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bobtffdddd — pyro vs Psy-Crow

Published: 2024-02-17 09:54:18 +0000 UTC; Views: 3204; Favourites: 5; Downloads: 1
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Description tf2 vs vsearthworm jim
The Pyro is a mumbling pyromaniac of indeterminate origin who has a burning passion for all things fire related. The Pyro appears to be insane and delusional, living in a utopian fantasy world known as Pyroland.
Powers and Stats

Tier: 9-A, 8-C via Optional Equipment, higher with Power Ups | At least 9-A, 8-C via Optional Equipment

Key: Gravel War | Robot War/Australium Chase

Name: Pyro

Origin: Team Fortress 2

Gender: Unknown, but has been referred to as both Male and Female

Age: Unknown

Classification: Human, Mercenary, Pyrotechnician

Powers and Abilities:

Superhuman Physical Characteristics, Expert Pyrotechnician, Damage Boost (Can deal Critical Hits at random), Can shoot a fireball out of their hands, can deflect projectiles with an airblast, Enhanced Senses, Healing, Breath Attack, Expert with pyrotechnics and axes, Resistance to fire

Can cut at the molecular level with the Third Degree, Explosion Manipulation via the Detonator and Scorch Shot, Flight via jetpack, Energy Projection, Energy Manipulation and Durability Negation, Invulnerability (With the Phlogistinator), Damage Boost (Backburner guarantees to deal critical damage when attacking from behind, Phlogistinator guarantees critical damage after initiating Mmmph), Resistance Negation for Fire Manipulation with the Gas Passer, Statistics Amplification, Statistics Reduction and Status Effect Inducement with various of their weapons, Resistance to Fear Manipulation (The Saxton Hale Mask and the Horseless Headless Horsemann's Head give immunity to the Horseless Headless Horsemann's Boo Taunt)

Magic (Via Magic Spells), Fire Manipulation (with Fireball and Meteor Shower), Teleportation (with Shadow Leap), Invisibility (with Stealth), Explosion Manipulation (with Pumpkin MIRV), Summoning (with Skeleton Horde and Summon Monoculus), Electricity Manipulation (with Ball O' Lightning), Statistics Amplification and Size Manipulation (with Power Up), Invulnerability and Healing (with Overheal), Self-Healing (with Shadow leap, Blast Jump, Overheal, Stealth and Power Up), Regeneration (Unknown type) (with Regeneration, Vampire, and King), Damage Transferal with Reflect (80% of the damage dealt is reflected to the attacker), Disease Manipulation (Touching an enemy gives them the Plague), and Regeneration Negation (Block's King powerups regeneration), Status Effect Inducement (Supernova stuns all nearby players), Damage Reduction, Resistance to Disease Manipulation (with Resistance), Resistance to Damage Transferal (Resistance and Vampire give immunity to Reflect powerup)

Same as their base, Regeneration (Unknown type), Status Effect Inducement (Thermal Thruster can be upgraded to stun enemies on landing)), Self-Healing with Health on Kill, Statistics Amplification (with Crits on Kill), Resistance to Fire Manipulation and Explosion Manipulation, Teleportation and Statistics Amplification with Teleport to Spawn Canteen (Teleports the user to spawn and gives a 5 second speed boost), Invulnerability with Become Ubercharged Canteen, Statistics Amplification with Become Crit Boosted Canteen, Immunity to Soul Manipulation (Due to the Medic surgically implanting himself with every other mercenary's soul)

Attack Potency: Small Building level (Burned down small buildings in Meet the Pyro and took down the entire BLU team singlehandedly. Capable of harming Scout, who while injured, survived this explosion. Can destroy Gray Mann's robots alongside the other mercenaries), Building level via Optional Equipment (Can utilize the Phlogistinator, Manmelter, Neon Annihilator, and the Third Degree which can vaporize robots, the Manmelter is stated to be capable of atomizing), higher with Power Ups | At least Small Building level (Stronger than before. Despite being called "the laughing stock in the mercenary world", becoming soulless allowed their team to defeat the Team Fortress Classic team, who defeated the Administrator's best echelon, Team Vanguard, which left her with "just the rejects"), Building level via Optional Equipment

Speed: Athletic Human movement (As a trained mercenary, the Pyro should be able to keep up with other athletically fit combatants, such as the Soldier and Heavy) with Subsonic to Subsonic+ reaction speed (Pyro can utilize compression blasts from their weapons to deflect projectiles such as arrows and rockets, requiring they have the ability to react to do so), Supersonic attack speed with Standard Equipment (Can access weapons like the Shotgun)

Lifting Strength: Class 5

Striking Strength: Small Building level (Mutilated a bear with ease. The Pyro's fire axe should be comparable to the Soldier's shovel and other melee weapons), higher with Power Ups | At least Small Building level (Stronger than before)

Durability: Small Building level (Can survive Soldier's rockets, even from the Black Box. Physically superior to Scout, who while heavily injured, survived the explosion of three rockets), higher with Power Ups | At least Small Building level (More durable than before. Possibly survived a building exploding)

Stamina: Likely Superhuman

Range: Extended Melee Range with axes and sledgehammers, Standard Melee Range with the Hot Hand, Several Feet with Flamethrower, Several Dozen Feet with secondary weapons

Standard Equipment: A full list of their weapons can be found here.

Intelligence: High (Became an extremely successful CEO in a matter of months after the mercenaries were fired)

Weaknesses: Insane, equipment is also hampered in water.

Notable Attacks/Techniques:

Execution: With the Scorch Shot, the Pyro adjusts their stance and fires a single shot at the direction of the cross-hair, killing whoever is in point-blank range of their shot instantly. Otherwise, it does standard damage to its target.
Hadouken: A point-blank range fireball that Pyro charges and releases from their hands, igniting anything within its range.
Armageddon: With the Rainblower, the Pyro blows a stream of bubbles as a rainbow forms over him or her. The Pyro then leans over as foreboding music plays, causing the rainbow to become engulfed in flames and releasing an inferno that burns all who are in their proximity.
Gas Blast: With the Thermal Thruster, the Pyro strikes a match against a match box and turns around, reaching between their legs to place the match in front of the rear area, and lets loose a burst of flames while watching over their shoulder.
Mmmph: With Phlogistinator, the Pyro initiates the "Mmmph" after reaching a certain amount of damage dealt and will be guaranteed to deal critical damage for a short amount of time. While initiating "Mmmph", Pyro becomes invincible temporarily

Psy-Crow (referred to as Psy-Crow, Scourge of the Space Lanes in the animated television series) is a recurring villain in the Earthworm Jim franchise, often said in most iterations to be the arch-nemesis of Earthworm Jim, since crows are the arch-nemesis of earthworms everywhere.

Psy-Crow is also the reason for Jim's existence, since Psy-Crow accidentally dropped the Super Suit on Jim in the first place when transporting the Super Suit to Queen Slug-for-a-Butt. They then became rivals as they try to retrieve the suit back time and time again, whether it's a ransom or simply throwing him out of it like many others do.

Psy-Crow has made it his goal in life to destroy Jim and recover the Super Suit, or at least thwart him in any way he can, such as frequently kidnapping Jim's love interest Princess What's-Her-Name.


Description

Psy-Crow is a mutated, talking, human-sized carrion scavenger with a pot belly, a taste for worm flesh, and maniacal tendencies. Psy-Crow has four fingers, opposable thumbs, and large, three-toed feet. Psy-Crow's wings have become modified into arms, and his stubby beak houses numerous jagged teeth. He has 3 tail feathers that are individually covered by the suit, though in the cartoon they are exposed, and he caw-caws like a crow – and flaps his arms like a crow's wings – when he is emotional or feeling pain. This suggests he was once capable of flight.

Psy-Crow wears a yellow jumpsuit with a utility belt, topped by the clear glass bubble of a space suit helmet. Psy-Crow attains flight by means of a very advanced jet pack, that can enable even travel between planets in outer space. When facing Earthworm Jim, his signature weapon is his worm-hook grappling gun, with which he tries to pull Jim out of the Super Suit with.

In most materials, Psy-Crow is described as an intergalactic bounty hunter and mercenary-for-hire, most often offering his services to other nefarious villains such as Queen Slug-for-a-Butt, ruler of Insectika. Psy-Crow also often aligns with the evilest genius in the universe, Professor Monkey-for-a-Head.
Personality

As his name implies, Psy-Crow is psychotic, and takes great pride in his job as a villanous creature. He is cunning, cruel and looks out for no one but himself. If the price is high enough, he is more than happy to do his job regardless of the moral implications. He gets his kicks from having access to such a massive array of arsenal and being feared throughout all the galaxies he roams.
Appearances

Video games

Psy-Crow has featured as an enemy in every game of the video game series except Earthworm Jim: Menace 2 the Galaxy.

Psy-Crow can communicate with his crow brethren, ordering them to attack Jim in New Junk City, the first level of the original video game. Jim races against Psy-Crow on his Pocket Rocket in the asteroid chase levels, and Jim would have to fight him if Jim loses the race. However, Psy-Crow is only a minor character in the first game, and Queen Slug-for-a-Butt is the overall villain of the first game.

Psy-Crow became the main antagonist in Earthworm Jim 2, kidnapping and attempting to marry Jim's love interest Princess What's-Her-Name in a coup d'état of the universe. In the final level of the game, See Jim Run, Run Jim Run, Jim has to race Psy-Crow on foot to a marriage altar in a fast-track wedding chapel of the Lost Vegas System. Whoever gets there first marries the Princess.

Psy-Crow also showed up in Earthworm Jim 3D in a tank-like war machine, as Jim rode around on a pig, as the boss in the Memory area.

Television series

In the cartoon series, Psy-Crow was voiced by Jim Cummings, and his personality was fleshed out a bit more. He occasionally allies himself with Professor Monkey-for-a-Head, generally in service to the Queen but in at least one case in a successful attempt to take control of Insectika. The Queen eventually returned to dethrone the two of them, however. On at least one occasion, Psy-Crow grew tired of his bounty hunter profession and tried out other occupations, including a job that Jim said put him in the most horrible peril in all the universe: he became a gym teacher, and was fired for being too nice despite the fact that he chased children while shooting lasers at them. He soon decided that being a bounty hunter was indeed his chosen profession. In the episode "Hyper Psycrow", when the Great Worm Spirit (voiced by Doug TenNapel, the creator of Earthworm Jim) shows up after Psy-Crow and Jim destroy the universe, Psy-Crow claims to have been a veteran of the Vietnam War, explaining how he ended up meeting the spirit (who pulled him into a foxhole, thereby saving his life).

Being a crow persona to Jim's worm persona, Psy-Crow is generally regarded as Jim's primary nemesis, although he has yet to ever defeat him. This could be attributed to his general lack of intelligence and yet common sense, or the fact that he has poor hand-to-hand combat skills that make him less of a threat than adversaries such as Queen Slug-for-a-Butt or Evil the Cat.

Additional appearances

Psy-Crow made an appearance in the comic book mini-series.
There also an action figure of Psy-Crow made for the toy line, which came with his worm-hook gun. He came in a pack along with Major Mucus.
Trivia

Psy-Crow's name is a combination on the words "psycho" and "crow".
Jim Cummings gave Psy-Crow his trademark cackle and wheezing laugh in the animated series, as well as sometimes ending his sentences with "and whatnot".
Psy-Crow is usually seen wearing a full space helmet over his head, although he removed it a number of times in the animated series, proving he did not need it to survive.
Although he is almost always seen with a clothes hanger/fishing hook grappling gun, he is occasionally armed with a crowbar, humorously.
Psy-Crow wore a full yellow space suit in the first video game. In every appearance he has made since then however, his arms have always been exposed.
Gallery

This advert from The Artwork of Earthworm Jim suggests that Psy-Crow ate Jim's parents
This advert from The Artwork of Earthworm Jim suggests that Psy-Crow ate Jim's parents
Psy-Crow launching Peter's puppies in the level Puppy Love (Earthworm Jim 2 PlayStation 2 version)
Psy-Crow launching Peter's puppies in the level Puppy Love (Earthworm Jim 2 PlayStation 2 version)
Psy-Crow in his new tank machine in Earthworm Jim 3D
Psy-Crow in his new tank machine in Earthworm Jim 3D
Psy-Crow in the animated television series
Psy-Crow in the animated television series
Psy-Crow action figure with his hook gun, and Major Mucus
Psy-Crow action figure with his hook gun, and Major Mucus
Peter Puppy Wearing A Dress
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