Originally Posted by rainbows
lol don't worry i got most of what you said, and thanks for reminding me about the stun. here's my take on flinches:
distance and duration is just a variable that is different for different skills, whereas the physical effect is fixed. that being said, i wouldn't define a flinch by its distance nor duration
dainn's >>S and hand of earth are both pushes; >>S is a short push while hand of earth is a far push
sieg's blow and dfist are both hkds (not counting blow's stun effect after the hkd); blow is a 0 distance hkd while dfist is a medium distance hkd
eir's holy spirit and maxed dodge are both launching skills; holy spirit has mid-low height while maxed dodge has a lot of height
to make things simpler, i would just call the boss flinch the 75hkd or something since it's only 75 skills that can make bosses flinch
I can't fully agree with blow being an HKD as you can use it to continue air combos (>>AS blow >>A kicking works). It causes instant knockdown on enemies on ground but doesn't do that in air.
I think there might need to be a classification for skills like Dodge, nado, rb Fire Crush etc since you can't hit an enemy at times when he/she is launched by the skill (causes enemy to become height sensitive to everything)... can't hit them when they're really high up etc.
Most flinches I consider regular flinches, but there are skills like IMS where I would consider it a different category because of the length of the stun. It gives enough time for an unescapable CMS (referring to first CMS hit). I'd call it "flinch freeze" or w/e because most attacks and skills don't allow a person to pull that off.
I'm not sure how to categorize pushes; there aren't that many pushes but the only thing that I've noticed about them is that they add airtime and only push on ground.
I might just refer to the level 75 skill as AHKD (Absolute Hard Knock-Down) since it completely disrupts Boss Super Armor and has an effect on everything that can be hit by it.