Meet the Pyro - Behind the Cinematic
The masked arsonist known only as "Pyro" has always been the most unknowable of the Team Fortress mercenaries. Until now. Today the. All Legal Scrabble Words - Ebook download as Text File .txt), PDF File .pdf) or read MEAL MEAN MEAT MEDS MEED MEEK MEET MEGA MEGS MELD MELL PYAS PYES PYIC PYIN PYRE PYRO QADI QAID QATS QOPH QUAD QUAG TEAK TEAL TEAM TEAR TEAS TEAT TECH TEDS TEED TEEL TEEM TEEN. FLOSSOPHY OFFICIAL LYRICS They meet the source of evil there, and best THE TEAM FORTRESS 2 SONG Original Our journeys had a lack of all but travel Scrabble packs. Yes, NES .. Not just a pyro, I'm also pretty smart. And the .
Liu Kang could do several bicycle attacks and then finish you with a combo. Kano could do his spinning attack twice, and sometimes when you were in mid-air. One textbook case vessel of the trope and a bane to most players is Jade in UMK3, who activates her invincibility technique the instant you throw a projectile at her. It doesn't help that when she activates this, she actually runs at you in the instant she does without any warning whatsoever and devastates you with her uber-long combo with no resistance and does so with impeccable timing.
Some more things that are painfully obvious are that occasionally, when you're in the middle of a combo, the AI will throw you before you finish it. Naturally, this is not normally possible. Finally, in some situations, the AI will kick you or block your attacks in an Endurance match. They'll do this when they're supposed to be down and the second fighter is onscreen, by the way.
Mortal Kombat 9 lives up to its predecessors in cheating bastardness. The worst part is the bosses. If a boss throws an attack of ANY kind, he becomes immune to being stunned. You jump kick Kintaro in the face while both of you are airborne? Too bad he just started his air throw, so you're getting slammed into the ground.
Not to mention, the absolute pain in the ass that is Shao Kahn. Most of his attacks are unblockable, though he can block the player's attacks without actually needing to block with his arms.
The Computer Is a Cheating Bastard
He is capable of unleashing health-bar killing attack strings that are unavoidable, unbreakable, and unblockable once started, and his X-ray attack can take out half of the player's health-bar.
Compounding this is that he's ridiculously fast and is usually but not always Immune to Flinchingmaking him a boss who can take you out in a matter of seconds! Dynasty Warriors games have the bad habit of allowing the computer-controlled opponent to recover or receive random power-ups in a duel And then we have Dynasty Warriors Online. Let's not beat around the bush, the computers cheat like a Mississippi gambler no offense to Mississippibut a sack of bricks is smarter than than the A.
They collect resources from no source at all, and you can very visibly see while beating them up as it alerts you when they pick up flasks needed for in battle upgrades.
On the other hand this time it's justified because the A. Bases don't give anything until you capture them and even then it's health regeneration, so it balances out. These characters, the original cast of the Dynasty Warriors game from 5, don't show up normally. But when they do, they are difficult.
They use their original movesets, which is aside from a few choice weapons impossible for players, and they have ungodly stats. They have high health, high defense, high attack, high damage. This makes them capable of killing all but tanks in one or two hits. Additionally, they have high flinch resistance, which means you can't prevent them from attacking by knocking them around. This makes them very hard to defeat without using a weapon with a build designed around it.
This would be much worse if not for, again, the fact that they only show up on special occasions. Thankfully, unlike players, you only have to beat them once in a match.
After that, they're gone for good. Pretty much every game has at least one advantage the player will never have. DW4E gives you a maximum of 10 officers and 10 Lieutenants.
On the flip side, you never lose your officer maximum. DW6E has enemies never lack the troops they need. Even if you taunt them for years at a time. The only time it will be ungodly unfair in your favor is if your officers are several levels above theirs. DW8E is actually pretty fair, but it does do a lot to keep you from winning in anything except battle.
Using your various strategies and tactics out of battle will never cause a kingdom to collapse even when it should. Using isolate to cause the ruler to remove every single officer under him will only cause him to take on a free officer for the sake of having more than one character in the A. Otherwise, the game is pretty good about not giving the computer access to anything that will give them an unwarranted advantage.
Samurai Warriors 2 Empires has enemy officers rise in levels at ungodly speed. Even if they never fight anyone. In the main games, enemies will sometimes reappear in the same battlefield. While it's sometimes justified via story Meng Huo's seven defeatssome are not Zhang Liao has reappeared on the battlefield.
Sometimes your strongest general manages to fall to a footsoldier just because you didn't get there in time. Every time he appears, you can only think "I'm doomed!
But when you get to play as him He's not that strong. Inversion with Tadakatsu Honda. He is a decent challenge in the hands of the CPU. But for a player using him? It's like a walk in the park with a walking brick wall with a library of powerful moves! And that is not even getting to his Special Actions!
Dragon Ball licensed games have this during story missions. For instance, some characters in later stages are programmed to automatically dodge most combo attacks like throwing your enemy in the air and teleporting to hit them up there, more than one energy attack, etc. This becomes a problem in levels where you can get a Ring Out. Because the enemy will doubtless be able to break your guard and counterattack whenever he feels like, you'll be easily knocked out the ring by him, while he can simply decide not to be hurt by your attacks.
Another source of shenanigans are ki teleports. It's essentially a counter that will consume an energy bar for teleporting behind the attacker and smacking him on the noggin. First off, the smack can be cancelled into a combo of your choice; but then the AI will immediately pull them off wherever a human player has to first input guard, and then the combo. Doesn't help that sometimes the AI will cheat and use less energy per teleport to guarantee getting the last laugh.
Throughout the 20 match mode, the player will automatically lose any special attack Beam-O-War animation. But for the last 10 matches, the computer adds two or three of the below tricks. For three of the last six matches, it then pits the player's team against one opponent Cell, then Broly, and in the final match SS Gokuwho has access to about a half-dozen AI exclusive skills, including: A shield to block everything that can last as long as the AI wants.
They can't do anything while it's active, but since they don't need to guard or gather energy, and they have other attack buffs see belowthis just means that the player is lulled into gathering energy so the computer can attack at a moment's notice. Special moves can be spammed at no energy cost, meaning gathered Ki is only used for their ultimate attacks. They can also be done repeatedly, interrupting each other, and with no lag. For example, Broly's giant ball projectile, the strongest projectile in the game, that when spammed can Wombo Combo even another Broly.
Ultimate techniques become spiteful overkill for you almost killing them. Instant teleportation to the space directly behind where you're attacking, as soon as you release that attack. Even without this, the characters can move more quickly than any other character in the game. Base skill enhancements such as absurd speed, counter beams and triple throw range.
For the Goku fight, these enhancements, and all hitboxes, are doubled again. This results in a regular Kamehameha taking up most of the screen and killing most characters.
Dragon Ball Xenoverse was pretty bad about its cheating AI, mainly due to the fact that while players had Ki or Stamina drain for transformations, the AI who only transform when a mission makes them do so never run out; this is bad in late game quests that liberally throw Super Saiyans at you who have infinite Ki and know how to use it.
While they suffered Artificial Stupidity due to willingly wasting their Stamina on evasive skills and vanishes, they also often packed Super Armor, effectively making them unflinching no matter how hard you hit them as they smack you back.
Dragon Ball Xenoverse 2 removed super armor and infinite Ki, and let you see the enemy's stamina and ki at all times for further assurance that they're not cheating. Except they do anyway; when fighting Frieza and Cooler at the end of the Namek Saga, their Stamina regen is jacked up significantly to the point that even the Final Boss can't compare.
Meanwhile, the AI can perfectly read player inputs, know when you're holding a button to prepare a Super or Ultimate Skill, and abuse Vanishes, Stamina Breaks and Burst Dashes with perfect timing to the point that using any Ultimate that isn't mostly risk-free will instantly have them Stamina Break you if you didn't break them beforehand.
Guilty Gear is very On top of the usual array of unfair SNK Boss attributes for the "boss" versions of otherwise regular characters—dealing dramatically more and taking dramatically less damage compared to their playable counterparts, doing even the most absurdly impossible-to-input moves in the middle of combos completely at will, gaining a full bar of tension with a thought, etc.Meet the Pyro - Team Fortress 2 (storyreel)
Many characters rely on having a good mix-up game, placing continuous pressure on an opponent until they finally make a mistake in their blocking, and going from there. It works pretty well against humans so long as the attacker doesn't get too predictable.
Against the CPU, though, mix-up characters are almost completely useless, as every attack is more or less a polite request for the computer to please consider allowing this next one to actually connect for once. Which is usually denied.
There is also, notably, Boss I-No from Guilty Gear XX — she happens to have a boss-only move which has recently been added to the player moveset, but not in the game she's a boss in called 'Megalomania' which spams heart-shaped projectiles, and if you so much as graze one the entire swarm will mug you.
It has three ranges — one that's fairly easy to dodge, one that's kind of like a wave and needs to be walked through, and one that fills the entire screen in front of her. The attack is kind enough to put up warning boxes so you know which version is coming up.
The obvious solution to that last one might be to block or to leap over and behind her before she lets it go If you block, best case you will use up most of your Faultless Defense bar. Worse case, you take one chip damage for each heart and there are a LOT of them. If you get behind her, they swarm you even without a hit. There IS a way to dodge the third attack, if you can figure it out. Destroy All Monsters Meleethe AI opponents will often head towards powerups that are offscreen, that the player has no idea that they're there.
Fortunately you can counter this by running in the opposite direction and, if the pickup is far enough away, you'll get the computer stuck against the edge of the camera and unable to reach it. The computer will keep trying to get to the pickup while you're free to chuck buildings at it. The Toonami review of the game in particular admits that Mechagodzilla is cheap.
If your attack is blocked by the computer in Fatal Fury 2, the computer will throw you. Doesn't matter what difficulty level, or how strong the attack and the subsequent blockstun is - the computer will throw you. Eternal Champions on the Sega Genesis and Sega CD took the unusual approach of requiring "inner energy" for all special moves. Theoretically, this forced the player to learn the characters and apply specific strategies in every possible matchup Except against the AI, which could always execute specials with sheer and utter disregard of its own energy levels.
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Even more, well, insulting, characters have an ability called Insult which allows them to sacrifice one piece of their special gauge to destroy a little more of their opponents. The computer, especially the final boss bosses in the Sega CD versionis quite fond of repeatedly Insulting you from a distance to render you impotent — usually shortly before, with a blatantly flashing EMPTY gauge, they execute their ultimate full-gauge-requiring attacks, some of which doing things like rendering the character completely invincible the final boss es have these, naturally.
Did we mention if you lose in the final battle, you can't continue?
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Whether or not the Demon with the halberd represents Bruce Lee's historically unalterable death, it's almost impossible to beat it. In that same vein, Richard Wong in the Psychic Force games can become unbeatable in a fight by spamming his magically-appearing sword move.
The King of Fighters suffered this terribly in the '94 and '95 incarnations. There was an ability called "Evade" that, if timed right, allowed the character to dodge attacks. This translated to "The computer is immune to projectiles".
And in a callback to Fatal Fury 2, getting blocked when you jumped in would lead to an instant throw. In addition to the usual SNK unfairness, the game uses a gauge system that goes up when you hit the opponent and down when they hit you to measure how well you do and decides who wins at time out based on that. Combined with the fact the timer acts like it is on speed combines to add yet another layer of evil to the mix.
Tekken 5's Jinpachi Mishima was a great example of this trope. He had The Stomp, an auto-stun move that didn't do damage but left your character floating and unable to block for at least seven seconds, an eternity in a fighting game. This was even worse in Dark Resurrection, when the computer learned how to do juggles with three signature uppercuts in a row, which took off about half your health.
The version of the character given to the player, of course, did not have nearly as much priority for the stomp, which also had to be timed with the enemy attack unlike the AI version which could just be done whenever. In a fighting game basically devoid of projectiles, Jinpachi has fireballs and teleports.
The teleports are bad enough, since they're basically instantaneous. He can toss them out with no charge-up and no cool-down. That means that, even if you get smart, and try to sidestep, he'll just keep shooting until you take the hit.
The CPU opponents are inconsistent in their "skill". Tekken 6's Azazel wasn't quite as bad, but had one very specific cheap cheat trick: Normally, characters are vulnerable when performing an attack, and an opponent can interrupt them by landing the proper hit on them first. The only way to reliably hit Azazel is to get behind him and hit him while his back is turned, where he can't usually defend.
To be slightly more specific, Azazel is twice your height, and you hit him in the legs when you attack. And his legs can block while his upper body attacks. It's still a violation of what has been a universal rule of Tekken until right then, and insanely frustrating. Jun isn't anything threatening really, so long as you're careful. But those stupid Attack Reversals can be annoying, especially since Reversals are rarely used by the AI.
Unknown however is even more fucking annoying with her many penchants to do a handful of things to interrupt your rhythm: Jinpachi's stun, her branches, her Attack Reversal and that dangerous portal move. That's not counting her increased health and quick regeneration.
And don't even think about building a winning streak. In Tekken 7 Akuma follows the tradition. As a final boss, he can parry your attacks, teleport around the place extremely' fast, use an unblockable Focus Attack that is also twice as fast as that of his normal version, send 3 Shakunetsu Hadoken in a row which will juggle you for quite some damage, or eat up most of your health if you happen to use an armoured move before being hitand use an armoured taunt that instantly fills his entire Super Meternot to mention that his Raging Demon is a One-Hit Kill.
Of course, he also has a utterly obscene damage output. His parry deserves some elaboration. Not only is he the only character in the game who can do that, but it is instantaneous as well, and the computer loves it. This means that unless you're punishing one of his attacks he can basically decide to take no damage and punish your every move. So, in the highest difficulty setting, you have a character who can perfectly block everything and counter for ridiculous damage while regaining his health of which he also has an obscenely high amount.
By Namco, same as TekkenSoulCalibur has been pretty fair for the most part. There are the occasional moments when the enemy moves faster than a human, but still feels beatable.
Then there's Broken Destiny and the introduction of Dampierre. An extremely devoted player can make him the deadliest fighter on the planet. Rock got a similar annoyance upgrade. He is slightly faster than his SCIV console counterpart and has an arsenal of grabs that can get you while your down or midair, and the AI's very good at chaining them back-to-back for maximum frustration potential. The computer can decide arbitrarily if this applies to it or not; occasonally for Cervantes, hardly ever for Souledge.
Souledge's version also has the advantage of controlling exactly when he launches, thus making it a nightmare when he starts spamming it, which is often, but you can control that too, so that's ok.
It doesn't help that they especially the latter often get unbreakable weapons too while they suffer as much as everyone else when you control them, so good luck trying to disarm them.
As the weapon gauge is never used again in such a fashion, it is no longer an issue from Soul Calibur Onwards. In the Xbox remake of Dead or Alive 2if you are playing Hayabusa yes that oneEin will block and counter pretty much every move that you ever make.
Sure, it starts out easy enough to lull you into a false sense of security, but then the madness begins. The computer also controls your tag partner Really, its only use is to be a punching bag so you can recover your health. But considering your opponent can usually kill both you AND your tag partner within two seconds, it doesn't help much.
Meet the Pyro - Official TF2 Wiki | Official Team Fortress Wiki
In DOA 5, it gets even worse once you get to the last four difficulties. You will be countered out of every string you try, usually by the second hit before the AI springs into a combo that damages at least half your health. There are ways around this, but once you get to survival mode, good luck. All four courses require you to defeat opponents, in a row, with one health bar.
JudgmentDracula WILL put his back to the screen, and thus you will not see what attack he is going to make. The Broken Bond, the computer is seemingly able to use the Rage Mode which speeds them up and makes them take no damage from anything but damage-dealing jutsus in the middle of a combo. Nevermind that if you make one mistake you get totally owned. They'll juggle you, never letting you even block. If the computer makes a mistake it doesn't matter because you have to have pretty much perfect timing to hit them at that moment anyway.
Clash of Ninja series avoided this for the most part, usual computer tendencies aside. Then English releases began to be developed by American developers insteadand now we have story mode enemies who have no stagger animations and Perfect-Play A. These aren't even optional challenges- you HAVE to kill these people to proceed. The optional challenges involve similar things, only with the difficulty turned Up to Eleven by better AI.
Cut back to reality. He crawls over to the ankle of a nearby person. The sound of a Dispenser and then a teleporter being destroyed in the distance is heard. The Sniper can be heard screaming as the view zooms in on the Pyro's mask, flames reflecting off the eyepieces as the Pyro tilts its head.
The view zooms out and passes through the burnt, gaping hole in the stomach of a BLU Soldier. The view transitions back to reality as the Soldier clutches his smouldering innards for a moment and then falls over with a stifled groan. To coincide with the release of the last Meet the Team video, Valve released a public beta of the Source Filmmakerthe tool used to produce all the movies.
This video was uploaded twice to the official Team Fortress 2 channel. The second version can only be accessed via Adult Swim's website. The music heard during the Pyro's massacre of the BLU team was added as a main menu track, titled " Dreams of Cruelty ".
During the scene where Pyro is walking down a dirt pathway near the beginning of the film, various debris is scattered around such as Medic 's glasses, Shotgun shells, Sniper Rifle bullets, and Demoman 's Bottle. When the Pyro busts down the door after Scout's "interview", a BLU Demoman can be seen on the left for a split second. As the Pyro is walking away from the burning town, the Pyro can be heard whistling a slower version of the song.
Multiple items such as RainblowerScorch ShotLollichopInfernal OrchestrinaBurning Bongosand Balloonicornare all demonstrated or shown in the film, and were all released during the Pyromania Update.
The manner in which the Pyro initially picks up the Lollichop and fires the Scorch Shot is referenced in-game, via their taunts. The Demoman is wearing his previous "dynamite stick" class emblem. However, the baby Demoman has the current Stickybomb emblem. Near the end of the video, there is the sound of a destruction of a building, and one can faintly hear an Engineer yelling "Dispenser Down!
At the film's ending, while the Soldier's helmet is rolling, an Axtinguisher is shown next to a cut-off Sniper hand. While the Pyro is walking away from the ruins of the BLU Base, one can see their Fire Axe inside of a Heavy 's head, when it used to be locking the Medic in a room to be killed.
On the title screen, the inside of the matchbook cover has an image of a Balloonicorn. When the Pyro is first seen inside Pyrolanda small cloud in the shape of the Venus symbol which is a female sign can be seen on the top right corner.