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** In ''VideoGame/StreetFighterV'', some moves have this property, indicated with a purple hitspark and a grey chunk taken off the life gauge. Most such moves can tank one hit, but some of them (the EX versions, generally) have armor on more hits.
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-->--'''VideoGame/KingdomOfLoathing'''

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-->--'''VideoGame/KingdomOfLoathing'''
-->-- '''VideoGame/KingdomOfLoathing'''

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** Soldiers wearing Mantreads ignore 75% of the {{knockback}} caused by damage, but not the Pyro's compression blast, which does only knockback. Thankfully, knockback [[RocketJump from one's own Rocket Launcher]] is not affected either.

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** Soldiers wearing Mantreads ignore 75% of the {{knockback}} caused by damage, but not the Pyro's compression blast, which does only knockback. enemies. Thankfully, knockback [[RocketJump from one's own Rocket Launcher]] is not affected either.affected.



** Inverted by the Shortstop, which has the downside of ''increasing'' the effect of knockback by 40%.
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->''Unfazed, your opponent attacks you anyway!''
-->--'''VideoGame/KingdomOfLoathing'''
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* ''Franchise/DevilMayCry'' Dante's most powerful Devil Trigger, Majin Form, is a walking fortress. It is the only Devil Trigger in the series so far to grant Dante true invulnerability--he can’t possibly be hurt or knocked down in this form. Be it a {{Mook}} or the TrueFinalBoss, he is untouchable.

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* ''Franchise/DevilMayCry'' ''VideoGame/DevilMayCry'' Dante's most powerful Devil Trigger, Majin Form, is a walking fortress. It is the only Devil Trigger in the series so far to grant Dante true invulnerability--he can’t possibly be hurt or knocked down in this form. Be it a {{Mook}} or the TrueFinalBoss, he is untouchable.
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** One of the effects of Over Limit in ''VideoGame/TalesOfSymphonia'' (which is triggered after taking enough hits) is granting the character impenetrable Super Armor for as long as Over Limit lasts. This effect can apply to both party members and certain bosses.
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** One of the effects of Over Limit in ''VideoGame/TalesOfSymphonia'' (which is triggered after taking enough hits) is granting the character impenetrable Super Armor for as long as Over Limit lasts. This effect can apply to both party members and certain bosses.
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* 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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** This is the gimmick of the "Resolve Mode" skill: if you're at low health and you launch an attack, you can "tank" one enemy counterattack. This means that you take vastly reduced damage, you won't flinch, your attack won't be interrupted, and you cannot be [=KOed=].
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** The ability Shield Dust also prevents flinching since all moves that induce flinching are attacking moves and therefore the flinching is the secondary effect, which is negated by Shield Dust. Same with the items King's Rock and Razor Fang and the ability Stench; the flinch chance only happens with each attack.
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* In ''VideoGame/{{ARMS}},'' large characters like Master Mummy and Mechanica have this trait, and hitting them does not disrupt their current punches or grabs.

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I'm an idiot and did not see the existing entry, removed my entry and appended existing one instead.


** The tougher enemies and more powerful opponents (particularly Saga bosses and final fights in Parallel Quests) of ''VideoGame/DragonBallXenoverse'' pack exclusive Z-Souls that give them this kind of super armor, at least until you decrease their health enough that it turns off. It's technically surmountable in certain circumstances, but they don't give you the chance. Great Apes also get it again, but their battle mechanics invoke this by having to drain their stamina to leave them wide open for actual attack. In an inversion, however, the player can earn one of Broly's Z-Souls that essentially gives them the exact same immunity as bosses do - except, of course, the player's health is usually nowhere near as large as that of bosses to make the same use of it.

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



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

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

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

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



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

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* ''VideoGame/{{Tekken}} Revolution'' has certain moves that are invincible to strikes (these attacks emit a red aura when used). This concept has evolved into ''Tekken 7''[='=]s "Power Crush" attacks, which work similarly to the aforementioned Focus Attacks from ''Street Fighter IV'' (as the attack is winding up, your character cannot be hit out of the attack and the animation will play even if your opponent is attacking). The unplayable Shin Akuma has Super Armor, which is only ''part'' of what pushes him into SNKBoss territory.
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* ''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.
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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.
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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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* 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.
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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.
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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.
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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.
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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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** ''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.
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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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* In ''VideoGame/PathOfExile'' chance to stun is determined by how much damage is done by a single hit compared to the target's maximum health. Bosses are mostly immune to stun by virtue of their large health pools, but a build optimized to reduce the stun threshold can reliably effect them. Characters can become completely immune to stun with the Unwavering Stance keystone passive, which has the NecessaryDrawback of being unable to evade enemy hits.

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