Immune to Flinching: Difference between revisions

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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.
* ''[[Street Fighter IV (Video Game)|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 (Video Game)|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 (Video Game)|Tatsunokovs Capcom]]'', giant characters Gold Lightan and PTX-40A are [[Mighty Glacier|Mighty Glaciers]]; 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.
 
=== Examples from other genres: ===
 
* In the ''[[Mega Man (Videovideo Gamegame)|Mega Man]]'' series in general, Robot Masters (or [[Mega Man X (Video Game)|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.
* ''[[Mega Man Battle Network (Video Game)|Mega Man Battle Network]]'' provides Super Armor as an ability; later games had the same effect during certain transformations such as Guts Soul or Metal Soul.
* Enemies in ''[[Odin Sphere]]'' 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.
* ''[[Maple Story]]'' has this as an ability for many of the classes. 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.
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** There is also the ability Inner Focus, which, well, prevents the Pokémon from flinching (flinching causes a Pokémon to lose this turn).
* In ''[[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.
* Sometimes referred to as "Penetrate" in some of the ''[[Tales Series(series)]]'' 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 hit with 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 and the party being able to utilize it with skills, buffs or by activating the game's [[Super Mode]].
 
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