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WepIconThunderClaw Thunder Claw Clownmansprite
ThunderClawWepGif
Weapon code ThunderClawWep
Comes from Mega Man 8
Weapon color scheme Dark orange on cyan
Fire rate Medium
Missile speed Slow-Medium
Capacity 14 uses
Weapon hotkey/type [4] Close range
Damage 40 (Piercing) (Tip)

5 (One link of the Body)

Appears in
these maps
MM6CentaurMM5ChargeMM7CloudMM8ClownMM8FrostMM3MagnetMM2MetalMM4RingMM8SearchMM8Wily1MM8SwordMM4Toad

The electric weapon Thunder Claw from Clown Man casts a chain of electricity from the buster a moderate distance forward. This beam inflicts average damage if the victim touches just the tip of it, but can deal additional hits if your foe touches the chain itself. Thus, it can pierce most armors.
The Thunder Claw has also an unique feature as a utility. By shooting yellow hooks called thunder pegs hung from the ceiling of some stages, you will be dragged forward a good distance. This technique usually allows you to reach extra items, rare weapons, or tanks. These grappling pegs are present in most, but not all of the maps with Thunder Claw.

Tactics

Using Thunder Claw

Because of its limited range, Thunder Claw is a bad weapon to use while chasing people. Instead, use it to fend off opponents chasing you. Because the chain restricts movement, it's also an excellent weapon to use while your foes are cornered or against anyone who strafes excessively. Finally, you can often using the grappling technique of Thunder Claw to make quick escapes from battle if you have good aim.

Vs. Thunder Claw

Thunder Claw is relatively easy to deal with as long as you stay out of its limited range. Counter with any long ranged weapon like Needle Cannon from this distance. If you do end up being trapped, avoid excessive strafing to prevent yourself from running right into the chain! Finally, if your opponent tries to make a Batman-style escape, bring them down with a devastating Gravity Hold!

Code

actor ThunderClawWep : MegaBuster 11096
{
//$Category MM8BDM-Weapons
Weapon.AmmoUse 2
Weapon.AmmoGive 28
Weapon.SlotNumber 4
Obituary "%o couldn't escape the grasp of %k's Thunder Claw."
Inventory.Pickupmessage "Power up! Thunder Claw!"
weapon.ammotype "ThunderClawAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "TCLAWI"
Scale 2.0
States
{
Spawn:
WEA4 G 1 
loop
Ready:
TCLD D 0 ACS_ExecuteAlways(998,0,83)
TCLD D 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
TCLD D 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
TCLD D 1 A_Raise
Loop
Fire:
TCLD D 0 A_JumpIfNoAmmo("NoAmmo")
TCLD D 0 A_PlaySoundEx("weapon/thunderclaw","Weapon")
TCLD D 0 A_FireCustomMissile("ThunderClaw",0,1,8,0)
TCLD EF 6
TCLD D 10
TCLD D 0 A_Refire
Goto Ready+1
NoAmmo:
TCLD D 1 ACS_Execute(979,0)
Goto Ready+1
}
}

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


actor ThunderClaw
{
PROJECTILE
//+RIPPER
+PIERCEARMOR
+FORCEXYBILLBOARD
damage (40)
damagetype "ThunderClaw"
height 8
radius 8
Speed 26
scale 2.5
states
{
Spawn:
TCLA B 0 
TCLA B 1 A_CustomMissile("ThunderClawReturn", 0, 0, 0, 0)
TCLA B 1 A_CustomMissile("ThunderClawReturn2", 0, 0, 0, 0)
TCLA C 1 A_CustomMissile("ThunderClawReturn", 0, 0, 0, 0)
TCLA C 1 A_CustomMissile("ThunderClawReturn2", 0, 0, 0, 0)
TCLA B 1 A_CustomMissile("ThunderClawReturn", 0, 0, 0, 0)
TCLA B 1 A_CustomMissile("ThunderClawReturn2", 0, 0, 0, 0)
TCLA C 1 A_CustomMissile("ThunderClawReturn", 0, 0, 0, 0)
TCLA C 1 A_CustomMissile("ThunderClawReturn2", 0, 0, 0, 0)
TCLA B 1 A_CustomMissile("ThunderClawReturn", 0, 0, 0, 0)
TCLA B 1 A_CustomMissile("ThunderClawReturn2", 0, 0, 0, 0)
TCLA C 1 A_CustomMissile("ThunderClawReturn", 0, 0, 0, 0)
TCLA C 1 A_CustomMissile("ThunderClawReturn2", 0, 0, 0, 0)
TCLA B 1 A_CustomMissile("ThunderClawReturn", 0, 0, 0, 0)
TCLA B 1 A_CustomMissile("ThunderClawReturn2", 0, 0, 0, 0)
TCLA C 1 A_CustomMissile("ThunderClawReturn", 0, 0, 0, 0)
TCLA C 1 A_CustomMissile("ThunderClawReturn2", 0, 0, 0, 0)
TCLA C 0 A_Stop
TCLA B 1 A_CustomMissile("ThunderClawReturn", 0, 0, 0, 0)
TCLA B 1 A_CustomMissile("ThunderClawReturn2", 0, 0, 0, 0)
TCLA C 1 A_CustomMissile("ThunderClawReturn", 0, 0, 0, 0)
TCLA C 1 A_CustomMissile("ThunderClawReturn2", 0, 0, 0, 0)
stop
Death:
TCLA C 0
stop
}
}

Actor ThunderClawReturn : ThunderClaw
{
Damage (0)
//+NOCLIP
States
{
Spawn:
TNT1 A 0 
TNT1 A 1 A_FaceTarget
TNT1 A 0 A_SpawnItemEx("ThunderClawDamager")
TNT1 A 0 A_JumpIfCloser(64, "Death")
TNT1 A 1 A_FaceTarget
TNT1 A 0 A_SpawnItemEx("ThunderClawDamager")
TNT1 A 0 A_JumpIfCloser(64, "Death")
TNT1 A 0 A_CustomMissile("ThunderClawReturn", 0, 0, 0, 0)
stop
}
}

Actor ThunderClawReturn2 : ThunderClawReturn
{
States
{
Spawn:
TNT1 A 0 
TNT1 A 1 A_FaceTarget
TNT1 A 0 A_SpawnItemEx("ThunderClawFX")
TNT1 A 0 A_JumpIfCloser(64, "Death")
TNT1 A 1 A_FaceTarget
TNT1 A 0 A_SpawnItemEx("ThunderClawFX")
TNT1 A 0 A_JumpIfCloser(64, "Death")
TNT1 A 0 A_CustomMissile("ThunderClawReturn2", 0, 0, 0, 0)
stop
}
}

actor ThunderClawDamager
{
PROJECTILE
+FORCEXYBILLBOARD
Damage(5)
Scale 2.5
States
{
Spawn:
TCLA D 0
TCLA D 0 A_JumpIfCloser(32, "Death")
TCLA D 0 A_Jump(256, "Frame1", "Frame2", "Frame3")
Frame1:
TCLA DE 1
stop
Frame2:
TCLA EF 1
stop
Frame3:
TCLA FD 1
stop
Death:
TNT1 A 0
stop
}
}

actor ThunderClawFX 
{
+NOINTERACTION
+CLIENTSIDEONLY
Damage(0)
Scale 2.5
States
{
Spawn:
TCLA D 0
TCLA D 0 A_JumpIfCloser(32, "Death")
TCLA D 0 A_Jump(256, "Frame1", "Frame2", "Frame3")
Frame1:
TCLA DE 1
stop
Frame2:
TCLA EF 1
stop
Frame3:
TCLA FD 1
stop
Death:
TNT1 A 0
stop
}
}

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