Immune to Flinching: Difference between revisions

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* Sometimes it only works on a limited number of hits at a time -- a character may be able to take single hits 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 [[Super Mode]] or [[Limit Break]], giving those modes an extra tactical advantage but only for limited periods at a time.
* Sometimes it is dependent on the exact action being performed, and/or may require precise timing to execute -- there may be a hidden [[Tactical Rock -Paper -Scissors]] relationship in play, where certain actions (e.g. Limit Breaks) cannot be interrupted by other actions (like basic attacks) and will punch through them even if the attacker receives damage. Some special moves may even have this as their defining feature, and an attacker can plow through an opponent's projectiles with careful timing. But be wary: Certain moves may also have noticeable drawbacks to discourage a player from spamming them over and over.
* If the character is exclusively a [[Boss Battle]], they may have this as their ''default state'', especially when they are much larger in size than a player character; this increases the difficulty of the battle because the boss can execute their attacks with impunity while the player must dodge and time their attacks carefully to avoid getting caught off-guard.
 
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{{examples|Examples from [[Fighting Game|Fighting Games]]:}}
 
* In ''[[Dissidia Final Fantasy (Video Game)|Dissidia Final Fantasy]]'', Garland's EX Mode gives him super armor to anything that isn't [[Armor -Piercing Attack|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 ''[[Capcom vs. Whatever|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.