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Super Arm

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WepIconDLN004-Guts Super Arm Gutsmansprite
SuperArmWepGif
Weapon code SuperArmWep
Comes from Mega Man
Weapon color scheme Orange-on-White
Fire rate Slow-Very Slow
Missile speed Slow-Medium (Big boulder)

Slow (Small debris)

Capacity 7 uses
Weapon hotkey/type [5] Power weapon
Damage 50 (Big boulder)

20 (Small debris)

Appears in
these maps
MM4DrillMM4DustMM3GammaMM1GutsMM3HardMM1IceMM3MagnetStageIconRobotMastersMM7ShadeMM2WilyMM7SlashMM5StarMM8TenguMM6TomahawkMM1Wily1WoodmanrevengeMol ten mountains

The Super Arm is a weapon that allows you to hurl huge boulders at your enemies. Unlike in Mega Man 1, you raise the boulders from the ground rather than having to find them first. Once lifted, a boulder stays above your head until you press fire again to throw it. When the boulder lands, it breaks into 4 smaller rocks that fly forward and damage anyone in the way. The combined damage can be quite brutal.

Tactics

Using Super Arm

Super Arm is a very situational weapon that isn't recommended for huge free for alls, but it can be effective in certain situations. As it throws the rock in an awkward arc, it is usually best to aim much lower than your target. Try to aim the boulders so that the large rock hits your opponent as well as the 4 debris projectiles, causing massive damage.

Vs. Super Arm

The most dangerous place to be when facing a Super Arm user is the middle ground between long and close range. If your opponent is far away, you usually have nothing to worry about unless their aim is dead on. You can also get up close and overwhelm them with an all-out assault, but keep in mind that they can still hit you at point-blank range if they aim straight down. Surprisingly, Leaf Shield can reflect the boulder and its debris despite the size of the rock.

Code

actor SuperArmWep : MegaBuster 10044
{
//$Category MM8BDM-Weapons
Weapon.AmmoUse 4
Weapon.AmmoGive 28
Weapon.SlotNumber 5
Obituary "%o was pulverized by %k's Super Arm."
Inventory.Pickupmessage "Power up! Super Arm!"
weapon.ammotype "SuperArmAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "SARMSI"
Scale 2.0
States
{
Spawn:
WEAP O 1
loop
Ready:
GUTA A 0 ACS_ExecuteAlways(998,0,14)
GUTA A 1 A_WeaponReady
Goto Ready+1
Deselect:
GUTA A 0 A_JumpIfInventory("SuperArmTemp",1,24)
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
GUTA A 1 A_Lower
Goto Deselect+1
GUTA A 0
GUTA A 0 A_FireCustomMissile("GutRock",0,1,0,56)
GUTA FGHIJKLM 3
GUTA A 0 A_TakeInventory("SuperArmTemp",1)
Goto Deselect+1
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
GUTA A 1 A_Raise
Loop
Fire:
TNT1 A 0 A_JumpIfInventory("SuperArmTemp",1,"Throw")
TNT1 A 1 A_JumpIfNoAmmo("NoAmmo")
GUTA A 0 A_PlaySoundEx("weapon/superarmuse","Weapon")
GUTA A 0 A_Stop
GUTA A 0 A_GiveInventory("SuperArmTemp",1)
GUTA A 0 SetPlayerProperty(0,1,0)
GUTA BB 1 A_SpawnItemEx("TempGutrock",32,0,-28,0,0,0,0,SXF_NOCHECKPOSITION)
GUTA CC 1 A_SpawnItemEx("TempGutrock",32,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
GUTA DD 1 A_SpawnItemEx("TempGutrock",32,0,28,0,0,0,0,SXF_NOCHECKPOSITION)
GUTA EE 1 A_SpawnItemEx("TempGutrock",32,0,56,0,0,0,0,SXF_NOCHECKPOSITION)
GUTA D 0 SetPlayerProperty(0,0,0)
TNT1 AAAAA 1 A_SpawnItemEx("TempGutrock", 0, 0, 56, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
//Goto Holding
//Holding:
TNT1 A 0 A_SpawnItemEx("TempGutrock", 0, 0, 56, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 1 A_WeaponReady
Goto Fire+20
Throw:
GUTA A 0 A_FireCustomMissile("GutRock",0,1,0,56)//A_SpawnItemEx("GutRock",0,0,56,20,0,-4,0,0,0)
GUTA A 0 A_TakeInventory("SuperArmTemp",1)
GUTA FGHIJKLM 3
Goto Ready+1
Hold:
GUTA A 1 ACS_Execute(979,0)
Goto Ready+1
NoAmmo:
GUTA A 0 ACS_Execute(979,0)
Goto Hold
}
}

actor SuperArmTemp : Inventory
{
inventory.amount 1
inventory.maxamount 1
}

actor TempGutrock
{
+NOINTERACTION
-SOLID
+NOGRAVITY
radius 0
height 0
scale 2.5
States
{
Spawn:
SARM AA 1
stop
}
}

actor Gutrock
{
PROJECTILE
Damage (50)
damagetype "SuperArm"
Height 20
Radius 20
-NOGRAVITY
Speed 30
scale 2.5
States
{
Spawn:
SARM A 0
SARM A 0 ThrustThingZ(0,20,0,1)
SARM A 1
Goto Spawn+2
Death:
SARM A 0 A_SpawnItemEx("GutrockDebris", -16, -16, 16, 20, 0, 0, 0, 0)
SARM A 0 A_SpawnItemEx("GutrockDebris", -16, 16, 16, 30, 0, 0, 0, 0)
SARM A 0 A_SpawnItemEx("GutrockDebris", 16, -16, 16, 30, 0, 6, 0, 0)
SARM A 0 A_SpawnItemEx("GutrockDebris", 16, 16, 16, 20, 0, 3, 0, 0)
TNT1 A 2 A_PlaySoundEx("weapon/superarmhit", "Voice")
stop
}
}

actor GutrockDebris
{
PROJECTILE
Damage (20)
damagetype "SuperArm"
Height 12
Radius 12
scale 2.5
Speed 20
States
{
Spawn:
SARM B 1
loop
}
}

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

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