Immune to Flinching: Difference between revisions
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{{IndexTrope}}
In the genre of [[Fighting Game
Believe it or not, those little flinching animations that accompany damage are actually an important tactical concern in these genres: Interrupting the player's control over their character means the opponent has a chance to land a [[Combos]] for massive damage. This works both ways ([[The Computer Is a Cheating Bastard|usually]]), but it can become a problem for [[Competitive Balance]], such as when pitting a [[Mighty Glacier]] against a [[Fragile Speedster]]
But if a character is
Thus, many games limit the extent to which a character is (and is not)
* Sometimes it only works on a limited number of hits at a
* 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
* 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.
Compare [[Feel No Pain]], which is a non-gameplay version of this trope, [[Knockback Evasion]], which requires you to actively parry to avoid knockback, and [[Invulnerable Attack]], which is invincible to ''everything.''
{{examples|Examples from [[Fighting Game
* In ''[[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
* ''[[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
* In the ''[[Mega Man (video game)|Mega Man]]'' series in general, Robot Masters (or [[Mega Man X|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.
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* 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.
* [[MMORPG
** The Dwarves of ''[[Warhammer Online]]'' have a tactic that is a partial example of this. The tactic is called "Stoutness of Stone" and it allows them to recover from being knocked down or stunned in half the time they normally would.
** ''[[Guild Wars]]'' has a few stances, enchantments, and a ward that does this.
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