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 known as having "Super Armor" (not to be confused with armor that actually is [[ClothesMakeTheSuperman super]]-[[PoweredArmor powered]]).

Believe it or not, those little flinching animations that accompany damage are actually an important tactical concern in these genres: Interrupting the player's control over their character means the opponent has a chance to land a {{Combo|s}} ForMassiveDamage. Without it, a fight would merely break down into two characters walking up and [[ButtonMashing bashing each other as fast as they can]] until somebody's HP hits zero (not unlike your average turn-based {{RPG}}).

This works both ways ([[TheComputerIsACheatingBastard usually]]), but it can become a problem for CompetitiveBalance. Take, for example, a MightyGlacier fighting a FragileSpeedster -- no matter how strong the Glacier is, he won't be able to actually land any hits if he's constantly getting his attacks interrupted by the Speedster's DeathOfAThousandCuts; having some protection against flinching evens the playing field by giving him a chance to endure the Speedster's hits and land a counterattack. ''On the other hand,'' if the Glacier has too much protection, it's the Speedster who won't stand a chance because the Glacier no longer has to worry about his enemy's moves and can simply AttackAttackAttack, while the Speedster can do nothing to stop his powerful hits from connecting.

Thus, this property is a double-edged sword, and many games provide rules on when a character is (and is not) immune to the flinch:

* Sometimes it only works on a limited number of hits at a time -- a character may be able to take a single hit 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 protection.
* It may be part of a character's SuperMode or LimitBreak, giving those modes an extra tactical advantage, balanced by the limited periods in which they actually have access to it.
* Sometimes it is dependent on the exact action being performed, and/or may require precise timing to execute -- there may be a hidden TacticalRockPaperScissors relationship in play, where certain actions (e.g. Limit Breaks) will interrupt other actions (like basic attacks) even if the attacker receives damage. Some special moves may even have this as their defining feature, allowing an attacker can punch through (say) an opponent's [[FlechetteStorm rain]] [[BeamSpam of]] [[MacrossMissileMassacre projectiles]] with careful timing. But be wary: Certain moves may also have other, more noticeable drawbacks to discourage a player from merely spamming these moves over and over throughout the match.
* If the character is exclusively a {{Boss|Battle}} intended to be fought in a single-player (or multiplayer co-op) campaign instead of player-versus-player matches, they may have this as their default state. This can be [[JustifiedTrope Justified]] if they are [[DavidVersusGoliath much larger in size than the player]], but in any case this becomes part of the battle's challenge, as it forces the player to time their attacks carefully so they don't get caught off-guard by one of the boss's own attacks.

Compare FeelNoPain and NoSell, which are non-gameplay versions of this trope; KnockbackEvasion, which requires you to actively parry to avoid knockback; and InvulnerableAttack, which is invincible to ''everything.'' Related to KungFuProofMook.

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!! Examples from {{Fighting Game}}s:

* In ''VideoGame/DissidiaFinalFantasy'', Garland's EX Mode gives him super armor to anything that isn't [[ArmorPiercingAttack armor piercing]] (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.
* 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.
** ''VideoGame/MarvelVsCapcom3'' gives two notable examples (aside from Galactus mentioned above):
*** Nemesis is in a constant NoSell state. He simply has no animation to indicate his reaction to pain, true to his juggernaut status from ''VideoGame/{{Resident Evil 3|Nemesis}}''. His ability to keep walking through most attacks is balanced by his exceptionally slow movement speed, large size, and inability to dash.
*** [[VideoGame/DarkStalkers Hsien-Ko]] has a level 3 Hyper that removes her PowerLimiter and places her in a Hyper Armor state, meaning that NOTHING can stop her for the duration of the hyper and her attacks are strengthened as well. This allows for players to activate Hyper Armor status, then switch her out with another character and use her assist attacks to back them up- while she's still in Hyper Armor status. Any damage she takes while on screen will regenerate back to what it was, and her hyper armor will not wear off until she is switched back in.
* ''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. Two fast Light attacks is what you need to hit in order to break a focus attack.
* 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]]) 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 ''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.
* The final boss of ''VideoGame/{{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. However, as of the release of the patch, it's thankfully averted, as it allows her to flinch after a certain amount of attacks.
** In a more traditional version of this trope, Cerebella has two moves that have a certain number of hits of armor: her Lock 'n' Load special and her Tumbling Run. She can even perform another move during her Tumbling Run that allows her to have two more hits of armor. Her [[LimitBreak Level 3 Blockbuster]] has unlimited armor during startup, similar to the Hyper Armor above.
** Almost all of Painwheel's normal attacks gain armor [[ChargedAttack when you charge them]], and the number of hits her armor can take depend of the strength of the attack used. In addition, any damage she takes during the charge-up period will be added to the damage she'd normally give, so it acts as a sort of CounterAttack.
*** This gets taken UpToEleven when she's using [[SuperMode Hatred]] [[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. [[http://www.youtube.com/watch?feature=player_detailpage&v=8vLAKcyIChw#t=95s Take a look.]]
* The Typhoon weather effect in ''[[VideoGame/{{Touhou}} Scarlet Weather Rhapsody]]'' gives both players SuperArmor but also makes it impossible to block until the weather ends.
** Tenshi's "State of Enlightenment" spell card and the Dragon Star system card in ''Hisoutensoku'' temporarily gives this effect to the user.
* The FinalBoss form of System U-D in ''VideoGame/MagicalGirlLyricalNanohaAsPortable: The Gears of Destiny'' has this as long as her ManaShield is up. Einhart's Unchain Knuckle move temporarily grants her a more limited version that prevents her from flinching against long ranged attacks.
* The effects of Ohtsuchi (the Earth arcana) in the ''VideoGame/ArcanaHeart'' series tend to involve this. Passively, Earth gives homing guard cancels and charged attacks points of super armor. When activated, the character receives hyper armor for the extent of the activation, but at the cost of being unable to block.
** Fiona's Karetov special attack grants one point of super armor in its animation, while its super equivalent Excalibur grants two.
* The Great Apes (And later other "Giant" characters) in the ''Dragon Ball Z: Budokai Tenkaichi'' games are all immune to flinching from smaller characters' basic attack strings, and are also immune to rush specials and grabs. True to form, Broly doesn't flinch from normals that much, either.
* Certain characters can gain armor properties on their moves in ''VideoGame/MortalKombat9''. However, the bosses have quite a few moves that can do this and it makes them hard to deal with up close (and really makes Shao Kahn in particular an SNKBoss).
* The ''de facto'' boss of ''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.
* Some characters in the ''BlazBlue'' games gain immunity to projectiles (as well as Carl and Relius' puppets) when performing certain moves, such as Tager's magnetism charge. They can still be hit by normal attacks, which knock them out of the attack, however.

!! Examples from other genres:

* 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.
* ''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.
* In ''VideoGame/DragonAgeII'', Aveline's unique "Indomitable" ability makes her immune to knockback and stun. This leads to a [[GoodBadBugs humorous moment]] against the FinalBoss: the boss stuns everything in the area, then starts going on a WorldOfCardboardSpeech with an IgnoredEpiphany. Aveline keeps attacking the whole time.
* Enemies in ''VideoGame/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.
* ''{{Maplestory}}'' has this as an ability for many of the classes (officially named Stance after the name of the first skill to give it). 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.
* ''VideoGame/MassEffect3'''s Multiplayer mode has a particularly insidious version of this with the [[DemonicSpiders Geth Hunters.]] While you can indeed knock virtually any enemy in the game back to buy yourself precious seconds, [[TheComputerIsACheatingBastard the hunters can still shoot you even in the middle of their stun animation.]]
** The N7 Destroyer in Multiplayer gets this ability while in Devastator Mode.
* {{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.
** 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 ''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''.
* 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]]. There's also the "Suction Cups" ability, which innately prevents a forced switch (Lileep/Cradily and [[EverythingsSquishierWithCephalopods Octillery]]).
** There is also the ability Inner Focus, which, well, prevents the Pokémon from flinching (flinching causes a Pokémon to lose this turn).
*** Another ability, Steadfast, raises the user's speed stat when it flinches, but does not prevent it.
* In ''VideoGame/{{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.
** It's not uncommon to latch onto the ground with one of several grappling hooks when fighting a boss that does dangerous amounts of knockback.
* 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.
* The Poise stats in ''VideoGame/DarkSouls'' granted by heavier armor to compensate for its weight makes you more capable of taking damage without having your actions interrupted or getting stunned.
** On the same vein, its spiritual predecessor ''DemonsSouls'' grant hyperarmor properties on certain heavy weapons, particularly greataxes and greathammers. This is important, because Poise had not been introduced yet, meaning knockback is unaffected by your armor. This means wearing heavier armor [[ArmorIsUseless isn't usually a good choice]].
* In ''VideoGame/KingdomsOfAmalurReckoning'' there is an ability on the warrior skill tree with this as an ability. When on the Fateless One (you) treats hits like gentle shoves.
* In ''VideoGame/WarriorsOrochi'', Power characters can shrug off most attacks and harder to stagger compared to other characters.
* ''VideoGame/{{Darksiders}}'' has the Stone Armor ability.
* Rook in ''TabletopGame/{{Yomi}}'' has Rock Armor as his character ability, which he can activate by discarding cards to land an attack despite being hit by a faster attack.
* 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.
* For the 4th Edition of ''DungeonsAndDragons'', this is the innate racial ability of the Dwarves. A few powers and prestige classes also grant this ability.
* In ''KidIcarusUprising'', one of the powers, called "Super Armor," raises defense and prevents knockback. There's also "Brief Invincibility," which makes the uses invincible for a short time, and "Aries Armor," which reduces damage received, and prevents status effects and knockback.
* In ''Videogame/{{Borderlands 2}}'', [[TheBerserker Krieg]] was made to be heavier than the other characters so that he suffered less knockback and can go toe-to-toe with enemies for his melee-centric gameplay style. However, this also makes it so that he's incapable of grenade jumping or completing certain challenges that involve springing characters up to a certain point.
* In ''VideoGame/{{Warframe}}'' this is one of the benefits from Rhino's "Iron Skin" and Valkyr's "Hysteria" powers. Some warframe mod cards can give a chance to resist knock-down, but never 100%.
* 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.
* ''Videogame/PlanetSide 2'''s soldiers are vulnerable to "flinch" which causes weapon accuracy to drop when the player is damaged or near an explosion. One of the implants significantly reduces the flinch, making reaction fire more accurate. A separate implant makes soldiers immune to the effects of Concussion (and Whiteout) grenades, which cripples movement and aiming speed, along with copious amounts of InterfaceScrew.
* ''VideoGame/TeamFortress2'':
** Each class has a different mass that the impulse of an attack is divided by, making heavier classes affected less by attacks with the same amount of knockback.
** 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.
** The Sniper's Cozy Camper prevents the crosshair jerking around when you take damage, and decreases knockback by 20%.
** The Ubercharge for the Quick-Fix makes both the patient and Medic immune to knockback and any other ability that impairs movement, like the Scout's Sandman or Natascha.
** Inverted by the Shortstop, which has the downside of ''increasing'' the affect of knockback by 40%.
** In Mann Vs. Machine, Demoman can upgrade any of his shields to get as much as 90% knockback resistance. This makes engaging in melee combat much easier as you don't have to fear getting pushed back when going for a kill or getting stopped in the middle of a charge.
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