Immune to Flinching: Difference between revisions

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* 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.
* ''[[Street Fighter IV]]'' gives every character a [[Charged Attack|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.
* In ''[[Super Smash Bros.]]'', 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.
* In ''[[Tatsunokovs Capcom]]'', 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 [[Lampshade Hanging|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.