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Tournament Format:
After teams determined, each team may ban one Robot Master below. Teams then snake-style draft the remaining Robot Masters until each team has 4. Each team can only use the Robot Masters that they drafted during Match play. Teams may swap which player is playing which Robot Master but cannot do so during a Match.

Match Format:
Single Round-robin 3v3 tournament, Team Last Man Standing, 1 life, teams play to 7 wins per match in initial play then 9 wins per match in Semi-Final and Final

Maps:
Round-Robin - MMCTF06
Semi-Final (if necessary) - MMCTF17
Final - MMCTF25

Draft List and descriptions:
Currently Banned: Duo, Maestro, Rock, Roll, Dr. Light, Dr. Wiley, Timeman, Shadowman, all RM's from MM5+ and those not otherwise mentioned below. Order below is same as in-game menu.

$ = Relative Difficulty

Megaman$
Health: 90 | Speed: 0.8 | Jump: 10
Primary: Buster bullets (can be charged)
Alternate: Slide
Other: Can wall-jump

Protoman$$
Health: 85 | Speed: 0.83 | Jump: 10
Primary: Buster bullets (can be charged)
Alternate: Shield bash across the ground
Other: Item key tosses shield

Bass$$
Health: 90 | Speed: 0.75 | Jump: 10
Primary: Buster, not firing allows weapon to charge for first shot
Alternate: Slide
Other: Can double-jump

Sniper Joe$$$
Health: 100 | Speed: 0.80 | Jump: 10
Primary: Buster, not firing or moving charges bar
Alternate: Hold to throw a grenade
Other: Once bar is 2/3 full, push Item to summon Helicopter crate and pick up- Primary fires guns, Alternate drops bombs

Cutman$
Health: 85 | Speed: 1.0 | Jump: 12.5
Primary: Cutter, must wait for it to return
Alternate: Quick slice
Other: Can wall-jump

Gutsman$$
Health: 185 | Speed: 0.56 | Jump: 10
Primary: Click once to pick up rock, click again to throw and detonate or…
Alternate: drop rock in directly in front and detonate. Also punches if not holding rock
Other: N/A $$

Iceman$$$
Health: 100 | Speed: 0.8 | Jump: 10
Primary: Shoots explosive ice fragments for damage
Alternate: Block: shoots a small ice wall that can be shot to be detonated. Storm: creates a large AoE ice storm (bar must be fully charged)
Other: Item key swaps between alternate fire modes

Bombman$
Health: 125 | Speed: 0.65 | Jump: 13
Primary: Medium distance bomb
Alternate: Fast-moving cluster bomb
Other: N/A

Fireman$$
Health: 100 | Speed: 0.8 | Jump: 10
Primary: Short lasting fire, drops to ground and goes to wall
Alternate: Fire wall, holds longer and goes as far as level walls permit (bar must be fully charged)
Other: N/A

Elecman$
Health: 75 | Speed: 0.9 | Jump: 10
Primary: Thunderbeam in front and to the sides
Alternate: Forward dash, can clip vertically
Other: Can double-jump

Oilman$$$
Health: 90 | Speed: 0.8 | Jump: 10
Primary: Oil launch, can be charged to spew lots of oil
Alternate: Drop oil nearer and more rapidly
Other: Item key detonates oil looking at, oil detonates other oil around it

Metalman$$
Health: 65 | Speed: 0.8 | Jump: 11
Primary: High-damage launched razor, if hits ceiling will bounce down
Alternate: Close-range razor, can be used to climb walls
Other: Item key toggles stall falling for Primary

Airman$$
Health: 100 | Speed: 0.86 | Jump: 10
Primary: Triple-wide air blast, goes forward and up
Alternate: Large wall of air that goes straight forward, random dispersion pattern
Other: N/A

Bubbleman$$$
Health: 100 | Speed: 0.8 | Jump: 10
Primary: Buster
Alternate: Fires bubble out of back straight forward
Other: Item key summons a water bubble around current location, double-jump within it to swim

Quickman$
Health: 75 | Speed: 1.2 | Jump: 11
Primary: Fire three-wide spikes, goes forward and drop
Alternate: Activate speed burst, wall-jumping and speed increased
Other: Can wall-jump

Crashman$$
Health: 100 | Speed: 0.86 | Jump: 13
Primary: Fires up to 4 concurrent small mines
Alternate: Fires sticky bombs, explode in a couple seconds
Other: Item key detonates all mines (from Primary fire)

Flashman$$$
Health: 100 | Speed: 0.8 | Jump: 10
Primary: Rapid-fire, sweeping buster
Alternate: Freezes nearby enemies for a time, enemies can begin moving again after being hit once
Other: N/A

Heatman$$
Health: 85 | Speed: 0.72 | Jump: 10
Primary: Throws fire based on charge bar, holding Primary with enough charge tackles forward
Alternate: Charge up bar
Other: Reload key throws three medium-range fire pillars \

Woodman$$$
Health: 125 | Speed: 0.67 | Jump: 10
Primary: Disperses seeds at short-range that stun when stepped on, if Leaf Shield is active, fire Leaves
Alternate: Quick hop and short-range stun
Other: Item key enables Leaf Shield (bar must be charged)

Needleman$
Health: 155 | Speed: 0.75 | Jump: 10
Primary: Longer held, more rapid-fire needles. When bar runs out, needles have no force
Alternate: Melee needle attack
Other: N/A

Magnetman$
Health: 100 | Speed: 0.8 | Jump: 12
Primary: Fires magnet, once Primary let go, homes to nearest target. Longer Primary held, more damage
Alternate: Charge up bar full to fling away nearby enemies
Other: N/A

Geminiman$$$
Health: 100 | Speed: 0.8 | Jump: 10
Primary: Buster
Alternate: If no clone, fires ricocheting beam laser. If clone spawned, holds clone in place
Other: Item key spawns clone that shoots at enemies

Hardman$$
Health: 200 | Speed: 0.5 | Jump: 10
Primary: Fires two fists, they cannot be fired again until they return\ Alternate: Press and release (can hold for longer distance) to slam to the ground and damage nearby enemies
Other: Only takes half of stun-damage

Topman$$$
Health: 85 | Speed: 1.1 | Jump: 10
Primary: Hold to wind up, release to spin forward quickly and do damage
Alternate: Fires three-wide top projectiles straight forward
Other: N/A

Snakeman$$
Health: 85 | Speed: 1.0 | Jump: 10
Primary: Fires snakes that climb most surfaces and deal damage
Alternate: Commands all snakes out to a single point
Other: Item key toggles wall-climbing on/off

Sparkman$$$
Health: 100 | Speed: 0.8 | Jump: 10
Primary: Can be charged to increase medium-range spark that stuns
Alternate: Short-range, front and front-diagonal angle spark
Other: Reload key zips forward and grabs a single enemy, if grabbed, rapidly shocks/stuns them

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