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Hard Knuckle

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WepIconDWN020-Hard Hard Knuckle Hardmansprite
HardKnuckleWepGif
Weapon code HardKnuckleWep
Comes from Mega Man 3
Weapon color scheme Blue-on-Gray
Fire rate Slow
Missile speed Medium
Capacity 7 uses
Weapon hotkey/type [5] Power weapon
Damage 70 (One fist)
Appears in
these maps
MM1BombMM4BrightMM6FlameMM3GammaMM3HardMM2MetalStageIconRobotMastersMM3TopMM3WilyMM1Wily1DeserteddybearcitySpacedust


Hard Knuckle is a powerful weapon that fires a huge blue fist towards your enemies. It does a huge amount of damage, but has a slow fire rate. This weapon also causes knockback to the user when fired, making precision dodging more difficult. The projectiles travel slowly, making it easy to avoid. Nevertheless, it can be an extremely rewarding weapon when used correctly.

Tactics

Using Hard Knuckle

It is extremely difficult to hit an opponent with Hard Knuckle who is aware of you presence, unless they're right up in your face. Try your best to aim where they're heading towards, rather than directly at them. If you hit, quickly switch to a rapid fire weapon such as Needle Cannon or even your standard Mega Buster to sap away their remaining health. Hard Knuckle works best in long corridors, but is also great for randomly throwing into groups of Robots.

Vs. Hard Knuckle

Stay away from your opponent and resort to ranged weapons. Take advantage of your foe's predictable lurch backward after they fire to nail them when they can't dodge. The knuckles are pretty easy to avoid, but be careful at close range because they take over half your health!

Code

actor HardKnuckleWep : MegaBuster 10049
{
//$Category MM8BDM-Weapons
Weapon.AmmoUse 4
Weapon.AmmoGive 28
Weapon.SlotNumber 5
Obituary "%o was smacked by %k's Hard Knuckle."
Inventory.Pickupmessage "Power up! Hard Knuckle"
weapon.ammotype "HardKnuckleAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "HARDSI"
Scale 2.0
States
{
Spawn:
WEAP T 1
loop
Ready:
FIST A 0 ACS_ExecuteAlways(998,0,18)
FIST A 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
FIST A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
FIST A 1 A_Raise
Loop
Fire:
FIST A 0 A_JumpIfNoAmmo("NoAmmo")
FIST A 0 A_PlaySoundEx("weapon/mbuster","Weapon")
FIST B 2 A_SpawnItemEx("HardKnuckleFX",-1,8,32,0,0,0)
FIST CDE 2 
FIST B 0 SetPlayerProperty(0,1,0)
FIST F 2 A_FireCustomMissile("HardKnuckle",0,1,10,-2)
//FIST F 0 A_ChangeVelocity(-Cos(pitch)*9, 0, sin(pitch)*5,CVF_RELATIVE)
FIST F 0 A_ChangeVelocity(-9, 0, 0, CVF_RELATIVE)
FIST GHI 2
FIST B 0 SetPlayerProperty(0,0,0)
FIST JKLMNOP 2
FIST A 0 A_Refire
Goto Ready+1
NoAmmo:
FIST A 1 ACS_Execute(979,0)
Goto Ready+1
}
}

actor HardKnuckleAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 28
}

actor HardKnuckleFX
{
scale 2.5
Radius 9
Height 9
+NOGRAVITY
-SOLID
+NOINTERACTION
+CLIENTSIDEONLY
States
{
Spawn:
HARD BCDE 2
stop
}
}

actor HardKnuckle
{
PROJECTILE
scale 2.5
damagetype "HardKnuckle"
Speed 38
Radius 12
Height 10
Damage (70)
States
{
Spawn:
HARD A 3
loop
Death:
MMFX BCDE 2
stop
}
}

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