Confusion Fu: Difference between revisions

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{{trope}}
{{quote|'''EDI:''' If two AI weapons are pitted against each other, the one with superior hardware will always win. [[Humans Are Special|Human misjudgements defy predictive models.]]
'''Joker:''' License to screw up, commander. You heard it straight from the [[Spaceship Girl|ship]]!|''[[Mass Effect 2]]''}}
 
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== [[Fan Fiction]] ==
* The entire point of the Chaos Army in ''[[Harry Potter and Thethe Methods of Rationality]]''. Lacking Draco Mafloy's experience in the wizarding world or his ability to [[Manipulative Bastard|understand other people]] or Hermione Granger's ability to learn quickly or [[Power of Friendship|understand other people]], Methods!Harry actively courts and confusion among all three sides of the fight, as he and his army suffers the least from such confusion compared to Hermione's lesser ability to plan for the unexpected and Draco's knowledge that [[Gambit Pileup|running such ridiculously complex plots is suicidal]].
 
 
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== Tabletop Games ==
* ''[[Warhammer Fantasy Battle]]'''s [[Our Orcs Are Different|Orcs]] have the Animosity special rule, meaning that each turn there's a chance that any given greenskin mob might ignore orders and squabble amongst itself, shoot at or even charge a friendly unit making funny faces at them, or let loose a mighty "WAAAGH!" and charge at the enemy. If the army's general can't predict how it's going to behave, how can the enemy?
* The tradition continues with the [[Xtreme Kool Letterz|Orks]] of ''[[Warhammer 4000040,000]]''. The dreaded [[Tele Frag|Shokk Attack Gun]] has a lengthy table for both [[Critical Failure|critical failures]] ''and'' [[Critical Hit|critical successes]], meaning that whenever it fires something interesting is going to happen. Looted vehicles have a chance of jolting forward each turn when their drivers hit the wrong button. Hitting a ramshackle Trukk dead-on with a lascannon might make it clatter apart comically without injuring its occupants, or send the flaming wreck veering off like a missile. Madboyz might tear the enemy general apart with their bare hands or stand around picking grubs out of each others' noses...
** If an [[Inquisitor]] calls in an orbital bombardment both sides get edgy, and not just because it's starship-grade ordnance being fired at the table. Because the targeting is taking place miles above the battlefield, accuracy is somewhat compromised, so the most you can say is that ''something'' within 24" of a landmark is about to have a very bad day.
** [[The Legions of Hell|Chaos Daemons]] deploy ''after'' the enemy army is done setting up, or to paraphrase [[Sun Tzu]] they can discern the enemy's form while remaining formless. Unfortunately when they ''do'' deploy only half of the Daemonic army starts out on the board, with the rest having a random chance of turning up each subsequent turn.
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** As a meta-example, certain players. Kids new to the hobby might have picked up whatever units they thought looked coolest (such as half-naked chicks wielding six-foot chainsaws) without having an inkling of what they're actually capable of. Other gamers might be trying out a wonky new army list, thrown together a kit almost at random, or are deliberately trying to baffle their opponents.
** An in-universe example is found in the 5th Edition Necron Codex - Imotekh the Stormlord is an incredibly skilled general, bordering on prescience of his opponents' tactics, represented in-game to make him three times more likely than anyone else to steal the initiative and take the first turn due to him out-thinking and countering his opponents' plans. However, as an enemy without a plan can never be out-planned, he will ''always'' fail to steal the initiative against Orks due to the sheer impossibility of second-guessing total anarchy.
* An old staple in ''[[Dungeons and& Dragons]]'', starting with 2nd edition, is the Wild Mage. Conceptually, his casting power level is modified by a die roll whenever casting a spell, and each spell has a small chance of producing a "wild surge", which is something completely random from a long list. The original list had 100 entries, but various fanmade lists on the Internet are far longer. Then he gets a spell that does nothing ''except'' produce a random effect. In 4th edition, this is severely toned down. The "Chaos Sorcerer" has numerous random effects (such as attacks that deal damage of a random element) but lacks true wild effects because they don't fit the strict ruleset, or because they would be disadvantageous to the caster. Usually a player character (and this can be highly frustrating to the ''other'' player characters), but there's nothing stopping the Dungeon Master from throwing one at you.
** The new Chaos Sorcerer has an element of unpredictability in most of his attacks. Heck, every attack you make has a 10% chance of moving ''everyone'' on the battlefield either toward you or away from you.
** Before that, there was the Wand of Wonder, which was Wild Magic on a Stick. Best used when desperate... or bored.
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* ''[[Punch-Out!!]]'''s [[Oireland|Aran Ryan]], Wii version. He never holds still and slides all about the ring throwing in random punches. He's also a [[Combat Pragmatist|foul stinking cheat]] and incorporates headbutts, elbow strikes, horseshoes in his gloves and perhaps most blatantly of all a ''boxing glove on a rope'' that he swings around like a flail, into his attacks. Also, [[Ax Crazy|he's fucking crazy]]. We mentioned the crazy, right?
** Every Minor (except Disco Kid) and Major Circuit fighter in Title Defense has some sort of feint, delayed attack, or other unpredictable movement, which is the main source of the mode's [[Nintendo Hard]] reputation.
* ''[[Blaz BlueBlazBlue]]'' has the insane [[Eldritch Abomination]] Arakune, who fights much like you'd expect an insane blob-thing to fight. He can teleport, turn invisible, glide, fire out projectile clouds with random properties, and some of his moves are actually ''fake-outs'' for teleports.
** [[Blaz BlueBlazBlue]] is made by the people who made [[Guilty Gear]], home of the Trope picture. Arakune is ''even more crazy'' than he is. His unofficial nickname is [[Fan Nickname|"Where the]] [[Precision F-Strike|F***]] [[Memetic Mutation|is he now?"]] because that's all anyone could say when they fought him after the initial release.
** Now accompanied by [[Magical Girl|Platinum the Trinity]], who has six different modes to switch between. Her randomness is limited by the fact that her next mode can be seen by both players, but anything beyond that is as random as Zappa's ghosts.
* ''[[Virtua Fighter]]''. Shun Di, especially in ''VF 4 Evo'': starts out predictable, [[Drunken Master|but you get enough drinks in him]], and there's basically no position he can't be a threat from.
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* Havok from ''[[Mortal Kombat]]'' Deception and Armageddon is basically Mortal Kombat's answer to Voldo: A rotting corpse that rotates its limbs and neck, making it extremely unpredictable and visually unsettling.
* In the ''[[Mega Man Battle Network]]'' games that involve a light/dark system, one side effect of going dark is the ability to pull random Battle Chips out of goddamn ''nowhere''. When you fight a DS Navi (most often MegaMan's own dark side), you can be moments from winning, only to get slaughtered by a GigaChip. But since this is random, DS Navis are just as likely to use low-level chips or miss you completely. If you choose to go dark yourself, you get the same ability in a modified form—your dark side will take over when your HP runs out, fighting randomly for a while. In this case you'd better hope for ''good'' random draws, because you come out of berserk mode with just 1 HP.
* ''[[RunescapeRuneScape]]'' has a small version of this; the Vyrewatch are a specific enemy that are normally undefeatable; it's said that they are able to read your mind so that they can predict your moves. Thus, you have to use an unpredictable weapon to land a strike on them. The [[Epic Flail|Ivandis flail]] is a weapon which can only be controlled in a general sense - "swing it at that guy". Even the wielder can't tell where the blow will land, or from what angle, so the predictive telepathy is worse than useless.
** Oddly, the more Vyrewatch you kill with the flail, the more skilled you become with it... but counterintuitively, this ''improves'' the flail's efficacy, rather than allowing you (and thus the telepathic Vyrewatch) to predict its movement better. A true straight playing of Confusion Fu would have the flail become slowly less effective as its wielder gained experience with it—green recruits would be the best Vyre slayers, predictable veterans would be dead meat.
* ''[[Battle Capacity]]'' has Kitsunoh and Fidgit. The former loves setting up traps with long-lasting projectiles and diagonal headbutts, while the second has insane combo ability with a long range launcher, an equally long range air catcher, and an airgrab.
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** Also used by Camoflauge-centeric Tank destroyers, Basically their tactics connsist of picking the most inane spot possible, holing up in there and waiting for someone to pass by so they can blow him/her wide open with a [[BFG|High caliber gun]].
*** this includes abusing the physics engine to hang over a cliff and shoot things under it, Blow up a building to use it as cover, and even just sitting somewhere if they have a high enough camo rating
* Patty Fleur in the [[PlayStationPlay Station 3]] version of ''[[Tales of Vesperia]]''. Almost all of her attacks have random effects, some of which can actually end up damaging herself or the entire party. The things used for said attacks are just random, including a mini rocket ship she can ride out of the battlefield, presents with harmful "gifts" in them, a frying pan, and mahjong pieces.