {{Knockback}} with it) is merely used to punctuate the fact that a character has taken damage, but in action-based genres it also interrupts the player's current action, and creates the potential for a "stunlock": If the character receives ''another'' hit during their flinch animation, the flinch animation will trigger again, extending the time that the player is unable to control them. This can be problematic for CompetitiveBalance in games, especially {{Fighting Game|s}}, Fighting Games, since a [[MightyGlacier slow but powerful character]] MightyGlacier might never get to attack a [[FragileSpeedster quicker, if weaker, opponent]] FragileSpeedster when the opponent latter lands hits faster than the bruiser he can even react to them. (This them (which is also the technical definition of a {{Combo|s}}.)

%% Continuing
{{Combo|s}}). Which would definitely ''not'' be [[RuleOfFun fun]] for whomever is playing the Glacier.

By contrast, if the character is ImmuneToFlinching then their actions cannot be interrupted if the opponent lands a hit; if the Glacier has this ability, then he can safely counterattack the Speedster even while he's enduring the incoming flurry of hits.

The extent
to edit -which a character is ImmuneToFlinching varies depending on the character and the desire for CompetitiveBalance:
* Sometimes it only works on a limited number of hits at a time -- a character may be able to take single hits without flinching, but a continuous stream of incoming strikes will "break" through and knock them aside the same as a character without the ability.
* This may be a feature included with a character's SuperMode or LimitBreak, giving it an extra tactical advantage, but only for limited periods at a time.
* If the character is exclusively a {{Boss|Battle}}, they may have this as their ''default state'', especially when they are much larger in size than a player character; this increases the difficulty of the battle because the player cannot avoid the boss's attacks by simply interrupting them.

Compare FeelNoPain, which is a non gameplay version of this trope, and InvulnerableAttack, which is invincible to ''everything.''
Is there an issue? Send a MessageReason:
merging/launching from two YKTT Ws. In progress

Added DiffLines:

Known as "Super Armor" in the genre of FightingGames, this is an ability of characters to endure damage without suffering the "flinch" or recoil/stun animations that are associated with the hit.

Normally in VideoGames, a flinch animation (and {{Knockback}} with it) is merely used to punctuate the fact that a character has taken damage, but in action-based genres it also interrupts the player's current action, and creates the potential for a "stunlock": If the character receives ''another'' hit during their flinch animation, the flinch animation will trigger again, extending the time that the player is unable to control them. This can be problematic for CompetitiveBalance in games, especially {{Fighting Game|s}}, since a [[MightyGlacier slow but powerful character]] might never get to attack a [[FragileSpeedster quicker, if weaker, opponent]] when the opponent lands hits faster than the bruiser can react to them. (This is also the technical definition of a {{Combo|s}}.)

%% Continuing to edit -

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