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* Unlike ''GodOfWar'' where the enemies practice MookChivalry when Kratos is in a grab animation, in ''[=~Dante's Inferno~=]'' the enemies will continue trying to attack. However, as long as Dante has already started the kill animation anything that is not a grab will just pass harmlessly through.

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* Unlike ''GodOfWar'' ''VideoGame/GodOfWar'' where the enemies practice MookChivalry when Kratos is in a grab animation, in ''[=~Dante's Inferno~=]'' the enemies will continue trying to attack. However, as long as Dante has already started the kill animation anything that is not a grab will just pass harmlessly through.
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There are two kinds of Invulnerable Attack, the first happens in games that have a ChargedAttack mechanic, and while it's charging the player is invulnerable to enemy attacks (though he might still suffer knockback). The second is when the charged attack executes, so while the overly long CGI plays out the player can take a nuke to the face without flinching.

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There are two kinds of Invulnerable Attack, Attack; the first happens in games that have a ChargedAttack mechanic, and while it's charging the player is invulnerable to enemy attacks (though he might still suffer knockback). The second is when the charged attack executes, so while the overly long CGI plays out the player can take a nuke to the face without flinching.
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* The "Boss starts charging, use the guard command" is used in a few fights in ''{{Persona 4}}'', because 4 introduced the "guard" command.
** Averted in ''{{Persona 3}},'' the best way to avoid The Hermit's charge attack is to score a critical hit and knock him out of it.
* In ''TheWorldEndsWithYou'', Shiki is invulnerable during her finisher.

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* The "Boss starts charging, use the guard command" is used in a few fights in ''{{Persona ''VideoGame/{{Persona 4}}'', because 4 introduced the "guard" command.
** Averted in ''{{Persona ''VideoGame/{{Persona 3}},'' the best way to avoid The Hermit's charge attack is to score a critical hit and knock him out of it.
* In ''TheWorldEndsWithYou'', ''VideoGame/TheWorldEndsWithYou'', Shiki is invulnerable during her finisher.
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* The Autopilot item in early ''{{Wipeout}}'' installments would take over control of your ship when activated, turning it into an AI drone for a few seconds. In this state, it would ''ignore wall collisions''. You could literally head directly towards a crash barrier or plummet towards the ground, activate autopilot at the last moment and flawlessly pull out of the dive or clip right through the wall on your way back to the ideal line. [[TropesAreNotBad Horribly averted]] in recent titles where you will actually crash in this situation; not only that, but the [[ArtificialStupidity autopilot]] does not know how to [[PinballProjectile activate the airbrakes]] around [[CompletelyMissingThePoint difficult corners]], which makes you wish the semi-godmode was reinstated.

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* The Autopilot item in early ''{{Wipeout}}'' ''VideoGame/{{Wipeout}}'' installments would take over control of your ship when activated, turning it into an AI drone for a few seconds. In this state, it would ''ignore wall collisions''. You could literally head directly towards a crash barrier or plummet towards the ground, activate autopilot at the last moment and flawlessly pull out of the dive or clip right through the wall on your way back to the ideal line. [[TropesAreNotBad Horribly averted]] in recent titles where you will actually crash in this situation; not only that, but the [[ArtificialStupidity autopilot]] does not know how to [[PinballProjectile activate the airbrakes]] around [[CompletelyMissingThePoint difficult corners]], which makes you wish the semi-godmode was reinstated.
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* ''[=~Pokémon~=]'' has a variety of moves ("Dig", "Fly", "Dive", and "Bounce") that provide one turn of invulnerability to most attacks before striking the opponent on the next turn. This is moderately useful in single player, but less so in competitive multiplayer where a GenreSavvy opponent knows how to quickly counter or defend against the incoming strike.

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* ''[=~Pokémon~=]'' ''{{Pokemon}}'' has a variety of moves ("Dig", "Fly", "Dive", and "Bounce") that provide one turn of invulnerability to most attacks before striking the opponent on the next turn. This is moderately useful in single player, but less so in competitive multiplayer where a GenreSavvy opponent knows how to quickly counter or defend against the incoming strike.
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* Most ShootEmUp games will make the player invincible while they use a SmartBomb. Taking advantage of this is generally an acceptable technique in some games. Especially the ''TouhouProject'' games, wherein it is a more basic survival method rather than a means of dealing damage.

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* Most ShootEmUp games will make the player invincible while they use a SmartBomb. Taking advantage of this is generally an acceptable technique in some games. Especially the ''TouhouProject'' games, wherein it is a more a basic survival method rather than a means of dealing damage.
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\n[[foldercontrol]]* {{Kirby}} often has these in his [[MegaManning Copy Abilities]], particularly the [[TakenForGranite Stone ability]] and moves that involve grabbing and throwing an enemy. These attacks are often utilized against larger bosses, who are easy targets but are often difficult to hit without hurting Kirby as well.
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* The title character of ''BatmanArkhamAsylum'' can learn a OneHitKO move that can't be interrupted and is usable every time you get 5 hits without being interrupted. On hard mode, you'll probably defeat ''all'' enemies in large groups with either this or the CoupDeGrace. (Unfortunately, {{Giant Mook}}s can interrupt this attack even though normal ones can't, and it has an OverlyLongFightingAnimation, so fights with both giant and normal enemies are the only legitimately difficult battles on hard mode.)
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There are two kinds of Invulnerable Attack, the first happens in games that have a ChargedAttack mechanic, and while it's charging the player is invulnerable to enemy attacks (though he might still suffer knockback). The second is when the charged attack executes, so while the overly long CGI plays out the player can take a nuke to the face without flinching.

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There are two kinds of Invulnerable Attack, the first happens in games that have a ChargedAttack mechanic, and while it's charging the player is invulnerable to enemy attacks (though he might still suffer knockback). The second is when the charged attack executes, so while the overly long CGI plays out the player can take a nuke to the face without flinching.
flinching.



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** Marth is invincible during the first 5 frames of his Dolphin Slash special attack. The first hitbox comes out on frame 5, so the attack is uninterruptible.

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** Marth is invincible during the first 5 frames of his Dolphin Slash special attack. The first hitbox comes out on frame 5, so the attack is uninterruptible.



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* ''{{Castlevania}}'' has this a lot. Typically when an Item Crash is used like Hydro Storm. In ''Lament Of Innocence'', unlockable character Joaquim would be invulnerable when using a powered move that created a [[WaveMotionGun massive beam]], this was invaluable because he had a very limited move set and could not dodge or block a lot of enemy attacks.

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* ''{{Castlevania}}'' has this a lot. Typically when an Item Crash is used like Hydro Storm. In ''Lament Of Innocence'', unlockable character Joaquim would be invulnerable when using a powered move that created a [[WaveMotionGun massive beam]], this was invaluable because he had a very limited move set and could not dodge or block a lot of enemy attacks.

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attacks.

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* In ''ViewtifulJoe'', you are completely invincible during a spin kick.
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* Causing an opponent to crash in ''[[{{Burnout}} Paradise]]'' or ''NeedForSpeed Hot Pursuit'' causes the camera to pan to the disintegrating vehicle. During this time, your own car will drive itself and will be invulnerable to damage. It will even clip right through ''police roadblocks''.

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* Causing an opponent to crash in ''[[{{Burnout}} Burnout Paradise]]'' or ''NeedForSpeed Hot Pursuit'' causes the camera to pan to the disintegrating vehicle. During this time, your own car will drive itself and will be invulnerable to damage. It will even clip right through ''police roadblocks''.roadblocks'' and get through the sharpest hairpin at any speed.

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[[AC: RacingGames]]
* Causing an opponent to crash in ''[[{{Burnout}} Paradise]]'' or ''NeedForSpeed Hot Pursuit'' causes the camera to pan to the disintegrating vehicle. During this time, your own car will drive itself and will be invulnerable to damage. It will even clip right through ''police roadblocks''.
* The Autopilot item in early ''{{Wipeout}}'' installments would take over control of your ship when activated, turning it into an AI drone for a few seconds. In this state, it would ''ignore wall collisions''. You could literally head directly towards a crash barrier or plummet towards the ground, activate autopilot at the last moment and flawlessly pull out of the dive or clip right through the wall on your way back to the ideal line. [[TropesAreNotBad Horribly averted]] in recent titles where you will actually crash in this situation; not only that, but the [[ArtificialStupidity autopilot]] does not know how to [[PinballProjectile activate the airbrakes]] around [[CompletelyMissingThePoint difficult corners]], which makes you wish the semi-godmode was reinstated.
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A savvy player can use this to "block" otherwise unblockable and unavoidable area attacks. Even if the boss is ''also'' immune to the charged attack during his own "unavoidable attack", the player can save a boatload of health. Similarly, part of beating most bosses involved players learning to dodge or avoid the parts of their attack pattern where they're invulnerable.

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A savvy player can use this to "block" "[[DefendCommand block]]" otherwise unblockable and unavoidable area attacks. Even if the boss is ''also'' immune to the charged attack during his own "unavoidable attack", the player can save a boatload of health. Similarly, part of beating most bosses involved players learning to dodge or avoid the parts of their attack pattern where they're invulnerable.
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[[quoteright:315:[[StreetFighter http://static.tvtropes.org/pmwiki/pub/images/InvulnerableAttack_1624.png]]]]
[[caption-width-right:315:[[ShirtlessScene Ripped shirts]] also make for a surprisingly effective combat bonus.]]
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Contrast MercyInvincibility. May result during a MeditationPowerup.

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Contrast MercyInvincibility. May result during a MeditationPowerup.
MeditationPowerup. See also UnblockableAttack.
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Contrast MercyInvincibility. May result during an OmazingPowerup.

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Contrast MercyInvincibility. May result during an OmazingPowerup.
a MeditationPowerup.
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* This is Anji's gimmick as well. Several of his attacks will automatically block incoming strikes, though only to the extent that a regular guard would.

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* ** This is Anji's gimmick as well. Several of his attacks will automatically block incoming strikes, though only to the extent that a regular guard would.
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* This is Anji's gimmick as well. Several of his attacks will automatically block incoming strikes, though only to the extent that a regular guard would.
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* {{Iji}}'s Retribution move.

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* ''[=~Pokémon~=]'' [[AccidentalInnuendo has it both ways.]][[hottip:*:And no, we don't mean [[OneGameForThePriceOfTwo Ruby and Sapphire]]. Geez, get your mind out of the gutter!]]
** Moves like Dig, Fly, Dive, and Bounce make you invulnerable for a turn (except for like one counterattack each)
*** Those counterattacks are Earthquake, Magnitude, and Fissure for Dig; Gust, Twister, Thunder, and Sky Uppercut for Fly and Bounce (both Flying-type moves); and Surf and Whirlpool for Dive. However, generally those attacks are never used, due to being heavy set-up bait as while you're invulnerable, you also can do nothing at the same time. (So if you use Dig, your opponent can switch to a flying type during your charge up turn, rendering your attack useless.)
** Other moves like Focus Punch that hurt for a ton will fail if the executing Pokémon is hit while preparing.
* Jumping in many FinalFantasy games makes the user invulnerable for a while, then letting them deliver DeathFromAbove (and deals more damage with a Spear).

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* ''[=~Pokémon~=]'' [[AccidentalInnuendo has it both ways.]][[hottip:*:And no, we don't mean [[OneGameForThePriceOfTwo Ruby a variety of moves ("Dig", "Fly", "Dive", and Sapphire]]. Geez, get your mind out of the gutter!]]
** Moves like Dig, Fly, Dive, and Bounce make you invulnerable for a
"Bounce") that provide one turn (except for like one counterattack each)
*** Those counterattacks are Earthquake, Magnitude, and Fissure for Dig; Gust, Twister, Thunder, and Sky Uppercut for Fly and Bounce (both Flying-type moves); and Surf and Whirlpool for Dive. However, generally those
of invulnerability to most attacks are never used, due to being heavy set-up bait as while you're invulnerable, you also can do nothing at before striking the same time. (So if you use Dig, your opponent can switch on the next turn. This is moderately useful in single player, but less so in competitive multiplayer where a GenreSavvy opponent knows how to a flying type during your charge up turn, rendering your attack useless.)
quickly counter or defend against the incoming strike.
** Other moves like Focus Punch that hurt for On the other hand, "Focus Punch" is a ton very powerful attack, but strikes last in a turn and will fail to do anything if the executing Pokémon is hit while preparing.
user takes damage from the opponent's attack.
* Jumping in many FinalFantasy ''FinalFantasy'' games makes the user invulnerable to all attacks for a while, then letting them deliver DeathFromAbove (and deals more damage with a Spear).
Spear) as they drop back in.
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\n* Not an attack per se, but in ''{{Mabinogi}}'', you can dodge delayed attacks like the generally fatal Fireball by taking advantage of invincibility frames in the ''throw paper plane'' action. Which has the effect of the character nonchalantly throwing the plane after being struck (but not affected) by the attack.

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* Unlike ''GodOfWar'' where the enemies practice MookChivalry when Kratos is in a grab animation, in ''[=~Dante's Inferno~=]'' the enemies will continue trying to attack. However, as long as Dante has already started the kill animation anything that is not a grab will just pass harmlessly through.
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* The "Boss starts charging, us the guard command" is used in a few fights in ''{{Persona 4}}'', because 4 introduced the "guard" command.

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* The "Boss starts charging, us use the guard command" is used in a few fights in ''{{Persona 4}}'', because 4 introduced the "guard" command.
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* Leon from ''BrutalPawsOfFury'' is invincible when using his guitar riff attack, which hits continuously for its duration. This makes him an excellent choice for fighting Dalai Llama, who is invincible during his smoke attack but can't block immediately as the attack ends.
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Not this trope. That's more Transformation Is A Free Action


* In ''DragonBall Z'', sometimes things work on that same principle, but sometimes not. Many characters, usually the good guy, will not assault the enemy as he charges his attacks, typically because they're frozen in horror or disbelief. Other times, the character who's charging is totally vulnerable and needs the others to protect him (Goku needs this about every time he uses the Genki Dama).
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Contrast MercyInvincibility.

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Contrast MercyInvincibility. May result during an OmazingPowerup.
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*** On the flipside, ''TheKingOfFighters'' inverts this by having the startup frames of many supers be able to be snuffed by weak attacks such as jabs. Of course, once they get going for a while, the supers are death on wheels.

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