History Main / MercyInvincibility

16th Feb '17 6:45:09 PM FF32
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* In ''RuleOfRose'' you are invulnerable for the time it takes you to stand after getting knocked down. Unfortunately the same applies to enemies that ''you'' knock down.

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* In ''RuleOfRose'' ''VideoGame/RuleOfRose'' you are invulnerable for the time it takes you to stand after getting knocked down. Unfortunately the same applies to enemies that ''you'' knock down.
4th Dec '16 10:32:58 AM Korodzik
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* After respawning in ''VideoGame/SmashTV'' the player character is briefly granted a red shield, which not only protects him from damage while it's active, but also allows him to kill any enemies he runs into.
12th Nov '16 11:44:14 PM animenutcase
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* Because of its quirky blend of RPG and BulletHell mechanics, ''VideoGame/{{Undertale}}'' features Mercy Invulnerability after you take a hit when in battle so that you can survive making a mistake during the more chaotic attacks. The more damaging the attack is, the longer your period of invulnerability. [[spoiler:This is exploited in the final meaningful battle of a No Mercy run, where Sans' attacks are set up so that they're individually weak and do only 1 HP of damage, too low to trigger the invulnerability. He then proceeds to damage a rate of ''40 hits per second'' if you're caught by one of his attacks. You didn't show anyone else mercy, why should he do so for you?]]

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* Because of its quirky blend of RPG and BulletHell mechanics, ''VideoGame/{{Undertale}}'' features Mercy Invulnerability after you take a hit when in battle so that you can survive making a mistake during the more chaotic attacks. The more damaging the attack is, the longer your period of invulnerability. [[spoiler:This is exploited in the final meaningful battle of a No Mercy run, where Sans' Sans's attacks are set up so that they're individually weak and do only 1 HP of damage, too low to trigger the invulnerability. He then proceeds to damage a rate of ''40 hits per second'' if you're caught by one of his attacks. You didn't show anyone else mercy, why should he do so for you?]]
26th Oct '16 3:27:30 AM Getta
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** In both the first game and the second, losing a lawnmower (if a zombie walks too far into your side, the lawnmower will be activated and run through all zombies on that lane, killing them all) will make no zombies spawn on that lane for several seconds, giving you time to put defenses again on said lane.
25th Oct '16 11:08:54 PM Getta
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* In ''Videogame/CrashTeamRacing'' and ''Crash Nitro Kart'', if the player falls into a pit or getting into some other obstacle, Aku Aku or Uka Uka (depending on the character) will put the kart back onto the track, during which the kart is protected from any attack.
19th Oct '16 5:34:25 PM nombretomado
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* ''{{Drakengard}}'' has this: the protagonist can take three hits in succession before falling over. When he gets up, he has about seven seconds of invincibility to do with what he may.

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* ''{{Drakengard}}'' ''VideoGame/{{Drakengard}}'' has this: the protagonist can take three hits in succession before falling over. When he gets up, he has about seven seconds of invincibility to do with what he may.
6th Oct '16 9:44:14 AM Zoriax91
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* Because of its quirky blend of RPG and BulletHell mechanics, ''VideoGame/{{Undertale}}'' features Mercy Invulnerability after you take a hit when in battle so that you can survive making a mistake during the more chaotic attacks. [[spoiler:Except in the final meaningful battle of a No Mercy run, where Sans' attacks are set up so that they're individually weak and do only 1 HP of damage, too low to trigger the invulnerability. He then proceeds to damage a rate of ''40 hits per second'' if you're caught by one of his attacks. You didn't show anyone else mercy, why should he do so for you?]]

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* Because of its quirky blend of RPG and BulletHell mechanics, ''VideoGame/{{Undertale}}'' features Mercy Invulnerability after you take a hit when in battle so that you can survive making a mistake during the more chaotic attacks. [[spoiler:Except The more damaging the attack is, the longer your period of invulnerability. [[spoiler:This is exploited in the final meaningful battle of a No Mercy run, where Sans' attacks are set up so that they're individually weak and do only 1 HP of damage, too low to trigger the invulnerability. He then proceeds to damage a rate of ''40 hits per second'' if you're caught by one of his attacks. You didn't show anyone else mercy, why should he do so for you?]]
18th Sep '16 1:26:15 PM DavidCowie
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* ''VideoGame/DivinityOriginalSin:'' On Explorer mode, if one of your party members is close to death, the enemies will ''usually'' ignore him or her for a few rounds instead of finishing them off, giving you the chance to heal them.
4th Sep '16 2:58:19 PM Intrepidis
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As a small mercy, most games that work according to these rules grant the player a small span of invulnerability whenever damage is taken, giving him time to extricate himself before another hit can be taken. This is visually indicated in most games by a FlashOfPain: a partial transparency or flashing of the player sprite. The momentary invulnerability may be substituted for (or coupled with) the player character being physically [[{{Knockback}} thrown backward]] from the point of impact. If the player isn't knocked back and takes different amounts of damage from different attacks, there may be situations where a player can deliberately run into something that deals little damage and use the Mercy Invincibility to run past something more dangerous.

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As a small mercy, most games that work according to these rules grant the player a small span of invulnerability whenever damage is taken, giving him time to extricate himself before another hit can be taken. This is visually indicated in most games by a FlashOfPain: a partial transparency or flashing of the player sprite. The origin of this effect comes from very early platform games which were released on extremely low-powered systems (such as NES or Atari 2600). Therefore the only visual effect available was to flash the sprite character on and off. Modern systems could do much more, such as surrounding the sprite with a flashing gold halo, but strangely they stick to the same old visuals (which sometimes results in the player unable to see their character). The momentary invulnerability may be substituted for (or coupled with) the player character being physically [[{{Knockback}} thrown backward]] from the point of impact. If the player isn't knocked back and takes different amounts of damage from different attacks, there may be situations where a player can deliberately run into something that deals little damage and use the Mercy Invincibility to run past something more dangerous.
22nd Aug '16 4:29:55 PM treehugger0369
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