Thoughtful game guides for curious players.

Invincibility Frames Explain Why Some Dodges Pass Through an Attack

A person holding a game controller in front of a fantasy game scene.
AI-generated photographic illustration; not documentary photography.

A character rolls through an attack that appears to pass straight through their body. In some action games, part of the dodge has invincibility frames: a brief interval during which specified hits do not damage the character.

The effect is defined by the game. It may cover only part of an animation or certain attack types, and patches can change it. Bandai Namco’s Echoes of Aincrad update notes, for example, explicitly mention adjustments to invincibility frames. That is evidence for checking the current version, not a frame count that applies to every game.

Separate movement from protection

A dodge can move a character out of an attack’s path, provide a protected interval, or combine both. Avoid assuming that a long-looking roll is protected from its first visible movement to its last.

Likewise, an attack can remain active long enough to catch the end of the dodge. Multiple hits or a lingering area may behave differently from one quick strike. Read the game’s own tutorial and reliable current mechanics information before importing habits from another title.

Practise one readable attack

Choose a low-pressure training situation where failure has little cost. Keep your equipment and settings consistent, observe the attack’s cue and vary the timing deliberately. Record whether the attempt was early, late or successful rather than pressing repeatedly and hoping to infer the rule afterward.

Watch the recovery after the dodge too. A successful avoidance can still leave the character in a poor position for the next attack. Consider direction, spacing and resource use alongside timing.

Online delay and the limits of a recorded clip can complicate visual analysis. Do not claim an exact frame count from a casual replay without an appropriate method.

The useful discovery is a repeatable response to a specific move in the game you are playing. Invincibility frames explain part of that response; they do not make every dodge an escape from every danger.