Marshmallow has some really interesting design in how he's sometimes hyperarmored like most monster bosses (like at 0:38) while in other circumstances he gets different hitstates like getting launched, fire-panicking, or conventional hitstun. This all seems separate from the usual stagger endurance mechanic for non-humanoid bosses, as the likes of Grim Guardianess and so on don't get put into combo hitstun proper, just go prone for a while when their limit is reached. And it also seems distinct from the binary hyperarmored/open states of Re:Mind humanoid bosses. I wonder if he's the only boss that works like this?
Different enemies have several different reactions that are similar, although for bosses (ignoring Saïx because he obviously doesn't count) Marshmallow is unique. Anchor Raiders have both a close-range flinch when they're hit by weaker attacks when their stagger endurance is broken while they can be sent flying horizontally by launchers (Speed Slash, magic finishers, form combo finishers, etc.). Mechanitaurs act basically exactly like Marshmallow, but with even more unique stagger states.
@@BeeboySR That's interesting! I often felt that the bigger enemies like Anchor Raiders and the like were just blanket hyperarmored, it's good to know that there's more to them than that (I think the lacking tells in some of their attacks is the bigger issue, but that's another topic entirely). As much as I enjoy the 'find and exploit the hidden opening' design of Re:Mind bosses, a combination of monster-type stagger endurance and proper comboable hitstun (as opposed to temporary knockout/prone) is a really fun alternative.