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* Many SurvivalHorror games that emphasize action will have certain ImplacableMan enemies that simply walk off all but the strongest firepower:
** 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.
** ''VideoGame/SilentHill2'' has the infamous Pyramid Head, whose eponymous [[BodyHorror helmet/face]] will absorb any bullets you send its way without registering any pain. If he retreats or you manage to defeat him, the game is unambiguous about showing that it's only because you were ''allowed'' to win.
** ''VideoGame/TheEvilWithin'' has the Sadist. Only explosions will make him so much as flinch. He's not immune to damage from small arms, but he'll nevertheless power through shotgun blasts and magnum rounds as though they were raindrops. The same holds true for Laura, who has a weakness to fire for plot-related reasons, but otherwise barely reacts to any other kind of weapons.
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Up To Eleven is a defunct trope


*** This gets taken UpToEleven when she's using [[SuperMode Hatred]] [[VideoGame/GuiltyGear Install]], where she can survive Cerebella's Level 3 Super, ''the strongest single attack in the game'', and do an insane amount of damage with the combo after it. [[https://www.youtube.com/watch?feature=player_detailpage&v=8vLAKcyIChw#t=95s Take a look.]]

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*** This gets taken UpToEleven when she's When using [[SuperMode Hatred]] [[VideoGame/GuiltyGear Install]], where she can survive Cerebella's Level 3 Super, ''the strongest single attack in the game'', and do an insane amount of damage with the combo after it. [[https://www.youtube.com/watch?feature=player_detailpage&v=8vLAKcyIChw#t=95s Take a look.]]
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* The ''de facto'' boss of ''VideoGame/SonicTheFighters'', [[TheDragon Metal Sonic]], has a variation: where most of the characters flinch particularly hard when their "shields" are broken, his reaction is so much smaller that he can recover, reach forward, and smash you into the floor or something.

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* The ''de facto'' final boss of ''VideoGame/SonicTheFighters'', [[TheDragon Metal Sonic]], has a variation: where most of the characters flinch particularly hard when their "shields" are broken, his reaction is so much smaller that he can recover, reach forward, and smash you into the floor or something.
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* In a similar vein, ''VideoGame/HyruleWarriors'' has Focus Spirit, which is pretty much Rage mode to a tee. Some of the characters' biggest, strongest and slowest attacks also give them temporary Super Armor and every character has an unlockable skill in their SkillTree that allows them to take up to 3 hits in quick succession without being interrupted.

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* In a similar vein, ''VideoGame/HyruleWarriors'' has Focus Spirit, which is pretty much Rage mode to a tee. Some of the characters' biggest, strongest and slowest attacks also give them temporary Super Armor and every character has an unlockable skill in their SkillTree [[SkillScoresAndPerks skill tree]] that allows them to take up to 3 hits in quick succession without being interrupted.
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* ''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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* ''VideoGame/DevilMayCry'' ''VideoGame/DevilMayCry2'' 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 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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** Gold War Machine, in ''VideoGame/MarvelVsCapcomClashOfSuperHeroes'', has permanent Super Armor ''while'' still keeping all the moves from regular War Machine. In exchange, he cannot block.
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* ''VideoGame/Persona5Strikers'': In this game, Rakukaja and other defense buffing abilities also make it so affected characters cannot have their attacks interrupted. Ryuji also has an unlockable ability that applies to himself.
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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 ''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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* In ''VideoGame/PathOfExile'' ''VideoGame/PathOfExile'', chance to stun is determined by how much damage is done by a single hit compared relative 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 affect them. Characters can become completely immune to gain passive stun with the immunity Unwavering Stance keystone passive, which has the NecessaryDrawback of being unable to evade enemy hits.hits, but you can gain conditional stun immunity from Ascendancy passives or 100% stun avoidance chance through careful build planning.

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* ''VideoGame/DiabloII'': The Barbarian's Concentration attack cannot be interrupted by enemy attacks, on top of boosting damage and defense.



* In ''VideoGame/StreetsOfRage 4'', Nora can induce this in some of her {{mooks}} by whipping them, while also granting them extra health.

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* In ''VideoGame/StreetsOfRage 4'', Nora can induce this in some of her {{mooks}} by whipping them, while also granting them extra health.health and making them hit harder.
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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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* 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 last ditch attack 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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* [[HumongousMecha Komato Annihilators]] of ''VideoGame/{{Iji}}'' don't even flinch from direct [[{{BFG}} MPFB]] hits. Also downplayed with the "damage teching" ability of Berserkers and Iji herself - getting explosives to their faces ''does'' [[BlownAcrossTheRoom send them flying]] but they land firmly on their feet instead of tumbling to the floor.

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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 [[https://www.youtube.com/watch?v=YoYmG4_6ews "Aether" strike]]) also have short moments in which the character is not interrupted or knocked back by any attacks, even ones which would otherwise KO them.
** Bowser's [[SuperMode Giga Bowser mode]] doesn't flinch at all, and is essentially immune to being directly KO'd as a result. [[note]] Just don't get hit while you're off the top of the screen[[/note]]
*** In the fourth game, Bowser himself won't flinch from weaker attacks (such as many rapid jabs).
** [[VideoGame/PunchOut Little Mac]] in the fourth game has this as one of his main features: most of his ground attacks give him Super Armor. [[AchillesHeel Not his air attacks though...]]
** In order to make up for the fact that he has only two jumps and (in 64 and Melee) no recovery move (his up special recovers a bit of altitude in later installments, but it's not much), Yoshi gets a limited form of Super Armor when double-jumping. He will resist all knockback below a large threshold while double-jumping, and any move that is powerful enough to get past the threshold will see its knockback seriously reduced.
** 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. On the other hand, you can use this trait to get some free damage on enemies in the middle of a slow attack (because it won't cancel them) or [[KickThemWhileTheyAreDown recovering from off the edge]] (because it won't give them an extra jump like most attacks would).
** Sephiroth by default doesn’t have Super Armour, however once his percentage reaches a certain point he will activate his Winged Form will activate, giving all of his smash attacks the aforementioned super armour.
* The hardest challenge in [[VideoGame/SoulSeries Soul Calibur III]]'s "Chronicles of the Sword" mode grants this ability to your opponents. One opponent combines this ability with zero traction on the arena floor, making the fight a special kind of hell even with the AIBreaker moves.
* 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. 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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* In ''VideoGame/SuperSmashBros'', many ''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 [[https://www.youtube.com/watch?v=YoYmG4_6ews "Aether" strike]]) also have short moments in which the character is not interrupted or knocked back by any attacks, even ones which would otherwise KO them.
** *** Bowser's [[SuperMode Giga Bowser mode]] doesn't flinch at all, and is essentially immune to being directly KO'd as a result. [[note]] Just don't get hit while you're off the top of the screen[[/note]]
***
screen[[/note]] In the fourth game, Bowser himself won't flinch from weaker attacks (such as many rapid jabs).
** *** [[VideoGame/PunchOut Little Mac]] in the fourth game has this as one of his main features: most of his ground attacks give him Super Armor. [[AchillesHeel Not his air attacks though...]]
** *** In order to make up for the fact that he has only two jumps and (in 64 ''64'' and Melee) ''Melee'') no recovery move (his up special recovers a bit of altitude in later installments, but it's not much), Yoshi gets a limited form of Super Armor when double-jumping. He will resist all knockback below a large threshold while double-jumping, and any move that is powerful enough to get past the threshold will see its knockback seriously reduced.
** *** Inverted with Fox's blaster (starting with Melee) ''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. On the other hand, you can use this trait to get some free damage on enemies in the middle of a slow attack (because it won't cancel them) or [[KickThemWhileTheyAreDown recovering from off the edge]] (because it won't give them an extra jump like most attacks would).
** *** Sephiroth by default doesn’t have Super Armour, however once his percentage reaches a certain point he will activate his Winged Form will activate, giving all of his smash attacks the aforementioned super armour.
** The larger and stronger enemies in ''3DS/Wii U''[='=]s Smash Run mode, such as Bulborbs, Darknuts and Boom Stompers, do not receive knockback from attacks, and just wade through barrages that would send players and other foes flying.
* ''VideoGame/SoulSeries'': The hardest challenge in [[VideoGame/SoulSeries Soul ''Soul Calibur III]]'s III''[='=]s "Chronicles of the Sword" mode grants this ability to your opponents. One opponent combines this ability with zero traction on the arena floor, making the fight a special kind of hell even with the AIBreaker moves.
* In ''VideoGame/TatsunokoVsCapcom'', ''VideoGame/TatsunokoVsCapcom'': The 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. 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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** Sephiroth by default doesn’t have Super Armour, however once his percentage reaches a certain point he will activate his Winged Form will activate, giving all of his smash attacks the aforementioned super armour.
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** ''VideoGame/GrandChase'' has Super Armor and Hyper Armor. Super Armor prevents flinching from attacks, but the player can still be knocked down from various attacks. Hyper Armor prevents being knocked down from nearly any attack, with the side effect of making the player ''impossible to kill'' until it wears off, as the player cannot die until they actually get knocked down, even at 0 HP.
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* ''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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** 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. On the other hand, you can use this trait to get some free damage on enemies in the middle of a slow attack (because it won't cancel them) or recovering (because it won't give them an extra jump).

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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. On the other hand, you can use this trait to get some free damage on enemies in the middle of a slow attack (because it won't cancel them) or [[KickThemWhileTheyAreDown recovering from off the edge]] (because it won't give them an extra jump).jump like most attacks would).
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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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** 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. On the other hand, you can use this trait to get some free damage on enemies in the middle of a slow attack (because it won't cancel them) or recovering (because it won't give them an extra jump).
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* 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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* The Tank in ''VideoGame/Left4Dead'' cannot be staggered by shoving nor can it be staggered by blasts from the grenade launcher and any weapon loaded with explosive ammo (weapon in the sequel). The Tank can be staggered if gets hit with an explosion from a propane or oxygen tank, though you have to be lucky to have one on hand since they spawn randomly. The Charger shares the same stagger mechanics as the Tank, though it can still be staggered with explosive ammo.
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* In ''VideoGame/StreetsOfRage 4'', Nora can induce this in some of her {{mooks}} by whipping them, while also granting them extra health.
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Added example from Pokemon.

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** All Pokémon are immune to flinching during the three turns they are Dynamaxed.
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* The Chinese brawler game ''Anime/{{Naruto}} Mobile'' has a spell that allows any character to ignore flinching for a few seconds. This is incredibly potent alongside characters such as Dosu who have low range but great damage. Some characters, like Utakata, Han, and the Fourth Raikage, can give themselves this ability through their skills as well. Certain moves, such as Izumo's blade combo and Aoba's stone needle, can cause flinching even with this Super Armor active; Ibiki Morino's entire skillset is built around countering people who use it.
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** ''VideoGame/HyruleWarriors'': Enemies surrounded by a red aura cannot be flinched by regular attacks. They can only be knocked back if attacked with a special attack or Weak Point Smash. In most Legend Mode and Adventure Mode missions, you are intended to avoid unflinching enemies, but certain Gold Skulltula challenges and Rewards Map missions require you to fight them.

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** ''VideoGame/HyruleWarriors'': Enemies surrounded by a red aura cannot be flinched by regular attacks. attacks, and often deal considerable damage to you. This makes approaching them to deal ''any'' damage a risky proposition, as it is easy to start a combo attack and just get interrupted and watch your thirty-heart HP bar suddenly drop to a ''quarter of one heart left''. They can only be knocked back if attacked with a special attack or Weak Point Smash. Smash, however because they don't flinch it isn't possible for the player to juggle their weak-point gauge like a normal enemy, and the player will often have to go through multiple rounds of dodging the attack. In most Legend Mode and Adventure Mode missions, you are intended to avoid unflinching enemies, but certain Gold Skulltula challenges and Rewards Map missions require you to fight them.them, and it is possible for a particularly powerful character to destroy them with a good strategy or special attack spam. Even if you decide not to immediately deal with them, your partners are dumb and should a red-aura enemy infiltrate your main base or attack the special Commander unit that is not allowed to be defeated, expect them to just curb-stomp everyone and force you to immediately fail the mission.

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* In ''VideoGame/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''.

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* ''Franchise/TheLegendOfZelda'':
**
In ''VideoGame/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''.''them''.
** ''VideoGame/HyruleWarriors'': Enemies surrounded by a red aura cannot be flinched by regular attacks. They can only be knocked back if attacked with a special attack or Weak Point Smash. In most Legend Mode and Adventure Mode missions, you are intended to avoid unflinching enemies, but certain Gold Skulltula challenges and Rewards Map missions require you to fight them.
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* In ''VideoGame/{{Diablo}}'', if you have lower health than an attack does, the game doesn't calculate stun effects, since those attacks would kill you. However, the ManaShield allows your mana to absorb the attack, making you immune to stun if you have low enough health.

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* In ''VideoGame/{{Diablo}}'', if you have lower health than an attack does, does more damage than your current HP, the game doesn't calculate stun effects, since those attacks would because it expects the attack to kill you. However, the ManaShield allows your mana to absorb the attack, making you immune to stun 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 enough health.that ''nothing'' can stun you.
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* In the ''VideoGame/MegaMan'' series starting with ''VideoGame/MegaMan7'' Robot Masters (or [[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.

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* In the ''VideoGame/MegaMan'' ''Franchise/MegaMan'' series starting with ''VideoGame/MegaMan7'' Robot Masters (or [[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.
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** In ''Videogame/MortalKombatX'', [[Franchise/FridayThe13th Jason Voorhees]] can grant himself temporary Super Armor with certain variations, with the catch being that after a while he is left in a vulnerable state.

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** In ''Videogame/MortalKombatX'', [[Franchise/FridayThe13th Jason Voorhees]] can grant himself temporary Super Armor with certain variations, with the catch being that he cannot jump for the duration and after a while he is left in a vulnerable state.
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Soon to be removed trope


** Some of the titular creatures (Cradily for example) have the Ingrain move that allows them to root themselves into the ground to prevent [[SwitchOutMove being removed from battle]]. There's also the "Suction Cups" ability, which innately prevents a forced switch (Lileep/Cradily and [[EverythingsSquishierWithCephalopods Octillery]]).

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** Some of the titular creatures (Cradily for example) have the Ingrain move that allows them to root themselves into the ground to prevent [[SwitchOutMove being removed from battle]]. There's also the "Suction Cups" ability, which innately prevents a forced switch (Lileep/Cradily and [[EverythingsSquishierWithCephalopods Octillery]]).Octillery).
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Not to be confused with PoweredArmor, although these tropes may overlap.

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