Super Armor

Super Armor is a condition that prevents a character from being knocked back or launched, allowing them to attack while taking hits. Certain skills grant this condition during their animations (particularly during 'charging' stages) and it is also gained from some buffs - most notably Iron Skin. All Bosses and Sub Bosses start out with a certain amount of Super Armor which is indicated by the yellow bar beneath their life meter.

Different attacks deplete part of a character or enemy's Super Armor and some are virtually guaranteed to break it with a single hit. Breaking any entity's Super Armor by any means grants a specific score bonus and staggers it, interrupting its current action. Bosses will furthermore be stunned when their Super Armor is broken.

Disabling effects that ignore Super Armor
Note that the Super Armor on some Bosses and their Sub Boss versions can stop some or all of these effects but players' Super Armor is vulnerable to all of them.
 * Binding can be applied through active Super Armor and still disables all actions.


 * Rooting can be applied through active Super Armor and still disables all actions.


 * Freezing can be applied through active Super Armor and still disables all actions.


 * Time Stop can be applied through active Super Armor and still disables all actions.


 * Electrocution can be applied through active Super Armor and will interrupt actions as normal.


 * Chilling can be applied through active Super Armor and significantly slows all animations. There is no interruption but the current action and any actions taken during the status effect's duration become extremely sluggish.
 * Slowing can be applied through active Super Armor and significantly slows all animations. There is no interruption but the current action and any actions taken during the status effect's duration become extremely sluggish. If the slowing effect is applied by a Gravity Trap it will immediately wear off after the player escapes.