Kung Fu-Proof Mook: Difference between revisions

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== [[Video Games]] ==
* Generic example: Many, many, many RPG-style games have enemies for whom magic is completely ineffective, and only physical attacks will work, or the inverse—physical attacks are a [[Won't Work On Me]], but magic attacks take them out fast.
* This is the schtick of the boss Red Giant from ''[[Final Fantasy VIII]]''. He will respond with gloats and snarks each time your attacks have little to no effect on him. Tip: [[Percent Damage Attack|Gravity]] is his [[Achilles' Heel]].
* There are certain [[Mooks]] in the Nintendo 64 ''[[Bomberman]]'' games who are invulnerable to various elemental-type bombs. The most annoying? Without a doubt, the ones impervious to Fire Bombs—the basic and most versatile bombs.
* The Power Troopers in ''[[Metroid Prime]]'' are the most difficult of the reverse-engineered space pirates for this reason. All your fancy new upgrades won't do squat to them. The Chozo Ghosts are also immune to your stronger weapons. Both are vulnerable to Super Missiles, however.
** In Zero Mission, there are these black space pirates which are only weak to your beam, which are annoying as hell to kill. All the missiles, super missiles, power bombs, screw attack? All completely useless. The two in the escape sequence can give players grief, aside from an [[AI Breaker]].
** [[Hilarious in Hindsight|Amusingly]], one Kung Fu-Proof Mook in ''[[Super Metroid]]'' is a Space Pirate that uses kung fu-like moves. It is only briefly vulnerable after it jump-kicks.
* In many ''[[Kirby]]'' games, Scarfys cannot be inhaled. If Kirby tries to inhale them, they'll go crazy and start to chase him down before exploding - they can be defeated using other projectiles or copy abilities easily.
** Mumbies and some of the larger enemies in certain games are also impossible to inhale (requiring Kirby to spit something at them or use a [[Mega Manning|Copy Ability]]) or at least take much longer to do so, though they don't get mad like Scarfys do. Interestingly, [[All Cavemen Were Neanderthals|Dogons]] in ''Kirby's Dream Land 3'' invert this; they ''can'' be inhaled, but most of the more advanced attacks don't work against them as they [[Attack Reflector|knock all projectiles back]] at Kirby.
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* The ghosts in ''[[Jade Empire]]'' can't be hit with weapons (but can be punched). [[Tactical Rock-Paper-Scissors|The reverse applies to Golems, while demons are immune to chi magic styles]].
* In ''[[Prince of Persia]] Sands of Time'', enemies can be broadly divided into three categories. Those who die instantly to the vault attack. [[Demonic Spiders|Those who put you in a world of hurt every time you try.]] And a single boss who just blocks it.
* In ''[[Batman: Arkham Asylum]]'', throughout the game but especially in the challenges, there are the regular mooks, and then there are the mooks with knives, who are block/counter proof and will screw up your combo if you use a basic attack on them without stunning them first. Then there are the mooks with stun batons...
* In ''[[Psi-Ops: The Mindgate Conspiracy]]'', the [[Elite Mooks]] are equipped with special armor that makes them immune to your psi powers. If you set them on fire with pyrokinesis, though, they become vulnerable for a split-second before they extinguish themselves.
* The [[Elite Mooks|Spetznaz Elite]] in ''[[Singularity]]'' are equipped with special armor that renders them immune to the age-people-into-dust ability of the TMD. [[Game Breaker|Deadlock stasis bubbles]] still work on them, however.
* In the 360 game ''[[Wet]]'' there are two versions, the leaders who can not be hit with a sword,and the sword wielding ones who can not be killed by bullets, unless you stun them.
* In the ''[[Assassin's Creed]]'' games, some mooks can break free of your grabs or block assassination attempts that aren't done [[In the Back]]. The [[Praetorian Guard|Papal Guards]] in ''[[Assassin's Creed: Brotherhood|Brotherhood]]'' can outright block counters (or "counter" you during this—though you take no damage), unlike in ''2'' where the [[Elite Mooks]] were still hurt by non-fatal counters, and the Papal Guards are immune to Smoke Bombs deployed in open combat. They however are vulnerable to the kill streak mechanic, which actually makes them tougher by themselves than with a weaker, non-Kung Fu Proof Mook for you to start a kill streak with. The Papal Guards' Ottoman counterparts, the Janissaries, in ''[[Assassin's Creed: Revelations|Revelations]]'' take this [[Up to Eleven]]; they can block kill streaks too!
* ''[[Dwarf Fortress]]'' averts [[Annoying Arrows]], as bolts and arrows are capable of piercing organs to do fatal or debilitating injuries, making them quite a useful weapon. However, certain monsters, like iron men, bronze colossi, [[Dem Bones|skeletal]] anything, and many {{spoiler|[[Legions of Hell|demons]]}} ''don't have organs'' or blood and thus have to be torn apart to be killed, which arrows and bolts are very bad at. This applies to a lesser extent to whips (which are currently [[Game Breaker|horrendously overpowered]] for their ability to causes immense pain and enormous injuries through armor), since they also don't feel pain and whips rare destroy whole limbs, but they're still able to [[Gradual Grinder|chip them into pieces]].
* Pursuit Cops from ''[[Mirror's Edge]]'' will dodge away from your usual running attacks and are immune to counters. You're best off avoiding them, but they are vulnerable to disarms from behind.
** Just to clarify: ''ME'' is built around running away, melee combat and stealing guns. Pursuit cops are immune to melee combat 90% of the time, run pretty much as fast as you, and don't have guns. Killing one can easily become a personal [[Crowning Moment of Awesome|CMoA]].
* The ''[[Plants vs. Zombies|]]'': The Screen Door Zombies]] carry [[Exactly What It Says on the Tin|Screen Doors]] that protect them from most frontal attacks. [[Anti Frustration Feature|Fume Shrooms]] can hurt them, though.
* In the ''[[Dark Forces Saga|Jedi Knight]]'' sequels, humanoids with disruptor rifles. They go down the same way as anyone else, but the trick is that you can't block their shots with a lightsaber, so you can't just charge straight ahead at them without taking hits, and if the disruptor rifle is charged up enough, it's a [[One-Hit Kill]].
** There's also the occasional [[Elite Mook|Reborn]] in ''[[Jedi Academy]]'' that can't be affected by Force Push and Pull at all - because the game doesn't want to give you an opportunity to automatically win so many battles by throwing someone into the abyss they're jumping over to get to you. In other cases, it's clearly intended that you do so, or the opportunity may or may not present itself as the fight goes on.
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* In the ''[[Elder Scrolls]]'' games, ghosts can't be harmed by weapons unless they're magic, silver or Daedric. Magic also works fine. Fists usually work on ghosts.
* The third and fourth bosses in ''[[Descent]] II'', which are both [[That One Boss]], are impervious to energy weapons, while the fifth is immune to mass weapons, and the [[Final Boss]] can only be damaged on its hard-to-hit backside. The Diamond Claw fires homing plasma balls back when hit with energy weapons.
* In ''[[Dante's Inferno (video game)|Dante's Inferno]]'' the Heretical Priests are immune to the cross. This combined with their [[Teleport Spam]] would be enough to make them [[Goddamned Bats]], but what makes them all-up [[Demonic Spiders]] is their ability to confer that immunity ''on other enemies''.
* The Zuul from ''[[Sword of the Stars]]'' are immune to plagues without needing vaccine research, though they can't use plagues against others either. Spectres can only be hurt by energy weapons. High-end shield techs can outright nullify certain weapon types.
* Ceph Heavies/Devastators and Grunt Commanders from ''[[Crysis (series)|Crysis]] 2]]'' are immune to [[Back Stab]]s whereas even {{spoiler|Ceph Guardians}} are not. Grunt Commanders also need to be weakened before Alcatraz can do the [[One-Hit Kill]] [[Neck Lift]]-and-throw, while Heavies by their large size are understandably completely immune to this.
* Pretty much every non-starter enemy in ''[[God of War (series)|God of War]]'' needs to be softened up before Kratos can grab it.
* ''[[Plok]]'' gives us Shprouts, which become shocked and jump into the air when hit for the first time and need to be hit a second time ''immediately'' afterwards in order to defeat them; taking too long "resets" them, forcing you to start over. It becomes worse when they begin to carry shields in later stages, requiring Plok to hit them in the back by deliberately missing them with a [[Raymanian Limbs|limb]] he throws at them, [[Boomerang Comeback|making it hit them on its way back]]; sneaking up behind them won't work well, as they turn around after the first hit.
* ''[[Devil May Cry]] 3'': Hell Envies are functionally identical to Hell Prides, except that they are almost impossible to launch or knock back.
* In the reboot of ''[[Syndicate]]'' higher-ranking enemies are initially immune to Breaches and must be softened up first.