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Generally, in VideoGames and in RealLife, getting hit ''hurts.'' When struck, characters will suffer {{Knockback}}; they might flinch, stop attacks prematurely, or [[PunchedAcrossTheRoom even get sent flying across the room]]. This mechanic can be problematic for CompetitiveBalance in games, especially [[FightingGame Fighting Games]], since a [[MightyGlacier slow but powerful character]] might never get to attack a [[FragileSpeedster quicker, if weaker, opponent]] when every attack of the speedster causes the bruiser to wimp out. Besides, being unable to attack through an opponent's blows is not [[RuleOfFun fun.]]

Super armor is one common solution. An attack with super armor is so powerful, it cannot be stopped by normal means. The character with the armor can be hit and damaged during the attack, but he will not flinch or be stunned. The protection this armor offers varies by how the developers wish to balance it. Sometimes, only one move can be endured, and any more will break the armor. In other situations, the move is completely unstoppable. Often, [[LimitBreak Limit Breaks]] will receive large amounts of armor, since they are the most flashy and satisfying attacks to land.

A few characters are covered by super armor for extended periods of time, even outside of specific attacks. Some use a SuperMode to achieve this effect; others are just permanently tough. In [[{{FightingGame}} Fighting Games]], the second kind is generally either a GameBreaker or an SNKBoss, since {{Knockback}} is important for setting up {{Combos}} and not getting attacked. In other genres, [[BossBattle bosses]] often have permanent super armor to keep the challenge higher.

Compare FeelNoPain, which is a non gameplay version of this trope, and InvulnerableAttack, which is invincible to ''everything.''
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!!Examples (Needs more)
* In SuperSmashBros, many slow, hard-hitting characters like Ike, Snake, Bowser, and Ganondorf have long periods of super armor on their attacks.
* MarvelVsCapcom2 includes a lot of super armor for its larger characters like [[TheJuggernaut Juggernaut]] or Sentinel.
* Many characters in MarvelVsCapcom3 feature super armor on at least one of their attacks. Notable examples include Hsien-Ko, who can enter a GoldenSuperMode where she is completely unaffected by knockback, and Sentinel, who has an upgraded version of super armor on his launcher move called ''[[BeyondTheImpossible Hyper Armor.]]
* SuperMarioBros bosses in the 2D games are often immune to hitstun, especially Bowser.
* In TatsunokoVsCapcom, giant characters Gold Lightan and [[LostPlanet PTX-40A]] are the epitome of the MightyGlacier; they are extremely slow and unwieldy compared to the rest of the cast, but in exchange they are nearly impossible to stop, stomping through even the strongest special moves easily.
* {{Street Fighter 4}} gives every character a focus attack, which gives one hit of super armor while charging. In addition, they will recover the damage taken during the charge if they don't get hit again.
* In {{Dissidia: Final Fantasy}}, Garland's EX Mode gives him super armor to anything that isn't armor breaking or an HP attack.
* {{Maplestory}} has this as an ability for many of the classes. Each of the adventurer warriors, Aran, Battlemage, Dual Blade, and Evan have a 90% chance to super armor thanks to a skill. All adventurer magicians, Wild Hunters, and Cannonshooters have similar skills (mount in the case of Wild Hunters) that give super armor, but at lower rates. Mechanic and Demon Slayer have full super armor straight away from level 10, and don't have to wait until mid 4th job (around 150-160) to get super armor like most of the above classes listed.

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I'd point that that IRL, it's not at all rare for injuries not to hurt till one actually ''sees'' them. RL anecdote. Once stepped on a nail, it went through my foot. I only felt pain after I looked at my foot and realized my white running shoes had turned dark pink.

This trope was the norm in shooters till fairly recently.

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See also; MercyInvincibility

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bad name, OmnipresentTrope

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On the {{Megaman}} Series there is usually and addon/armor Part/cyber elf/chip with that effect

{{Shock Buffer}}, {{Shock Absorber}} perhaps???

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^^ Not really a bad name, since that's actually what it's called in the games industry.

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Then the ''industry'' gave it a bad name. Needs to disambig that it's '''not related to, say, PoweredArmor or superpowers'''.

As for titles, I'll suggest something like ImmuneToKnockback.



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^ Vote for No Knockback, is much clearer, as the armor isn't actually involved.

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Or, alternately, we can call it NoKnockback / ImmuneToKnockback (I prefer the latter as it specifically sounds like an ability, which it is, and not just an "aversion of {{Knockback}}") and have SuperArmor as the redirect, with a note that SuperArmor is in fact the industry term.

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I would go for {{No Flinching}}/ImmuneToFlinching, since knock back implies that the person is being...well, knocked back somewhere.

Really, all "hit stun" is (the thing that Super Armor negates) is flinching.

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I'd like to point out that [[ResidentEvil Nemesis]] in ''Ultimate Marvel vs. Capcom 3'' (put it under the [=MvC3=] examples) has this as his main distinction from other heavyweights. If the trailer for him is anything to go by, all of his attacks have constant Super Armor--once he starts attacking, the opponent can't stop him.

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From what I remember of Marvel vs. Capcom game mechanics, there are two types of super armor: the regular kind only prevents knockback on the first hit of a combo, while ''Hyper'' Armor completely prevents knockback.

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^that is correct, for it aplies to various characters on {{Marvel Vs Whatever}}, Hulk, juggernaut, Zangeif, Jin after losing the second round megaman using the leaf shield, as for the second type is mostly reserved for the bosses, both there's also Metal Zangeif

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I agree that this needs a better name. Because there doesn't actually have to ''be'' armor, right? One of the ones like "no flinching" seems good, so if you're counting votes, here's one.

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ImmuneToFlinching works for me. "SuperArmor" ''is'' an industry term for it, but carries the risk of picking up in-wiki misuse so it should probably get redirect status.

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Barbarian's ''Concentration'' attack in DiabloII.

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^^ Yeah, that works fine.

In ''Tatsunoko vs. Capcom'', a choice selection of characters such as have command attacks or Heavy specials that have super armor for a few frames. Soki's [[SuperMode Level 3]] also gives him permanent super armor for its duration.

Also, in ''Super Smash Bros.'', certain bosses (Master Hand, Crazy Hand, all bosses in The Subspace Emissary from ''Brawl'') have super armor applied automatically and indefinitely.

@ [=Damr1990=]: That effect for Jin kicks in if he's the last remaining member of his team who is still alive, he has less that 30% of his life remaining, and his feet are on the ground.

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!!!Video games

*[[BloodyRoar Bloody Roar: Primal Fury]] Ganesha's hyper beast form has this as it's special ability - actually called "super armor" in-game. While in this state, he cannot be thrown (excluding specials), stunned, or knocked down. Further, both his attack power and his defense go through the roof, meaning he only suffers chip damage. The only way to pierce his armor is by guard crushing or using beast drives.

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