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mm8bdm [2020/03/04 15:01] admin |
mm8bdm [2021/11/05 18:29] (current) admin |
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- | **Megaman** \\ | + | **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 - MMCTF01 New Grounds\\ | ||
+ | Semi-Final (if necessary) - MMCTF07 Victory Isle\\ | ||
+ | Final - MMCTF06 Underwater Base X\\ | ||
+ | \\ | ||
+ | **Draft List and descriptions:** \\ | ||
+ | **Master Banned:** Duo, Maestro, Rock, Roll, Dr. Light, Dr. Wiley, Timeman, Shadowman, Doc. Robot, 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 \\ | //Health:// 90 | //Speed:// 0.8 | //Jump:// 10 \\ | ||
//Primary:// Buster bullets (can be charged) \\ | //Primary:// Buster bullets (can be charged) \\ | ||
//Alternate:// Slide \\ | //Alternate:// Slide \\ | ||
- | //Other:// Can wall-jump \\ | + | //Other:// \\ |
- | **Protoman** \\ | + | **Protoman**$$ \\ |
//Health:// 85 | //Speed:// 0.83 | //Jump:// 10 \\ | //Health:// 85 | //Speed:// 0.83 | //Jump:// 10 \\ | ||
//Primary:// Buster bullets (can be charged) \\ | //Primary:// Buster bullets (can be charged) \\ | ||
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//Other:// Item key tosses shield \\ | //Other:// Item key tosses shield \\ | ||
- | **Bass** \\ | + | **Bass**$$ \\ |
//Health:// 90 | //Speed:// 0.75 | //Jump:// 10 \\ | //Health:// 90 | //Speed:// 0.75 | //Jump:// 10 \\ | ||
//Primary:// Buster, not firing allows weapon to charge for first shot\\ | //Primary:// Buster, not firing allows weapon to charge for first shot\\ | ||
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//Other:// Can double-jump \\ | //Other:// Can double-jump \\ | ||
- | **Sniper Joe** \\ | + | **Sniper Joe**$$$ \\ |
//Health:// 100 | //Speed:// 0.80 | //Jump:// 10 \\ | //Health:// 100 | //Speed:// 0.80 | //Jump:// 10 \\ | ||
//Primary:// Buster, not firing or moving charges bar\\ | //Primary:// Buster, not firing or moving charges bar\\ | ||
Line 23: | Line 38: | ||
//Other:// Once bar is 2/3 full, push Item to summon Helicopter crate and pick up- Primary fires guns, Alternate drops bombs \\ | //Other:// Once bar is 2/3 full, push Item to summon Helicopter crate and pick up- Primary fires guns, Alternate drops bombs \\ | ||
- | **Cutman** \\ | + | **Cutman**$\\ |
//Health:// 85 | //Speed:// 1.0 | //Jump:// 12.5 \\ | //Health:// 85 | //Speed:// 1.0 | //Jump:// 12.5 \\ | ||
//Primary:// Cutter, must wait for it to return\\ | //Primary:// Cutter, must wait for it to return\\ | ||
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//Other:// Can wall-jump \\ | //Other:// Can wall-jump \\ | ||
- | **Gutsman** \\ | + | **Gutsman**$$\\ |
//Health:// 185 | //Speed:// 0.56 | //Jump:// 10 \\ | //Health:// 185 | //Speed:// 0.56 | //Jump:// 10 \\ | ||
//Primary:// Click once to pick up rock, click again to throw and detonate or...\\ | //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 \\ | //Alternate:// drop rock in directly in front and detonate. Also punches if not holding rock \\ | ||
- | //Other:// N/A \\ | + | //Other:// N/A $$\\ |
- | **Iceman** \\ | + | **Iceman**$$$\\ |
//Health:// 100 | //Speed:// 0.8 | //Jump:// 10 \\ | //Health:// 100 | //Speed:// 0.8 | //Jump:// 10 \\ | ||
//Primary:// Shoots explosive ice fragments for damage\\ | //Primary:// Shoots explosive ice fragments for damage\\ | ||
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//Other:// Item key swaps between alternate fire modes \\ | //Other:// Item key swaps between alternate fire modes \\ | ||
- | **Bass** \\ | + | **Bombman**$\\ |
- | //Health:// 90 | //Speed:// 0.75 | //Jump:// 10 \\ | + | //Health:// 125 | //Speed:// 0.65 | //Jump:// 13 \\ |
- | //Primary:// Buster, not firing allows weapon to charge for first shot\\ | + | //Primary:// Medium distance bomb\\ |
- | //Alternate:// Slide \\ | + | //Alternate:// Fast-moving cluster bomb \\ |
+ | //Other:// N/A \\ | ||
+ | |||
+ | **Fireman**$$\\ | ||
+ | //Health:// 100 | //Speed:// 0.8 | //Jump:// 10 \\ | ||
+ | //Primary:// Short lasting fire, drops to ground and goes to wall \\ | ||
+ | //Alternate:// Fire wall, holds longer and goes as far as level walls permit (bar must be fully charged) \\ | ||
+ | //Other:// N/A \\ | ||
+ | |||
+ | **Elecman**$\\ | ||
+ | //Health:// 75 | //Speed:// 0.9 | //Jump:// 10 \\ | ||
+ | //Primary:// Thunderbeam in front and to the sides\\ | ||
+ | //Alternate:// Forward dash, can clip vertically\\ | ||
//Other:// Can double-jump \\ | //Other:// Can double-jump \\ | ||
+ | |||
+ | **Oilman**$$$\\ | ||
+ | //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 \\ | ||
+ | |||
+ | **Bright Man**$$$\\ | ||
+ | //Health:// 85 | //Speed:// 0.84 | //Jump:// 12 \\ | ||
+ | //Primary:// Short-distance spread shot\\ | ||
+ | //Alternate:// Throw bulb to blind foes\\ | ||
+ | //Other:// Item key freezes foes movement until damaged, must have full ammo, can wall jump\\ | ||
+ | |||
+ | **Toad Man**$$\\ | ||
+ | //Health:// 155 | //Speed:// 0.8 | //Jump:// 15 \\ | ||
+ | //Primary:// Calls down rain, can slide on the ground while raining\\ | ||
+ | //Alternate:// Leap forward\\ | ||
+ | //Other:// Can leapfrog off enemies \\ | ||
+ | |||
+ | **Drill Man**$$$\\ | ||
+ | //Health:// 85 | //Speed:// 0.75 | //Jump:// 10 \\ | ||
+ | //Primary:// Drill Bombs detonate on timer \\ | ||
+ | //Alternate:// Dig quickly through the ground, ammo restored during dig \\ | ||
+ | //Other://N/A\\ | ||
+ | |||
+ | **Pharaoh Man**$$\\ | ||
+ | //Health:// 100 | //Speed:// 0.8 | //Jump:// 10 \\ | ||
+ | //Primary:// Chargeable sun bomb\\ | ||
+ | //Alternate:// Hover forward \\ | ||
+ | //Other:// \\ | ||
+ | |||
+ | **Ring Man**$$$\\ | ||
+ | //Health:// 85| //Speed:// 0.8 | //Jump:// 13 \\ | ||
+ | //Primary:// Throwable ring that bounces off walls, damage increases on Sparkle \\ | ||
+ | //Alternate:// Other ring (right hand) \\ | ||
+ | //Other://Rings can be thrown/called at any time \\ | ||
+ | |||
+ | **Dust Man**$$\\ | ||
+ | //Health:// 125 | //Speed:// 0.7 | //Jump:// 10 \\ | ||
+ | //Primary:// Throw scrap metal that explodes when hits surface\\ | ||
+ | //Alternate:// Sucks foes in, can grab Junk \\ | ||
+ | //Other:// Make sure to pick up scrap metal\\ | ||
+ | |||
+ | **Dive Man**$\\ | ||
+ | //Health:// 100 | //Speed:// 0.8 | //Jump:// 10 \\ | ||
+ | //Primary:// Hit enemy with missile to lock on, missile homes in every 8 shots\\ | ||
+ | //Alternate:// Toss a spread of mines, dash forward to Ram \\ | ||
+ | //Other:// Item key removes target lock\\ | ||
+ | |||
+ | **Skull Man**$$$\\ | ||
+ | //Health:// 85 | //Speed:// 0.8 | //Jump:// 12 \\ | ||
+ | //Primary:// Shot gets weaker with distance, unless raged\\ | ||
+ | //Alternate:// Activates blocking Skullbarrier, gain rage on timed block, otherwise block one hit \\ | ||
+ | //Other:// N/A\\ | ||
+ |