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*** And so can you when you play Claw... if you are on that stage. Otherwise you just bounce off the side.
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** Funnily enough, when there is an AI Hunter in VS mode, it loses the ability to leap away when shot at and will just stand there until it's blasted to death. The same hidden ability they they naturally have is taken away entirely in VS mode.


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*** This is due to VS mode modifying damage values for all special infected since it is assumed that humans are going to be controlling the zombies. If the Tank in VS mode goes to AI control, the lower damage on downed survivor rule still applies to the AI.
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** On the flip side, Magus also gains a Secret ''Player'' Move in the form of Black Hole, a multi-target instant-death spell that would have made his boss fight almost {{Unwinnable}} if he had it back then.
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** Special mention goes to [[spoiler: Zero's]] Genmurei- if you're fighting against [[spoiler: Maverick Zero with X, he uses this OneHitKill SwordBeam]] on you after a certain amount of time has passed. Then again, it's partially subverted because he can use it in ''[[{{Ptitle2dt8gjfc}} Marvel vs Capcom 3]]'' as his strongest hyper (although not a OneHitKill like before).
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** Said mirror bosses do have a traditional secret AI move, where they throw you into the air to do a cool looking dash attack spam that seems to involve clones.
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Calamity Symphony is perfectly doable on a console\'s control stick. It just takes work, but then can be done pretty easily. Not even close to an AI exclusive move.


** Similarly, Ivy from ''SoulCalibur'' has a supermove that breaks her magic WhipSword into its segments, which then perform a MacrossMissileMassacre. It's technically possible to do on the arcade stick, but almost impossible on a standard console controller, but the AI can use it with impunity.
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* In {{Halo}} [[TheSequel 2]], AI-controlled [[TankGoodness Wraiths]] can use two plasma cannons on the hull in adition to the main plasma mortar. The player can't.
** Similarly with the Shadow APC. The covenant can drive them while you can't.
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* In {{Bioshock}}, enemies with guns could melee you with their weapons while the only weapon you had with a melee attack was the wrench. Bioshock 2 fixes this, letting you melee with any weapon, although the drill does the most melee damage.

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The latter editor is right, and when that happens we do this.


* In ''SidMeiersAlphaCentauri'', enemy units can use probe team abilities (such as taking control of your units) even when they aren't probe teams.
** This is because the probe team abilities are tied to the customizable abilities of every unit. Once you have researched Neural Grafting and have access to 2 ability slots, you can attach probe abilities to any unit that isn't a planet buster.
*** No they aren't, they're tied to the probe team equipment that takes the place of the weapon.

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* In ''SidMeiersAlphaCentauri'', enemy units can use probe team abilities (such as taking control of your units) even when if they aren't dedicated probe teams.
** This is because the probe team abilities are tied to the customizable abilities of every unit. Once you have researched Neural Grafting and have access to 2 ability slots, you can attach probe abilities to any unit that isn't a planet buster.
*** No they aren't, they're tied to the probe team equipment that takes the place of the weapon.
teams.



* In the original ''Railroad Tycoon'', the AI sometimes builds a "bridge" not across but along a river, which is, needless to say, impossible both for the player and in Real Life. It's like having a bridge of the length of Danube. The AI also has the ability to build 4-way stations, while players are limited to only two-way. Not to mention, instantaneous rail building.

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* In the original ''Railroad Tycoon'', the AI sometimes builds a "bridge" not across but along a river, which is, needless to say, impossible both for the player and in Real Life.real life. It's like having a bridge of the length of Danube. The AI also has the ability to build 4-way stations, while players are limited to only two-way. Not to mention, instantaneous rail building.
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** In MortalKombat I, if the player constantly threw fireballs at the computer from across the screen, it could duck and start sliding slowly across the floor until it was in range to counter. While theoretically a human player could duplicate this, it would take better timing than God to pull off.

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** In MortalKombat I, if the player constantly threw fireballs at the computer from across the screen, it could duck and start sliding slowly across the floor until it was in range to counter. While theoretically a human player could duplicate this, it would take [[ComputersAreFast better timing than God to pull off.off]].

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* In ''{{Tron}} 2.0'', AI lightcycles could make a hairpin 180-degree turn that the player could not. Even if the player used an input hack to press the turn button rapidly enough, he was simply not allowed to turn twice in such close succession. This made the AI racers so difficult to beat that the developers eventually released a patch making the cycle races skippable.

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* In ''{{Tron}} ''[=~Tron 2.0'', 0~=]'', AI lightcycles could make a hairpin 180-degree turn that the player could not. Even if the player used an input hack to press the turn button rapidly enough, he was simply not allowed to turn twice in such close succession. This made the AI racers so difficult to beat that the developers eventually released a patch making the cycle races skippable.



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* In ''{{Homeworld}} 2'', your enemies can fly through radioactive clouds with impunity. You never get the ability to do this.

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* In ''{{Homeworld}} 2'', your enemies can fly through and hide inside radioactive clouds with impunity. impunity (radioactive clouds cause hull degeneration that will kill anything but Movers inside of 30 seconds). You never get the ability to do this.this without using a special shield projection vessel (which only lasts about the same amount of time).
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** The AI would also just jump right over obstacles and incoming shells. There was no limit to when or how often they could jump, and unlike using the feather, they do not lose speed when jumping.

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** The AI would also just jump right over obstacles and incoming shells. There was no limit to when or how often they could jump, and unlike using the feather, they do not lose speed when jumping. Admittedly, the player could jump to, but it was damn hard to reliably leap over attacks. The AI can do it perfectly.
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* In ''{{Homeworld}} 2'', your enemies can fly through radioactive clouds with impunity. You never get the ability to do this.
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** More than half of the moves used by bosses in StrangeJourney can never be gotten. Ouroboros is a particular offender with his two. Mem Aleph actually has zero normal abilities. Not to mention the encounters, with such things as Strange Ray, [[ThatOneAttack Macca/Wastrel Beam]]...
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* Similarly, in an NFL game by Konami on the Game Boy, the player could only move nearly half as fast as the AI players did.
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** Vega ([[FanNickname Claw]]), when controlled by the computer, could climb onto the background fence.
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* [[TropesAreNotBad Positive example]] in MuramasaTheDemonBlade. When changing weapons, the player can use a [[IaijutsuPractitioner "Quick Draw"]] attack which instantly hits everything on the screen for decent damage. No enemy in the game will block this, except for the [[MirrorBoss Mirror Bosses]]. Pull out one of these against your opposite number and they'll react with the same attack, parrying everywhere on the screen at once. This is okay, though, because (a) they don't do it every time, suggesting they have to charge the QuickDraw just like you do, (b) having a defensive version of the move means they never use an unblockable SmartBomb on ''you'', and (c) [[RuleOfCool it looks freaking awesome]].
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* The Hunter and the Tank in ''Left4Dead'' both have moves that the AI can pull off, but is not given to the player in VS mode unless the player or server has mods in place. The Hunter AI has the ability to instantly leap away (as in literally jumping 30 feet down the street instead of pouncing away) if he is shot from a certain distance. The Tank in AI control has the ability to jump up to a ledge and climb up if it's low enough for him to reach. Players controlling the Hunter can't jump away to safety and have to resort using their pounce attack to jump any distance and players controlling the Tank can only climb up specially marked ladders that the infected can use.
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* All ''MegaMan'' games, regardless of series, practice this in some form. If you [[MegaManning steal a weapon from a boss]], you'll be able to, at best, use two of the attacks said boss used on you, and probably the weakest ones. They might not even be ''the same powers''. If you have to fight against some ally character at some point, or even a playable character, they will have moves you cannot use if you can play as them. X even gets to take powers from the previous games to beat you should you have to fight him.

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* All ''MegaMan'' ''Game/MegaMan'' games, regardless of series, practice this in some form. If you [[MegaManning steal a weapon from a boss]], you'll be able to, at best, use two of the attacks said boss used on you, and probably the weakest ones. They might not even be ''the same powers''. If you have to fight against some ally character at some point, or even a playable character, they will have moves you cannot use if you can play as them. X even gets to take powers from the previous games to beat you should you have to fight him.
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* In ''OperationFlashpoint'', you can win copter-vs-copter duels by shooting the enemy enough times to kill the crew (AI crews never eject unless scripted or ordered by a human teammate). However, getting hit several times by their machine gun will '''shut down your engine''' and even if you restart immediately, it won't start back up in time to avoid crashing so you must eject. The only way to win is to strafe them with unguided anti-ground missiles since guided ones can't track aircraft. Even with distance fog off, hitting a copter-sized moving target from several hundred meters and very limited ammunition is quite hard.

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* In ''OperationFlashpoint'', Inverted in one case in ''OperationFlashpoint''. With good aim and a lot of luck, you can win copter-vs-copter duels shoot down enemy helicopters with pretty much any weapon by shooting the enemy crew through the windshield when they line up for a pass, or simply filling the vehicle with holes until its engine quits. Of course, you'll never last long enough times to kill the crew (AI crews never eject unless scripted or ordered by a human teammate). However, getting hit several times by their machine gun will '''shut down your engine''' and even do so if you restart immediately, it won't start back up stand out in time to avoid crashing so the open, but if some good cover is at hand and you must eject. have the nerve to try, it's possible. The only way AI ''never'' try to win is to strafe them shoot at helicopters with unguided anti-ground missiles since anything but guided ones can't track aircraft. Even with distance fog off, hitting a copter-sized moving target from several hundred meters and very limited ammunition is quite hard.anti-aircraft missiles.
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* In ''{{Civilization}} 2'', the AI can also produce military units at will, units with multiple abilities (for example, they did not need a Diplomat to bribe your military unit; any regular unit could do it), stealth units (for example, unlike run-of-the-mill units, stealth bombers and trade convoys could move past enemies without attacking; the AI will give this ability to ALL their units), and teleportation nukes (if you had any of the 8 spaces around a city without some sort of unit on it, the AI could magically create a NUKE and teleport it to one of these squares and send it into the heart of the city regardless of special anti-nuke SDI units in the city). This could happen at the standard difficulty as well, but to a much smaller degree.

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* In ''{{Civilization}} 2'', the AI can also produce military units at will, units with multiple abilities (for abilities[[hottip:*:For example, they did not need a Diplomat to bribe your military unit; any regular unit could do it), it]], stealth units (for units[[hottip:*:For example, unlike run-of-the-mill units, stealth bombers and trade convoys could move past enemies without attacking; the AI will give this ability to ALL their units), units]], and teleportation nukes (if nukes[[hottip:*:If you had any of the 8 spaces around a city without some sort of unit on it, the AI could magically create a NUKE and teleport it to one of these squares and send it into the heart of the city regardless of special anti-nuke SDI units in the city).city]]. This could happen at the standard difficulty as well, but to a much smaller degree.
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** In the PC version, at least, this is not entirely true: The computer does respected "Zone of Control" rules. An early strategy revolves around sending your own units over hill and dale until you find a land bridge or other thin area, and using maybe two units and Zone of Control abuse to prevent any other unit from moving past. This can give you easy control of entire continents before you've had time to actually put cities in them. If the computer cheated ZoC rules or just spawned units behind your impassible unit line, these tactics wouldn't work.

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* Magus from ''ChronoTrigger'' is just plain unfair. When you fight him the first time, he has a bunch of crazy moves and a massive number of hit points, but when you get him in your party, most of those moves are unavailable and he has the HP of a normal character. Of course, when you get a chance later in the game to fight him one-on-one with another one of your characters, watch him get all his original moves and HP back.
** Untrue. While he does get boss-level hitpoints, he never regains his Elemental Barrier and level 2 spells counter-attacks after being drained by Lavos. You can also regain all the moves that he uses in the optional battle through the simple mean of leveling up. (Except the Boss-level hitpoints, which are obviously required to...well, make him a boss.)
*** You don't get Geyser back. Shame, it'd be cool to inflict [[StandardStatusEffects a non-Poison HP-down effect]] on the enemies... though [[UselessUsefulSpell it probably wouldn't work that often]].

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* Magus from ''ChronoTrigger'' is just plain unfair. When you fight him the first time, he has a bunch of crazy moves and a massive number of hit points, but when you get him in your party, most of those moves are unavailable and he has the HP of a normal character. Of course, when you get a chance later {{Justified}} in the game to fight him one-on-one with another one of your characters, watch him get all that he gets his original moves and HP back.
** Untrue. While he does get boss-level hitpoints, he never regains his Elemental Barrier and level 2 spells counter-attacks after being
power drained by Lavos. You can also regain all the moves that he uses in the optional battle through the simple mean of leveling up. (Except the Boss-level hitpoints, which are obviously required to...well, make him a boss.)
*** You don't get Geyser back. Shame, it'd be cool to inflict [[StandardStatusEffects a non-Poison HP-down effect]] on the enemies... though [[UselessUsefulSpell it probably wouldn't work that often]].
Lavos.



** Julia from Tekken is a good example of the latter: many of her moves have difficult d-pad manipulations or awkward double-button presses in them, making her difficult for human players to use. When the AI controlls Julia, it will use all those difficult-to-input moves that even decently experienced human players can only pull of in practice mode about thalf the time. Sure, the moves are technically available to human players, but the effect is the same: the player will be left watching an AI-controlled Julia, and be left thinking, "Jee, I wish I could use those moves, too."

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** Julia from Tekken is a good example of the latter: many of her moves have difficult d-pad manipulations or awkward double-button presses in them, making her difficult for human players to use. When the AI controlls Julia, it will use all those difficult-to-input moves that even decently experienced human players can only pull of in practice mode about thalf the time. Sure, the moves are technically available to human players, but the effect is the same: the player will be left watching an AI-controlled Julia, and be left thinking, "Jee, "Gee, I wish I could use those moves, too."



* Notorious to anyone who has so much as heard of Far Cry, enemies are able to locate and fire upon you with pinpoint accuracy from ranges exceeding half a mile, through thick brush. With handguns.

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* Notorious to anyone who has so much as heard of Far Cry, ''FarCry''; enemies are able to locate and fire upon you with pinpoint accuracy from ranges exceeding half a mile, through thick brush. With handguns.
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* In ''OperationFlashpoint'', you can win copter-vs-copter duels by shooting the enemy enough times to kill the crew (AI crews never eject unless scripted or ordered by a human teammate). However, getting hit several times by their machine gun will '''shut down your engine''' and even if you restart immediately, it won't start back up in time to avoid crashing so you must eject. The only way to win is to strafe them with unguided anti-ground missiles since guided ones can't track aircraft. Even with distance fog off, hitting a copter-sized moving target from several hundred meters and very limited ammunition is quite hard.
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* The Tekken and Soul Calibre series brush up against this (both are Namco fighting-game series). Tekken games occasionally have unlisted moves, and some characters in both games have moves that are prohibitively difficult for human players to pull off, but are as easy for the computer as any other move.

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* The Tekken and Soul Calibre Calibur series brush up against this (both are Namco fighting-game series). Tekken games occasionally have unlisted moves, and some characters in both games have moves that are prohibitively difficult for human players to pull off, but are as easy for the computer as any other move.
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* In the new ''Ghostbusters'' game, your allies have a slow-walk animation which you can't do. No matter how lightly you tilt the stick, you'll either fast-walk or not move at all.
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* The AI in ''MortalKombat III'' has the ability to throw the player as the player performs a projectile move; this simply isn't possible in reverse, or during a two-player match. The computer can also perform certain combos that human players are prevented from using, and some of the computer's combos do more damage than the exact same combo performed by a human player.
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* Enemies in ''CityOfHeroes'' have access to power combinations and unique moves that player characters simply don't normally have access to. Of course, enemies don't usually have access to power pools, so it sort of balances out. ...[[ThatOneBoss Unless you're fighting Ghost Widow]].

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*In ''MegaManZX Advent'', you have the ability to copy the form and abilities of almost every boss you defeat. Rest assured that you will be unable to trigger half the attacks you saw them use in the actual fight.
** This is true of every MegaMan game ''ever.'' In MANY cases, the boss has multiple attacks and you get either the least valuable one (Quick Boomerang) or a [[{{Nerf}} nerfed]] version (Thunder Wool).

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*In ''MegaManZX Advent'', *All ''MegaMan'' games, regardless of series, practice this in some form. If you have the ability to copy the form and abilities [[MegaManning steal a weapon from a boss]], you'll be able to, at best, use two of almost every boss you defeat. Rest assured that you will be unable to trigger half the attacks you saw them use in the actual fight.
** This is true of every MegaMan game ''ever.'' In MANY cases, the
said boss has multiple attacks used on you, and probably the weakest ones. They might not even be ''the same powers''. If you get either have to fight against some ally character at some point, or even a playable character, they will have moves you cannot use if you can play as them. X even gets to take powers from the least valuable one (Quick Boomerang) or a [[{{Nerf}} nerfed]] version (Thunder Wool).previous games to beat you should you have to fight him.



* In ''MortalKombat 2'', the AI jumps ''while its sprite is still in the "laid on the floor" animation'' to counter any hope of continuing a combo after a knockdown.
** Depending on the difficulty level, the AI in ''MK II'' may cheat in many, many different ways. One example is the AI's uppercut - One of the strongest moves in the game that requires you to duck (rendering you immobile) and punch, both of which takes at least 2 seconds. The opponent's uppercut is not only faster, but it also has no need to duck, meaning that they can walk up to you and have it come out instantaneous.
*** Being fair, with good timing, humans can replicate that trick, but not with the success rate of the AI.
** Predating the example of ''MK III'', the AI in ''MK II'' could also throw you when using a projectile. But not only that, they could also throw you in the middle of just about any other special move, making specials such as Raiden's torpedo complete suicide! If the AI got you into a corner, they could chain throw you to death by repeatedly throwing you into the corner, something that is impossible to escape and simply not possible for a human player to do.
** In MortalKombat I, if the player constantly threw fireballs at the computer from across the screen, it could duck and start sliding slowly across the floor until it was in range to counter.
* The computer in one of the ''{{Dragonball}}'' games defies the rules of teleportation: normally, after attacking someone with a fully charged attack, you can teleport behind them ONCE that combo and knock them away. The enemy can do this up to and including three times from the fighting equivalent of a flick. This is probably because the enemy AI cannot tell the difference between being in maximum power mode and being energy-less.
** In ''Tenkaichi 3'', there ''are'' items one can equip to increase the number of teleport follow-up attacks one can do, which are available to the player. However, simple math and attentiveness reveals that the computer uses more item slots [[TheComputerIsACheatingBastard than you can possibly have.]]

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* ''MortalKombat'' loves this.
** In MortalKombat I, if the player constantly threw fireballs at the computer from across the screen, it could duck and start sliding slowly across the floor until it was in range to counter. While theoretically a human player could duplicate this, it would take better timing than God to pull off.
**
In ''MortalKombat 2'', the AI jumps ''while its sprite is still in the "laid on the floor" animation'' to counter any hope of continuing a combo after a knockdown.
** Depending on the difficulty level, the AI in ''MK II'' may cheat in many, many different ways. One example is the AI's uppercut - One of the strongest moves in the game that requires you to duck (rendering you immobile) and punch, both of which takes at least 2 seconds. The opponent's uppercut is not only faster, but it also has no need to duck, meaning that they
knockdown. It can walk up to you and have it come out instantaneous.
*** Being fair, with good timing, humans can replicate that trick, but not with the success rate of the AI.
** Predating the example of ''MK III'', the AI in ''MK II'' could
also throw you when using in the middle of a projectile.projectile attack, which you simply cannot do. But not only that, they could also throw you in the middle of just about any other special move, making specials such as Raiden's torpedo complete suicide! If the AI got you into a corner, they could chain throw you to death by repeatedly throwing you into the corner, something that is impossible to escape and simply not possible for a human player to do.
*** Depending on the difficulty level, the AI in ''MK II'' may cheat in many, many different ways. One example is the uppercut - one of the strongest moves in the game that requires you to duck (rendering you immobile) and punch. A human player, with practice, can pull this off in maybe a second. The AI can literally do it in a blink, something no human could reliably master.
** In MortalKombat I, if Continuing the tradition from ''II'', the AI in ''MortalKombat III'' has the ability to throw the player constantly threw fireballs at as the player performs a projectile move. The computer can also perform certain combos that human players are prevented from across using, and some of the screen, it could duck and start sliding slowly across computer's combos do more damage than the floor until it was in range to counter.
exact same combo performed by a human player.
* The computer in one of the ''{{Dragonball}}'' games defies the rules of teleportation: normally, after attacking someone with a fully charged attack, you can teleport behind them ONCE that combo and knock them away. The enemy can do this up to and including three times from the fighting equivalent of a flick. This is probably because the enemy AI cannot tell the difference between being in maximum power mode and being energy-less.
** In ''Tenkaichi 3'', there ''are'' items one can equip to increase the number of teleport follow-up attacks one can do, which are available to the player. However, simple math and attentiveness reveals that the computer uses more item slots [[TheComputerIsACheatingBastard than you can possibly have.]] have]].



* In the Tiger Electronics version of ''MortalKombat'', the player cannot perform special moves. The computer can.
** Yes you can. [[FakeDifficulty Unless you're playing as Kano.]]

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