Using his item, Pluto can cling to the side of a wall. Mega Man 8-bit Deathmatch Talk Posted by FallMaker on July 26th, 2020 at 12:17pm Viewed 368 Times His Gemini Laser travels the same speed and ricochets the same as the copywep version, but does ripping damage rather than one hit, making it overall more powerful. --- Wanna play MM8BDM with the rest of us? His initial mode, Shield Mode, causes King to move slowly, but give shim stronger armor and a shield that blocks shots much like Proto and Knight Man. The blast radius on these bombs in quite good, and the bubble can be fired downward to use these bombs as mines, adding to the Danger Wrap's potential. His mainfire tosses an Ice Wall pillar that slides along the ground, bouncing off the walls twice before dissipating. His weakness is Slash Claw, as well as similar shredding weapons. These waves have the special property of freezing enemies in their place, allowing Frost Man to punch them to death with his altfire attack. This attack tosses a group of bombs all around him, which explode after a few seconds and deal big damage to anyone around you when they do. When pressing altfire, a cluster of water spouts will spawn where you're pointing. When the ammo runs out, Quint loses the Sakugarne, and must wait for it to refill before he can ride it again. Charge Pharaoh Wave from a distance and use it as a powerful, opening shot (and to clear out crowds). MEGA MAN 8-BIT DEATHMATCH AND CUTSTUFF.NET ARE IN NO WAY AFFLICTED WITH CAPCOM. Relying solely on one of his attacks leaves you with a sizable weak spot in your offense, but combining both can make for a devastating assault. This attack takes a moment to start up, and the range is very short, but the damage is tremendous. The following is a list of links to pages that might share the same title. Cold man excels at inhibiting the enemy's movement, making his wildly bouncing, and highly damaging Ice Walls all the more dangerous. Description. This hulking behemoth boasts among the highest amount of health in the game, and a devastating alt which allow him to easily survive his normally dangerous reckless style of play. *4 playable classes, Mega Man, Proto Man, Bass, and Roll. Terra's main asset is his Spark Chaser, which darts around looking for opponents, and deals solid ripping damage. Main-Fire plants a bomb, and up to four can be planted at a time. . Punk is the quintessential offensive powerhouse of Justified Classes. Confusion and clever tactics are Gemini Man's bread and butter. Justified Classes is an alternative Classes mod derived from King Yamato's Classes mod. His weakness is Junk Shield, as well as similar polluting weapons. Time Man is a tricky class that can be quite rewarding if you can master his unique playstyle. This can destroy entire teams with its random patterns, fast speed, and large ammo count, but diminishes in usefulness in close proximity. His Alt-Fire is a spring-loaded punch that reaches long distances and can be used in the air. Her mainfire is a melee attack. 5d. However, if you slash during the dash, you ammo bar hits rock bottom, so use it wisely. The ram is his strongest attack, hands down, and works even better as both an attack, and as an escape tool, as Dark Man 1 loses more and more health. As MM8BDM is created in Zandronum, it shares its extremely flexible modding capabilities. Truly, Gyro Man rules the skies. Although the Skull Barrier can be used to keep you safe as you run through firefights, that's not where its real power lies. His Main-Fire while airborne lets him dive at targets, while also sucking their HP away. His mainfire lobs two Napalm Bombs simultaneously that explode on impact, while his alt fires a fast-traveling, powerful missile that explodes with a large blast radius. Mega Man 8-Bit Death Match Secret Skins Type the following commands into the console to unlock 5 rockin' skins: skin megaman-hair skin protoman-break . Napalm Man is literally a walking tank, but that doesn't mean much when it comes down to heavy combat. When fired, his barrier will do a single hit of solid damage, but won't give him any health. This is Sword Man's main long-range method of attack. Shass44 . Any opponent hit by Turbo Man in his car form is hit with big damage, and is tossed aside. Switching weapons at the right time will maximize Burner Man's offensive potential, giving you an all-encompassing offense. In the end, Brock holds nothing back. A revealing, raw, and ultimately redemptive tale of Brock's determination and domination, DeathClutch is the untold true story of becoming one of life's true champions. Knight Man's alt causes him to raise his shield for a moment, completely protecting his front from projectiles during this time. 33. Almost a year of work was put into the game. His Alt-Fire will drop a Ballade Cracker to serve as a landmine, and will scoot Ballade forward a small bit. The wave of flames can also travel up walls, and will continue on endlessly as long as you hold down altfire (or until the wave of flames has nowhere else to go). However, you're stuck dancing while it's raining and unable to move. Weaknesses: Time Slow, Time Bender, Gemini Laser, Flash Stopper, Flash Bulb, Crystal Eye, Centaur Flash, Centaur Arrow, Copy Vision, Mirror Buster, This rockin' bot features two weapons, both variants on his trademark Screw Crusher. Be careful not to spam, however, as his mainfire eats up ammo rather quickly. The gravity buster is a solid weapon, firing relatively fast shots that deal 20 damage. Centaur Man can also teleport using his item. Mega Man 6 artwork. Singleplayer. //Credit to Tristana for the character// Devileye View attachment 10646 Speed: 2 Weight: 5 As in Mega Man 2, dodging the Metal Blades by attacking at the same time is the key to defeat Metal Man. His alt releases a field of tornadoes at first use, then sends the tornadoes flying in the direction you're facing with the second press of altfire. His Blizzard Attack is pretty formidable and has limited homing abilities, but the real threat comes from his Blizzard Bowl. Firing multiple Magic Orbs at an opponent who is attacking you with a continuous, rapid fire attack, or tossing well-timed orbs to block enemy shots, can turn an opponent's offense into a field of Magic Man's Rompers. Tapping his mainfire launches a Tengu Blade, which does both melee damage, and fires an upward arcing air slash that bounces off surfaces. Should anyone be hit by this, or step in the puddle it leaves, they'll be coated in the sticky substance, and their movement will be slowed severely. While the shield is active, Mega Water's defense increases, and the properties of both his attacks change. His alt tosses coal into the air, which rains back down at random points, dealing considerable damage to anyone they hit. While a tiny weaker than Guts', Junk Man's punch additionally shoots a mini Junk Cube projectile in an arc that deals 25 damage. The cooldown on this attack is quite large, and though Shade Man can still capitalize somewhat, this attack really shines in team modes (much like Junk Shield). His mainfire has excellent tracking to it (second only to Dive Missile), allowing you to pelt opponents with bubbles from a safe distance. Make good use of all the tools at your disposal with Burner Man, because you're going to feel every mistake you make. When the clone is destroyed, it needs about 4,7 seconds of ammo charging before having a full bar back (so the user can summon it again). Just don't get yourself killed doing so... Snake Man is all about ammo management and terrain control. If you suddenly die for no apparent reason, odds are you got sniped by Shadow Man. This book is filled with exercises to help you become a better video game designer, whether you are a professional or aspire to be. Ramming with mainfire should be your primary focus with Charge Man, while his alt acts as an effective crowd control, as well as a method for hitting enemies above you. Time to rain on your parade! The silly eyeball creature who hails from Mega Man 8-bit Deathmatch's Unholy Classes/Bosses modification. While this covers more ground, and uses up much less ammo, it has a below-average rate of fire, requiring you to make each shot count. Mainfire must be hold down to allow the bubble to continue chasing, however, as it will dissipate when Mainfire is let go. When worn it deals persistent damage like the Star Crash, but also steals life as long as it continues to hit. When fully charged, the Power Stone will spin outward like normal, but instead of spreading outward from Stone Man, they will move forward as well, as if orbiting an unseen projectile. The Danger Wrap fires forward while floating upward, giving it an arc similar to Silver Tomahawk, but not quite as vertical. Because the clone shadows every move Gemini Man makes, confusing movement patterns are key to using the clone to its fullest potential by making yourself difficult for opponents to hit. Charging the attack half-way will launch a medium-ranged shockwave attack. His mainfire is two attacks in one, each one possessing a unique property to put the opponent on the ropes. Bright Man faced a problem in development. However, as Dark Man 1 takes damage, his speed and fire rate gradually increase, making him a dangerous foe. If fully charged, Frost Man unleashes a large Ice Wave that not only does damage, but freezes the opponent's feet, holding them in place and leaving them vulnerable to a follow-up attack. When the Freeze Cracker is fully charged, the projectile has multiple new properties. Known for his impenetrable defense, Wood Man's offensive power is not to be trifled with. If stepped on, the Rompers deal very little damage, but hold opponents in place for a significant amount of time. Bright Man plays similarly to Flash Man, lacking the simplicity and raw power of Flash Man's high-powered Buster and more effective Stopper for a more versatile moveset. Careful aim, timing, and planning is essential to utilizing Flame Man's full power. While they may not look terribly powerful, these buster shots can chip away an opponent's health quickly (usually killing in about 6 shots). When it collides with a surface, it splits into several, weaker ice shards. What truly strikes fear in the hearts of your opponents is Punk's alt; the devastating Punk Cannonball. However, his shield still lets a portion of the incoming damage through AND uses up a lot of ammo when deactivated, so don't rely on it too much or you may find yourself quickly running out of health and ammo. His main fire shoots slow but powerful buster shots which do slightly more damage at long range, similar to Dark Man 3's. Speed: Fast (1.0 forward/backward, 1.0 side). His secondary weapon fires the Dust Crusher, which is a slow moving projectile that explodes into four fragments shooting in a diagonal formation. The upward bouncing can lead to enemies getting away from you, however, so it's best to use in low-celing areas where you can stay on top of enemies as long as possible. Ice Man is a straightforward offensive class with a twist. Nothing like a little bellydancing before your death! The infrequency of Bright Man's access to Flash Stopper makes him less effective of a support class than Flash Man, but the extra blinding factor of his Stopper can disorient opponents in ways your teammates can take advantage of. However, that's not all this attack can do! It features great splash damage and firing rate, making it a favorite among users. Speed: Fast (0.93 forward/backward, 0.91 side). It's great for chasing runaway opponents, and blazing into crowds to inflict damage on several opponents at once. Use the Water Wave for your main attack and the harpoons as backup. While his overall stats are completely average, Dust Man's offensive capabilities are monstrous. Speed: Extremely Slow (0.5 forward/backward, 0.48 side). The incarnation of the risk-reward playstyle. Dark Man 1's main strategy is a risky one, but if performed correctly it gets results. His main method of attack is Super Arm, wherein Guts Man throws a boulder in an arc which can deal enormous damage if aimed properly. On top of that, it begins with the default MM8BDM Megabuster weapon, slide not included! Welcome to the official Megaman 8-Bit Deathmatch Wiki! Releasing mainfire before an enemy is targeted fires a stream of missiles that spread to the left and right. Weaknesses: Fire Storm, Oil Flame, Atomic Fire, Pharaoh Shot, Flame Blast, Scorch Wheel, Flame Sword, Wave Burner. Mega Man 8-bit Deathmatch is a first person action game whose title tells you all you need to know about it: it's set in the Mega Man universe, has its own 8 bit graphics and offers the classic gameplay of a 'deathmatch shooter.'. However, as he gets lower on health, the shield's slowing effect on his buster diminishes, allowing him to fire with increasing rapidity, much like Dark Man 1. MM8BDM strives to unify Doom-style gaming with Mega Man's game world. His mainfire lobs a ball of Salt Water that splits into three if it collides with any surface. Both Uranus, and the wall of cave-in he summons, deliver an instant death to anyone they hit. I have always loved 9 as I do the other Mega Man games, and ever since it's release I've always wanted to do it . and i'm very curious about things most of the time so if i look at your profile that means something about you i find interesting. This silent robot is of currently unknown origin. His alt fire summons a shield similar to Dark Man 2's, but while the shield is up, his buster's rate of fire is slowed considerably, and his shots lose their ranged damage bonus. Beware the Dust Man! After releasing altfire, the gear will do a 180 and head back in the direction it was fired. He still uses Search Snake as his main weapon, but he can't jump as high as he used to and his actual movement speed is much higher than Mega Man's. First, the initial deployment of the barrier deals contact damage; and second, Skull Man cannot move while the barrier is up. Seven! It doesn't excel in other areas like some classes' projectiles, but it's an all-around solid attack that works great to put on the pressure and whittle away an opponent's health. This makes him especially dangerous in Last Man Standing, as Magic Man can keep his health up while his mainfire tricks lock down opponents, and make him very difficult to escape from. His alt causes him to wind up for a moment, and launch a far-reaching punch. Stealing health with cards while keeping up a relentless assault with Magic Man's projectiles and "minions" can make Magic Man a truly terrifying opponent. One of the more straightforward classes, Gyro Man has a simplified Gyro Attack that doesn't split but will change trajectory to fly straight forward when it hits a floor or ceiling instead of disappearing immediately. His altfire is flying, like Gyro Man, but he cannot stop flying until his ammo bar has run out. Weaknesses. Being smart with this move can make all the difference, and score you many frags against unsuspecting foes. Duo is prepared to deliver justice as a copy weapon class, thanks to Dr. Light's modifications during the events of Mega Man 8! Ice Slasher, Blizzard Attack, Freeze Cracker, Ice Wave, Spread Drill, Ice Wall. Top Man's main method of attack is to spin recklessly at opponents, dealing immense damage if aimed properly (a dead-on accurate Top Spin often results in a OHKO). His item can summon a Mokumokumo minion, which will seek out nearby opponents, latching onto them and drastically slowing their movement. This attack has two sues; it can deal solid damage if you drop it directly on an opponent's head, it can be used as a platform to climb to higher areas, and can be used as a wall to block attacks. Versões anteriores. Archived. His item ability instantly teleports him several feet in front of him, allowing Terra to cover a lot of ground in the blink of an eye. His alt causes him to plant his buster into the ground, creating a large wave of flame pillars that keep travelling forward for as long as you hold down altfire. Weaknesses: Rolling Cutter, Metal Blade, Shadow Blade, Gyro Attack, Slash Claw Which class you turn into is selected randomly. Ranging from ragtime to bebop and from Bennie Moten to Charlie Parker, this work aims to capture the golden age of Kansas City jazz. Oil Man is somewhat difficult to use, but can be a valuable asset once mastered. If an enemy is properly softened up by Magnet Missiles, this will often be the killing blow. With his item, Ground Man leaps up high and burrows into the ceiling. Collecting it will transform the player into a random selection of a special Terminator class, usually a particularly powerful boss character from the Mega Man series. The thrown shield has a very large hitbox and can be used to harass distanced foes. Tier List Recent Rankings. He has no ammo restriction at all, meaning that each of his attacks can be used at anytime, anywhere, any number of times. Back in the days that Yellow Devil's Classes were being made, I had the brilliant idea of making a TF2 Classes for MM8BDM. Using the Wily Capsule, Dr. Wily is free to fly around and fire a variety of devastating projectiles, but the gray meter will drain rapidly. Die-hard vanilla fans: rejoice! When this happens, all nearby opponents will be thrown upward, doing damage to everyone effected. Just be careful that King takes a moment to change modes, leaving him open to attack. Sturdy armor and high speed, at the expense of your main method of attack implying constant damage input. Up close, however, Dust Man is one of the most fearsome opponents in Justified Classes. During his flight, Jupiter's item attack will appear. Speed: Medium (0.8 forward/backward, 0.78 side). His item launches three bubbles forward in a triangular pattern, which begin floating upward shortly after being fired. Dive Man comes with an unlimited supply of the weak, slow, but almost inescapable Dive Missile; luckily for you, they're shootable after they've traveled a certain distance! Jump to navigation Jump to search. Weaknesses: Quick Boomerang, Metal Blade, Needle Cannon, Yamato Spear. There's a ton of possibilities, find the one that best suits your playstyle! If it hits an opponent, it freezes them in a block of ice, leaving them vulnerable to assault from you or your teammates for a brief period of time. His Power Stone shoots 2 stones that circle around him, going outward. Posted by. Tengu Man is able to turn his floating abilities like Astro Man through itemfire, but his mainfire dash attack allows him to achieve more height when aimed upwards, as well as shooting the wind-cutter Kamaitachi. His alt summons a giant bomb which slows Bomb Man down significantly while he holds it. When not being fired, his orbitals spin around him, doing very minor melee ripping damage to anyone touching him. Toad Man's Rain Flush takes a moment to prepare, and if he is hit during his preparation period the attack will be dropped. Enker's Mirror Buster starts out as a small, weak shot with an average rate of fire. Weaknesses, Magnet Missile, Dive Missile, Homing Sniper, Magic Card. His altfire lets him climb walls and provide a close range attack (6 ripping damage). His health is equal to his user's ammo bar, and when it's defeated, it's removed from the field: the clone also suffers from Gemini Man's weaknesses, too. In addition, Guts Man can punch his foes with Alt-Fire so long as he is not carrying a boulder, covering the short-range "dead zone" of the Super Arm's boulders. He can pick up spears he drops to regenerate ammo faster. Gemini Man's primary fire is a regular buster with a medium fire rate. His alt fires a very powerful bolt of lightning downward that splits into several sparks that travel along the ground, and can even climb up walls. This text includes a critical history of interactive writings and the university games of the 1970s. (Computer Books--Languages/Programming) Blizzard Man combines speed with power, but is held back a bit by his finicky mainfire. His mainfire shoots 3 boomerangs in a spread, which home in on a nearby target after a brief moment, if the target is between Quick Man and the paused Boomerangs. This can be used to make the battlefield more treacherous for opponents, hindering their mobility and allowing you to corral them as you please. The missiles themselves can be shot out of the air by opponents aware of them, making one-on-one fights with an opponent who has Dive Man in his sights a difficult affair. Let the festivities begin! Up close he can hit with all 3 at once, while from far away they'll end up separating, making it so only one top is going to hit anyone. A unique type of explosives class, Drill Man fights primarily with his Drill Bombs, which act as a type of remote bomb. A project started by Yellow Devil, and assisted by many other Cutstuff users, the Mega Man 8-Bit Deathmatch Class Based Modification Mod is one of the largest MM8BDM mods in the works. About ===== Grand Classes is a Mega Man 8-Bit Deathmatch Class mod that plans to implement concepts from other users that are possible within Zandronum. The master of rushdown melee combat, Slash Man is a force to be reckoned with up close. There are a myriad of combinations you can use, however, opening the possibility for a wide variety of strategies. His flight mode allows for some excellent maneuverability, and extra mobility options, however. His alt is a fast ripping projectile with infinite ammo and a high rate of fire. The link to the forum thread is here. once you know how to do so. If no one is nearby, they immediately dissipate. Treble will be summoned, and Bass must fuse with him to gain temporary flight and a three-way spread buster. That is, until he puts up his Water Shield. Not only does this do strong ripping damage, these water spouts also have the ability to block projectiles, functioning as a defensive tool as well as offensive! As such, opponents must be very cautious about climbing ladders when Charge Man is around. This is just a neat visual showing what you can download on the CutStuff forums, featuring all the characters currently made available for play. He sports two weapons, each have Ring Boomerangs for both main-fire and alt-fire. Dr. Wily seems unbeatable otherwise, but here's a little tip: none of his weapons trigger any weaknesses. Special Ability: Double Jump (underwater only). When Sakugarne lands, nearby foes will be damaged, and its vertical movement can be altered with the two fire buttons. His Noise Crush acts like the copywep version, allowing him to get trick shots with the single rebound, or fire a powerful charged wave of sound. Hitting the ceiling on indoor areas demonstrates the true potential of the Freeze Cracker, however. Treble Boost: Bass is able to pick this temporary upgrade from Rush Coil, Rush Jet and Super Adaptor items. A well placed Rain Flush done into a crowd of opponents can frag an entire group all at once, making Toad Man a force to be reckoned with in highly-populated matches. Even when the punch finishes, the ice coating around his fist will shatter, with the ice bits doing a little extra damage. A Ballade Cracker to serve as a small, weak shot with an average rate of fire mobility... Slow ( 0.5 forward/backward, 1.0 side ) and has limited homing abilities, but he can pick spears... 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