recursal/Fanatic-Fandom huggingface dataset:
Survival Mode Guides

These are the guides from experienced Superfighters players to Superfighters' Survival Mode.

## Guide 1

### 1 Player

Try to stay in the center during the first wave so you can get a good melee weapon while keeping the CPUs from getting weapons. Make sure to kill them as fast as you can and collect any weapon until you get a decent weapon. After getting a good weapon, run to one corner and fight there. This allows you to 1-on-1 with CPU. Make sure you have some barrels down there as after you kill one CPU, you will have to worry about the other shooting at you. Take cover and fire until the other CPU is dead, then charge to the center of the stage, grab a more decent weapon, then head back and repeat.

### 2 Players

Have one person take one side while another takes another. Do exactly as the above, just now you only have to fight 1-on-1.

## Guide 2

You are surrounded by two COMs each time and have to fight them both at once. Keep in mind that the COMs--computer-controlled character--may seem difficult to fight but they are just following pre-determined programming that they are limited to and use that to combat us, the players. They have patterns and weaknesses that can be exploited if you really know the game. These are tips for you to survive:

* The COMs always go directly to you in the fastest way possible. This might seem like useless information but you can exploit this by running away from them to get a better weapon or dropping a few Grenades at the right time.
* You can punch the crates or barrels to make them fall down the stairs. Do this at the right time and they will knock the COMs down. Now you have time to deal with one of the COMs while the other one is knocked down.
* Place a grenade at the edge of one of the stairs when a COM comes at you from that side. The COM will run away from the grenade, then you can use that time to kill the COM from the other side.
Health Kit

**Health Kits** are an instant Power-Up, that once picked up, restore a variable amount of **Health**.

Currently, Health Kits assume two forms: One is a bottle of Medical Painkillers, the second is a full first aid kit.

 Mag Size
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 Mag Size
 Extra Mags
 Damage
 Fire Rate
 Critical Chance
 Critical Damage
 Rarity

## Description in Game

Unlike the original Superfighters, Superfighters Deluxe does not have a heath regeneration mechanic. Players will have to fight for the health for most of the time, especially during the climactic sequences of the fight.

## Trivia

* Currently, all the health packs share the same rarity.
* The pills give +25% health, on the other hand, medkits give +50%.
Jenner JR7-D(S)

## Overview

The *JR7-D(S) Sarah's Mech* features a well rounded hardpoint selection of four energy and two missile hardpoints which allows it to take advantage of the weapons with the greatest weight to damage ratios like Medium Lasers and SSRM 2s. It's unique paint scheme, featuring unicorns, teddy bears, and rainbows, makes it easily identifiable. It was created in memory of Sarah Parries, a 5 year old victim of brain cancer, who died in early 2013. It was available for purchase from July-August 20th of 2013, using actual money only and with all proceeds donated to charity.

### Stock Loadout

With four Medium Lasers and a pair of SSRM 2s, it out guns most other light 'Mechs by a large margin. Point in fact, it hits nearly as hard as a 50 ton  Hunchback HBK-4G and even harder than the 60 ton Dragon DRG-1N at close ranges. Unlike the stock JR7-D, Sarah's mech is amply equipped with Double Heat Sinks, allowing for effective use of its heavy firepower. The high speed and armor do come with a price, as it is not equipped with any Jump Jets.

### Strengths

This model of *Jenner* has a well dispersed hardpoint layout. Two energy hardpoints in each arm allow the *JR7-D(S)* to aim all energy weapons together, while the SSRMs allow for fire-and-forget attack passes, which is very useful when considering the high speed combat experienced pilots will be able to employ in this 'Mech. Pilots must make good use of it's land speed, courtesy of the highest rated engine it is possible to mount, to survive and exercise situational awareness, as the lack of Jump Jets means getting stuck on terrain is dangerous. *Sarah's Mech* is not handicapped when in combat against other light 'Mechs equipped with ECM, as it comes standard with a Beagle Active Probe, ensuring that its SSRM 2s are always usable.

### Weaknesses

Both available missile hardpoints must share only two available critical spaces in the center torso. However, the limited tonnage of the light *Jenner* means it would be unable to mount much more than two SRM 4s or SSRM 2s. Its lack of Jump Jets lowers maneuverability compared to other Jenner models.

### Design Quirks

All *Jenners* lack lower arm actuators and so arm mounted weapons will not be able to traverse sideways. While weapons convergence between the torso and arm mounted weapons is not a concern, some ability to track fast targets is lost. This is mostly negated by the fast torso twist speed and large torso twist range. Additionally, missiles will only fire in waves of four at a time.

### Online Mech Lab Tools

This online Mech Lab tool will let you build any load outs without having to purchase the 'Mech or spend C-Bills first.

* Smurfy's MWO Jenner JR7-D(S) Online Mech Lab Page

### Mech Build Guides

Get help, discuss, or show off your custom 'Mechs on the forums:

* www.MechSpecs.com/
* www.NoGutsNoGalaxy.net/forum/

## References

1. ↑ JR7-D(S).mdf file (Piranha Games\MechWarrior Online\Game\Objects.pak\Objects\mechs\Jenner\JR7-D(S).mdf)
Barrel (Disambiguation)

*This **disambiguation** page lists articles associated with the same title. If an internal link referred you here, you may wish to change the link to point directly to the intended article.*

**Barrel** could refer to:

* Explosive Barrel: a hazardous explosive barrel
* Steel Barrel: a light-heavy weight steel barrel
Chain

Length
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The **Chain** is a Melee weapon added in Pre-alpha 1.9.4.

## Combat

The Chain has considerable range, boasting a longer range than any other standard melee weapon in the game. It has more range than the Katana which means using the weapon always guarantees range superiority over anyone other than another **Chain** or Whip user. The damage it deals as a result is a fair trade, as 11HP would otherwise be an unimpressive number.

## History

Pre-alpha 1.9.4: Introduced

Pre-alpha: 1.10.0: Bug fix
Supply Crate

A **Supply Crate** is a type of Object in Superfighters Deluxe, which allows the droping of Weapons and Powerups from the sky. This feature was added in PreAlpha 1.6.2

## Use

The main purpose of the Supply Crate is to contain a weapon or powerup which upon breaking (either by hand, bullets, explosion or fire) will drop a weapon, which is usually noted to the player via the illustration on the face of the box. This was added by the developers as a way to better control the frequency and balance to the spawn system. Despite having the developers to add more weapons without having to compensate values individually on the same spawner, it gives players a clear indication of what weapon a user will obtain if they break the crate.

## Placement

Users can insert supply crates into a game manually as an object, but they can also create them via Triggers and ScriptAPI. However, Supply Crates can, and are usually used in the SpawnWeaponArea Marker, where crates will spawn just outside the map borders (or underneath the block above the marker's location). Supply Crates that travel a certain minimum distance will deploy a parachute slowing their descent, otherwise they drop to the ground.
Keep

*This article is a stub. You can help Game of Thrones: Conquest Wiki by expanding it.*

The **Keep** is the center of a player's empire. The level of the keep determines a player's ability to construct other buildings and greatly raises the power amount. The keep must be upgraded to a given level before any other buildings can meet that level.
Propane Tank

Size
 Material
 Durability

The **Propane Tank** is a small Hazard that creates an Explosion upon being destroyed of and is found in most configurations SFD's official maps.

## Combat

The **Propane Tank** explodes upon being shot, burned or blown up and can output a considerable amount of damage upon exploding in close proximity, it is advised to stay clear of this particular Hazard when being shot at, since the knockback from the explosion can result in additional damage and/or instant death from being knocked into pitfalls.

It's explosive properties allows it to combo well with explosive Equipments like Mines, C4 and Grenades allowing it to add to the tremendous damage of such Equipments and kill an average fighter within one blow.
M60

Mag Size
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The **M60** is the most powerful fully-automatic Primary weapon.

## Combat

Once you have the powerful M60 in your hands there's no better way to use it than to keep your foes away or finishing them off. Players can be intimidated by the M60's effective power and range. It can kill at least 7 people (a completely full server excluding user) before running out of ammo, if used well.

The M60 is extremely useful for charging at enemies, and for suppressing enemies behind cover, as you will usually break their cover (see notes). This weapon is also good for distracting enemies while your teammates sneak up behind them.

The two best ways to counter the M60 are to either use Melee, or a type of Shotgun. Since the M60 is an automatic machine gun, a shotgun can deal more damage at closer range, allowing you to overpower the M60. The other method, melee, is to get close enough to melee them, which could hopefully disarm them. If you are up close have a better melee weapon than the M60 wielder, this is the best option. If those two options aren't available, consider hiding behind undestroyable cover, and forget hiding behind crates.

## Trivia

* In the first actual teaser picture of Superfighters Deluxe, it shows the M60 in addition to the Katana and the Magnum.
* This, the Bazooka, and the Flamethrower are the only the weapons that can't retain extra ammunition; grabbing the same weapon will result in getting whatever ammo the weapon you picked up had.
* This gun is the rarest gun to be found in supply crates.

## History

Pre-release: Introduced

Pre-alpha 1.1.2: Tweaked damage and firerate (Blanket change, might not apply to this weapon)

Pre-alpha 1.1.7c: Increased spawn rate

Pre-alpha 1.9.0: Bug fix
Machine Pistol

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The **Machine Pistol** is a fully-automatic Secondary weapon.

## Overview

The **Machine Pistol** is very similar to the Uzi and gives only 0.5 more damage and has a slower fire rate, this makes the machine pistol a bit weaker than the Uzi because of it's much lower fire rate

## Trivia

The weapon resembles a Škorpion machine pistol without the folding stock
Lead Pipe

Length
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The **Lead Pipe** is a mid-to-low tier Melee weapon, added initially in Beta v1.3.0 and released publicly in v1.0.0.

## Overview

The lead pipe is similar in damage to the Baseball Bat, but has less range. It has the added bonus of being able to reflect bullets.

## Combat

If you find a **Lead Pipe** on the ground, pick it up, but don't hesitate to drop it in favour of melee weapons like the Baton or the Chain. The **Lead Pipe** can be a decent early game weapon or deterrent, but in the late game its practicality diminishes.
Mine

*This article is a stub. You can help Game of Thrones: Conquest Wiki by expanding it.*

The **Mine** is a building unlocked at Keep level 15. Once built, it regularly provides Iron as a resource. The Stone Mine functions similarly to the Farm and Sawmill, and more can be built as the Keep increases in level. Upgrading the Mine requires first upgrade the Stone Quarry.
Fire

**Fire** is a frequent mechanic in the Superfighters series.

## Function

**Fire** is an alternative to using Guns, Melee and Explosives. **Fire** is not necessarily deadly to assault someone with, because **Fire** by itself doesn't any deal damage, but sets players and Objects on **Fire**, which deals damage to players depending on what stage of **Fire** the player is afflicted with.

## Players

Players can put out **Fires** by simply Rolling but can take longer to extinguish the **Fire** depending on which stage of **Fire** they are afflicted with, players can also avoid being set on **Fire** by ground **Fires** and Object **Fires** by constantly jumping.

### Stage 1 Fire

The most basic level of **Fire** that diminishes 1 HP around every half-second. This stage of **Fire** is usually inflicted from indirect contact with **Fire** through Object **Fires** and ground **Fires** for a few seconds, . In stage 1 **Fire** the player is simply shown to have some embers around their torso. Rolling will extinguish this stage of **Fire** completely, however when stage 1 **Fire** isn't extinguished fast enough it grows into stage 2 **Fire**.

### Stage 2 Fire

The highest level of **Fire** that eats up 2-3 HP around every half-second, rapidly decimating a target. This level of **Fire** is usually inflicted with direct contact with **Fire**, such as being lit up by the Flamethrower or being directly hit by a Molotov, it also occurs when a player doesn't extinguish stage 1 **Fire** quickly enough. In stage 2 **Fire** the player is shown being entirely engulfed by an intense **Fire**. Rolling will put the player back to stage 1 **Fire**.

## Objects

Similar to players Objects can also be set on **Fire**, however not all Objects can be set on **Fire**, only flammable Objects Wooden and soft Objects along with a few Metal Objects like Explosive Barrels and other Hazards.

Objects don't have stages of **Fire** and simply start burning and break after a few seconds, taking ??HP of damage per second, their **Fires** cannot be put out either .
ScriptAPI

This article is currently reserved for one or a few editors, as they are the most qualified to write information on this topic accurately:
* Users assigned to pages can be found in this post.
* Request to become an Assigned Editor by writing to a Wiki Moderator or Administrator.

**ANY** edits made by users that aren't assigned to this page will be deleted.

**Script API** is a Map Editor feature that was added in PreAlpha 1.4.0.

## Usage

Referred to in the Update Log as scripting, it was implemented for "advanced map makers" so that they could write specialized functions into the Map Editor using C#, the same language used to run SFD. With this feature, players can not only access blocks given a "CustomID" in the game, but also create their own and create interactions which triggers are limited to recreating standalone, if they understand basic C# programming.

The power of the script module not only allows players to call as many functions as they want\*, but also to wherever the game will allow them to access. Because SFD is being updated regularly with new features, the game will continue to feature more accessible components.

## Script Tab

To access the Scripting Module, look to the top right of the Map Editor window. You will see the "Layers" tab, and the "Script" tab. Clicking the "Script" tab opens the Scripting Module.

*This article is a stub. You can help Superfighters Deluxe Wiki by expanding it.*
Broken Bottle

Length
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The **Broken Bottle** is a Makeshift Melee weapon that results from breaking a bottle, The Broken Bottle can hit a player 3 times before breaking, but will break instantly if you strike a solid object with it.

## Combat

Because of it's damage output being rather high. it is advised to keep it till a better melee weapon is found.
Bow

Bow is a new feature that has been recently added to Superfighters Deluxe. As a result, this article is probably not 100% accurate or complete and will need some work.

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The **Bow** is a powerful Primary weapon added in Release 1.2.0.

## Overview

The Bow is a solid weapon capable of taking down opponents with an HP at or lower than 90 in 3 hits, The Bow like the Grenade Launcher fires arcing projectiles that, unlike the Grenade Launcher, can be blocked or deflected.

## Strategies

The Bow's arcing projectiles can help in attacking enemies behind obstructions, this coupled with it's formidable damage make it a solid Primary weapon both up-close and far-range

When against a Bow user, blocking with a Melee weapon is most advised, especially at range, because of it's comparatively slow projectile speed in relation to Guns

## History

* 1.2.0: Introduced
* 1.2.0b: Bows spawn from primary crates rather than secondary crates, and ammo in bows no longer empties out upon using an ammo stash
* 1.2.0c: Bows no longer destroy Grenades or Mines
Pillow

Length
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Pillow is a Makeshift Melee "weapon" that has the lowest damage stats of any weapon(melee, ranged or otherwise) in the game making it the worst weapon in SFD.

## Combat

Pillows are not viable in combat, if anything, they are only good to be thrown at your enemy and even then it's better to just save time to throw a better makeshift weapon at other players.

## Trivia

Pillows are mainly a joke weapon, they were released alongside the Flagpole in 1.9.4
Katana

Length
 Damage
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The **Katana** is the top tier Melee weapon in SFD.

## Combat

The Katana is, overall, the best Melee weapon in the game. It has great range, damage, throw damage and it's made of metal, so it can reflect bullets. It has a bit less range than the Chain, but a lot more damage.

In the right hands, the Katana can destroy a single foe at full health in a few seconds. The spawn for the weapon is rare, however, so it's unlikely you will receive it early in the match.

It is best used to rush an enemy. Use blocks to deflect bullets, then strike an armed enemy, forcing them to sheathe their gun. The katana can still be blocked with bare hands, so try to predict blocks and time your swings.

## Trivia

* Like the Machete, the Katana spawns in a sheath, when disarmed or dropped, it will be shown unsheathed.
* In the first teaser picture of Superfighters Deluxe the Katana is featured in addition to the M60 and the Magnum.

## History

Pre-Release: Introduced

Pre-alpha 1.1.3: Damage decreased slightly
SuitCase

Length
 Damage
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The **SuitCase** is a Makeshift Melee weapon that outputs the most damage of all the Makeshift Melee weapons in SFD in a single hit, after which it breaks due to it's low durabillity.

## Combat

The **SuitCase** is a short makeshift melee weapon. It inflicts monstrously high damage, though it will break in one hit against a fighter. It has a very short range so you should probably find another melee weapon as soon as possible.

## Trivia

* Since an hotfix that was made during the 1.7.3b version, the **SuitCase** is featured in only one of the official map, that is "Hotel". (it used to appear nowhere in the official maps).
Superfighters Wiki

Meet Superfighters, the game series about brutally smashing, slashing and shooting your enemies until only one man is left standing. This wiki is established to make green fighters more knowledgable about their weapons, maps and combat abilities, hoping that one day they become the best fighters around.

Any problems or questions you can ask staff who know most of the basics and other sorts of issues:

* TheOriginalCj: Mytho-Logic Community Management & Wiki Owner
* Zoda: Mytho-Logic Interactive Forums Administrator
* ZeroAssault: Wiki Moderator
Sawmill

*This article is a stub. You can help Game of Thrones: Conquest Wiki by expanding it.*

**Sawmills** are buildings that generate wood. Like farms, any produced wood after 5 minutes have passed since the player's last collection. The capacity of each Sawmill increases with level, as does the amount of wood generated by each Sawmill. Wood is used for placing and upgrading buildings, crafting siege engines, and many other needs. A good strategy is to build as many as possible and keep them at max level when you’re starting out. After several levels, the rate at which you’re upgrading buildings can slow. It might find it better to remove some sawmills and reallocate that space for other resources.
Sunny City

Sunny City is the location of the most of the official maps. Location of the city itself cannot be declared for sure.

## Characterics

Sunny city is often very worn out. Many buildings are demolished or just broken by the time.

### Building types

Often the buildings are lighted using many colors of lights. This may come form very old cartoons where fighters like these rolled arround worn out cities. Outsides are often made with bricks. Every place is full of explosive barrels.

### Events

There are different events during the year.

#### Sunny city fair

Annually, Sunny City opens the ferris wheels and the "Screaming devil".

#### Steamship cruises

The old steamship is very popular place to relax. Unluckily fighters are bad tempered and without doubt try to demolish the whole ship if possible.

### Local corporates

#### Ricky T Fine Bamboo Scaffolds

Bamboo scaffolds are one of the basic elements of all the buildings in Sunny City. They are weak and catch fire easily. They break easily, which made people buy more and more and Ricky T became very rich.

#### Mortimers Coffins

The second-best-earning co in Sunny City. Because of so many people dies every day, they need some coffins. A lot of people results a lot of bodies which results a lot of money for Mortimer.

#### SIP

The most popular beer in Sunny City. Very tasty and delicious. After use you can turn the bottle into the Bottle weapon.

## Armed Groups

### Dangerous Individuals

Rarely known group of fighters who spread their posters around the city.

### Metro Law

Hideous police department chasing criminals (or political enemies) with helicopters. Often seen in Sunny City ads. Also mentioned in one of the posters.
Chair

Length
 Damage
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The **Chair** is a short Makeshift Melee weapon that, much like the Bottle, can be found in all the SFD official maps.

## Combat

The **Chair** inflicts serious damage in a single hit, after which it breaks into a Chair Leg. The Chair breaks after one hit against a player and after three hits against a wall, it is advised to get rid of the chair after it's broken down to the Chair Leg because the damage output lowers to 9. It can also one hit small zombies in gamemode zombie survival

## Trivia

* The Chair is the most common weapon since it can be found almost everywhere in the SFD official maps.
Glass

**Glass** is a static object, that can be affected by objects and players.

## Use

While Glass is mainly scenic, in maps such as rooftops, where it functions as temporary platforms. Glass is fragile. If you kick objects onto the glass, it will break. If you kick a player onto the glass, it will also break. Bullets can easily fly through the glass. Grenades however, will need a specific requirement for it to break through the glass successfully. If you just toss a grenade onto the floor, it will roll over the glass. You would need to launch the grenade from a certain height for it to smash through the glass, and continue traveling to whatever fighter you're trying to kill.

As of the new fire update, Molotovs cannot travel through glass. However, if a Molotov is thrown at a glass, the fire will slowly damage the glass, causing it to eventually break.

### Reinforced Glass

Reinforced Glass is considerably much harder to break, for isntance, it is much more resilient to bullet and projectile damage (however not resistant to Explosions). The exact amount of bullet resistance is not measured as of yet, but even for most primary weapons it takes around half of a clip of ammunition to fully break just one piece of glass.

The glass has a total of 2 other sprite frames which signify how much damage has been dealt to it.
Baseball

Length
 Damage
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The **Baseball** is a unique Makeshift Melee weapon that can only be thrown, added initially in Beta v.1.3.0 and released publicly in v1.0.0.

## Combat

The baseball is a throwable-only makeshift weapon that travels long distances but deals mediocre damage, it is best used when paired with the Baseball Bat.

It can be used to slow down chasing enemies by stunning them or knocking them down if they're hit mid-air.

## Trivia

* The baseball can not be found in any maps in the current official map pool.
Kicks

Length
 Damage
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**Kicks** aren't considered as a full weapon, but it's a melee attack that everyone can do in almost all situations even when you are holding guns, or grenades; by pressing the kick key (Default : S). Kicking players will make them stagger and will push them backward for a very short distance, it also has the shortest range of any melee attack.

## Combat

The **Kick** has a low damage output and very low reach, However, a well-timed kick can knock players into hazards such as death pits or explosive barrels, kicking opponents below you will knock them over and leave them vulnerable

A jump kick, which can only be performed mid-air, knocks enemies farther away than a kick would, allowing you to gain a good distance between you and your opponent. jump kicks are a more efficient way to knock players into falls and hazards.

After a jump kick, you kneel for about a second, giving opponents an opening to shoot, hit, or most importantly, grab you easily, additionally when you jump kick and land after falling a shorter distance you don't kneel at all, jump kicks knock opponents farther when performed on the way down, it is advised to use jump kicks only to knock enemies over an edge and not to damage them.

## History

* Pre-release: Introduced
* Pre-alpha 1.1.3: Increased kicking power on objects
Silenced Uzi

Silenced Uzi is a new feature that has been recently added to Superfighters Deluxe. As a result, this article is probably not 100% accurate or complete and will need some work.

 Mag Size
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The **Silenced Uzi** is an automatic Secondary weapon, added in Pre-Alpha 1.7.6.

## Combat

The Silenced Uzi is a more precise, rarer, and less powerful version of the Uzi.

Inflicting 4 damage per hit, you can kill up to one player at full health per magazine, if you manage to land every shot. This is unlikely to happen, due to the multiple dodging possibilities Superfighters Deluxe has to offer.

Because of its average accuracy and its high fire rate, you can easily finish off fighters with a small amount of HP, just by hitting them with a few shots. However, the Silenced Uzi won't stand a chance against larger and more powerful guns.

## Trivia

* This weapon is called Uzi, but resembles the form of the Micro Uzi, a very compact version of its series.
* The Silenced Uzi has the lowest damage per bullet ratio. However, its high firerate compensates for it.

## History

* Pre-Alpha 1.7.6: Weapon added.
* Pre-Alpha 1.9.0: Slightly increased damage.
* Alpha 1.0.0: Crit damage adjusted to be the same as normal damage.
Sniper Rifle/es

El **Rifle Francotirador** es un arma especial disponible en la version Pre-Alpha 1.1.6

 Mag Size
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## Combate

El **Rifle Francotirador** es el arma más poderosa disponible en el juego (determinado por daño por disparo) y es el arma con mayor alcance. Es muy eficaz gracias a la visión laser implementada automáticamente lo que nos permite un uso mas fácil al matar a un enemigo, lo cual suele ser con un sólo paquete de munición.

La forma mas fácil para usar el Rifle Francotirador es colocarse en una distancia cubierta y tomar ventaja de la eficacia y daño aumentado de esta; es muy fácil plantarle un disparo a un enemigo que huye, dependiendo de la circunstancia.

La mejor manera para contrarrestar al Rifle Francotirador es colocarse lo más cerca posible antes de abrir fuego, porque puedes usar la poca eficacia de tu arma para plantar disparos. Si utilizas la inversa, el Rifle Francotirador es muy fuerte contra los objetos, puesto que puede destruir una caja con una sola bala, además de que esta podrá traspasarla y, por ende, dispararte y posiblemente matarte si es que estás en cubierto.
Enforcer ENF-4P

## Overview

The *ENF-4P* has had the lower arm actuator removed from the right arm in order to fit an AC/20. It comes from the factory with Endo-Steel, Ferro-Fibrous armor, and Double Heat Sinks.

### Strengths

* Only variant that can mount an AC/20.
* Has the highest max engine rating of all Enforcer variants
* Quirks work for any ballistic weapon.

### Online Mech Lab Tools

This online Mech Lab tool will let you build any load outs without having to purchase the 'Mech or spend C-Bills first.

* Smurfy's MWO Enforcer ENF-4P Online Mech Lab Page

### Mech Build Guides

Get help, discuss, or show off your custom 'Mechs on the forums:

* www.MechSpecs.com/
* www.NoGutsNoGalaxy.net/forum/

## References

1. ↑ ENF-4P.mdf file (Piranha Games\MechWarrior Online\Game\Objects.pak\Objects\mechs\Enforcer\ENF-4P.mdf)
Trash Can Lid

Length
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The **Trash Can Lid** is a Makeshift Melee weapon that has the shortest melee range of any weapon in SFD having the same range as the Fists.

## Combat

It's horrible melee range only makes it viable for throwing to sabotage enemies, but when used as a melee weapon it does have decent damage and can be used as a close-quarters melee weapon in a pinch, but this is not recommended against an opponent with a any melee weapon since they can quite easily out-range you.

## Trivia

It's one of the two Makeshift Melee weapons(the other being the Trash Bag) found in close proximity to trashcans.
Superfighters Deluxe Tips & Tricks

```
    In this article, you will learn about the tips and tricks that will most likely help you inside the game itself. Since the game is currently in it's Pre-Alpha stage, more and more tips will be added throughout the development of the game. If there is any errors or misconceptions that you may see in this page, please be sure to go ahead and change the error or misjudged information that suits it best. Just to be sure that if anyone would want to know how created this post, just refer to me, DreTheGamer. If there's anything at all that I may have left out, don't be afraid to change the minor error.

```

## Reloading While Aiming

Not many players know this, but if you have any particular sidearm or primary assault weapon in your hand, you can reload that current weapon while pressing the reload button that you have assigned in your key-binds. If you want to reload manually, even if you haven't ran out of ammunition, you can reload your current weapon and return to the direction that you were aiming in. This doesn't go for the M60 or Flamethrower, seeing as how you can't reload these types of specialty weapons unless you have Infinite Ammo on (/ia 1).

## Use Slow Motion Power-Ups To Your Advantage

The Slow Motion power-up has its special effects and advantages/disadvantages to a in-game match. For example, if one uses this power-up on any player at an unexpected moment, the casualties can be deadly. Although, if you, the Player, has this power-up in your inventory, you can cause some heavy damage to a player. There are two types of Slow Motion power-ups, which are +Five Seconds & +Ten Seconds. This can also go with the shotgun weaponry, where you can perfectly spray your opponent with every bullet hitting his/her body, but this is recommended at close radius of each other in order to keep the bullets from spreading out far apart from the target.

### Reflecting/Blocking With Slow Motion

You can also use this particular power-up to your advantage by reflecting any incoming bullets, but be aware that this does not effect rockets or fire. In order to block an incoming bullet, you must simply press the assigned block button with any melee weapon in hand. With the Baton & Baseball bat having different material from the metal melee weapons, you will just simply block the bullet. As for the metal melee weaponry, you can reflect the bullet, but doing this will have various outcomes. It is unlikely that the bullet will hit the shooter (unless at very close range), but the chances are random in every match. This tactic can help you if you're low on Health or just need to get out of a sticky situation, thus the Slow Motion power-up coming into view. This will slow down time & give you a small boost from the other players for as long as five seconds or ten seconds (which depends on which item you have collected). With this item you can reflect, perform any type of combos at will with the minimum speed boost, and even outrun your opponents by dodging their attacks.
Superfighters Deluxe Wiki

Meet Superfighters, the game series about brutally smashing, slashing, and shooting your enemies until only one man is left standing. This wiki is established to help inform any green Superfighter about important items within the game they can use to their advantage. Login or Sign Up to contribute and help inform fellow Superfighters and lend a helping hand in maintaining the information.

Any problems or questions you can ask staff who know most of the basics and other sorts of issues,

* TheOriginalCj: Mytho-Logic Forum Moderator, Wiki Founder.
* Pricey: Discord Staff, Wiki Admin.
* Lunatic: Mytho-Logic Forum Moderator, Wiki Admin.

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Speed Boost

Speed Boost is a new feature that has been recently added to Superfighters Deluxe. As a result, this article is probably not 100% accurate or complete and will need some work.

 Effect
 Rarity

**Speed Boost** is a Powerup added in Release v1.2.0.

## Overview

The speed boost is a powerup, taking the appearance of a small blue syringe.

While the powerup is active, the user will move 1.5x faster compared to normal speed, infinite Energy and have a pronounced blue tint to their character - as well as a transparent afterimage that follows them.

## Strategies

Speed boost can be used in a plethora of different ways. It can be used as a viable method of retreat if you are at low health, it can also be used to dash in and out of a melee fight to inflict large damage onto your opponent.

It increases the momentum if combined whit envorimental speed boosts (like moving plataforms), combining these will result in a "Bullet-like" speed
Eagle Crate

Size
 Material
 Durability

The **Eagle Crate** is an unused variation of the Wooden Crate not found in any official Maps in SFD

## Combat

Although only found in custom maps, it shares it's stats with the Wooden Crate and should just be treated as one, and should be ignored as cover if better options are available, because it has low HP, can be shot through by Sniper Rifles and is easily flammable.

## Trivia

The **Eagle Crate** shares it's stats with the Wooden Crate only differing in its appearance.
Mines

Default Amount
 Maximum Amount
 Damage
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**Mines** are a throwable explosives Equipment, added in Pre-Alpha 1.8.4.

## Overview

The Mines are very similar to grenades in the aspect that they are thrown explosive weapons. The primary difference being that Mines have a priming "timer" in which while it flashes it will not detonate. When the priming has finished the mine becomes static, and the only way it can be detonated is by either triggering it by walking toward it, or by either shooting it or blowing it up.

Like Grenades they have a 5% chance of being duds and only become duds when triggered, however duds can still be detonated by being shot or blown up.

## Combat

**Mines** are particularly deadly, which makes them an effective trapping and area denial tool. Their small proximity radius, combined with using the standard explosion radius. **Mines** can easily kill a mid to low-health fighter in one blow, due to the low detecton radius and the overall large radius of the standard explosion. If they aren't dead from the initial blast, the blast force will most likely deplete whatever remaining HP the victim has.

However, while **Mines** are deadly they are easily avoidable. When a Mine is thrown, the priming "timer" includes a flashing bulb on the Mine to indicate a fighter has thrown it. When it lands in its position, the flash still lingers, giving away its position. Not to mention that the small trigger radius can be easily avoided with a well timed sprinting jump (however a dive will trigger the **Mine**).

## Trivia

**Mines** can be completely hidden behind foreground tiles found in certain maps like the hot tub in High Moon.
Assault Rifle

Superfighters contains Assault Rifle but missing information about it in this page. It is under construction and should be edited to include its full information. If it is still under construction for a long time, please contact staff of this wiki.

 Mag Size
 Extra Mags
 Damage
 Fire Rate
 Critical Chance
 Critical Damage
 Rarity

The **Assault Rifle** is a semi-automatic burst Primary weapon added in Pre-Alpha 1.1.2.

## Overview

The Assault Rifle is a very good weapon. Its three bullet burst can deal large amounts of damage when used correctly, and around four bursts is enough to kill a player.

## Strategies

The Assault Rifle is an ideal weapon for all distances. It's suitable for close to mid range combat, and its accuracy is high enough to take on enemies across the map. Try to fire at and finish off foes that are at a distance.

## Bugs

* The Assault rifle (due to the grain effects) will appear to have some blackened parts appear bright blue.

## Trivia

* The Assault Rifle is a combination of the AR-15 and AK-103 assault rifles. It may also be inspired from the Swedish Ak 5.
* The Assault Rifle is the first Primary weapon added after release.
* The Assault Rifle is the only burst weapon in the game.

## History

* Pre-alpha v1.1.2: Introduced
* Release v1.1.2: Magazine size changed from 25 to 24, burst capabilities added.
Baton

Baton is a new feature that has been recently added to Superfighters Deluxe. As a result, this article is probably not 100% accurate or complete and will need some work.

 Length
 Damage
 Durability
 Rarity

The **Baton** is a Melee weapon, added in Pre-Alpha 1.8.3.

## Combat

The Baton is a medium-range Melee weapon, made of a type of plastic, therefore it is not able to deflect bullets, only block them. Despite its decent range, it deals the lowest damage of any melee weapon in SFD. Try to out-range your enemy when using the Baton.

## Trivia

* When the baton was introduced, it was an extremely desirable melee weapon, as it had one of the longest ranges in the game, and could block attacks very fast, since it was a one-handed weapon. However, with the 1.8.8 Pre-Alpha update, which fixed the bug that caused 1H weapons to block faster, and with the 1.9.0 Pre-Alpha update, which adjusted melee weapon ranges, the Baton became much less powerful, becoming shorter than Baseball Bat.

## History

1.8.3: Introduced

1.8.8: Block Speed Reduced

1.9.0: Melee Range Reduced
Broken Cue Stick

Length
 Damage
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The **Broken Cue Stick** is a Makeshift Melee weapon that results from breaking a Cue Stick

## Combat

It is one of the worst in-game Melee weapons, consider switching to something else as soon as possible. It breaks in 3 hits against a fighter, and will take up to 5 hits against a wall.

## Trivia

* The Broken Cue Stick has the same damage and durability stats as the Chair Leg.

## History

Pre-Alpha 1.7.3: Introduced
Pre-alpha 1.8.0: Damage Buff
Map Editor : Tiles

* Static tiles that will not move or be affected by physics. These are the primary building blocks for your world.
* Dynamic tiles that will move and be affected by physics. These are the primary objects that the player can interact with.
* Markers and Triggers that will only be visible in the editor. These include player spawns and joints.

###

Note: You can see additional information about a selected tile in the information area to the right.

Note: A box with a question mark will be visible if there exist extra information about the tile you have selected. Click the box to view the information.

###

###

### **Coloring**

Most tiles can be recolored. All available colors for a tile can be selected from the color palette menu. You open the color palette menu by pressing the blue square icon in the menu while you have some tiles selected.

Note: If you select different tiles with different color palettes the combined color choises will be visible in the color palette menu but only the available colors for a specific tile can color the tile.                                       Note: If the color palette menu is empty it means that the selected tiles can't be recolored.

### **Far Background Tiles**

Far Background Tiles are your primary blocks to create far backgrounds. Selecting a far background layer will show the following properties for that layer: - Background Distance: Here you can select the distance to the background ranging from 0 to 1000. This distance determines how "far back" the background is and is only effective in the dynamic camera mode. Experiment with these values to find something that suits your map. - Horizon Enabled: You can enable a black horizon for all far background layers. - Horizon Position: The vertical position of the black border. Anything behind the layer below this vertical position will be black. Usefull if you have multiple far background layers.

Note: You can only see a preview if you lock ALL far background layers. After doing so you can see how the far background moves (depending on the background distance) when you move and zoom with the camera in the editor.

### **Background Tiles**

Background Tiles are primary blocks to create backgrounds. These background tiles cause no collision and are only for show.

### **Solid Tiles**

Solid Tiles are primary building blocks that stuff collide with.

### **Foreground Tiles**

Foreground Tiles are tiles that are in front of everything else.

### **Supply Crate**

Supply Crate: Supply crates are used by the dynamic weapon spawn system. A supply crate will drop a random weapon or item defined by the map's weapon spawn chances property.

Link :

Map Editor
Knife

Length
 Damage
 Durability
 Rarity

The knife is very short, being a little shorter than the Pipe Wrench. However, the knife can be thrown significantly farther than any other weapon in the game, and outputs the most damage compared to any other melee weapon when thrown.

## Combat

Knives are best used for throwing, rather than hand-to-hand combat, however, knives can still can do a considerable amount of damage from close strikes.

Knives are really powerful for dealing with enemies behind cover since most thrown objects can still hit opponents behind cover, however, although difficult, the knife can still be caught by using block, it is especially easy to catch an incoming knife while slo-mo is activated.
Riot Shotgun

Riot Shotgun is a new feature that has been recently added to Superfighters Deluxe. As a result, this article is probably not 100% accurate or complete and will need some work.

 Shells
 Extra Shells
 Damage
 Max Fire Rate
 Critical Chance
 Drop Chance

The **Riot Shotgun** is a weapon previously added in Release 1.0.0. It mirrored the Pump Action Shotgun but got its own unique stats in Release 1.1.1.

## Combat

The Riot Shotgun excels in hard hitting close range damage due to its high pellet count (8x). Because of this higher pellet count, it also seems to have a fairly high knockdown potential, however when compared to the Pump Action Shotgun, it's less effective at piling on damage from range as more pellets are likely to go astray.

**Strategy**

A rule of thumb when using the Riot Shotgun (and shotguns in general) is to conserve your shots and stay close to your target. Avoid using this weapon in long-range confrontations to prevent wastage, instead use your secondary weapon to provoke the enemy. When they come closer to you, quickly switch to the Riot Shotgun and unload the shells onto them. Be careful not to let them too close to you so they cannot engage in melee combat.

## Trivia

* The weapon almost resembles a SPAS-12 without the folding stock.
Machete

Length
 Damage
 Durability
 Rarity

The **Machete** is a sharp Melee weapon.

## Combat

The Machete is a decent Melee weapon, having medium range and good damage. It is made of metal, so it's able to reflect bullets when blocking or swinging at the right time. It's also a good option to use it as a throwing weapon, but you risk losing the item if the enemy dodges or catches it.

If you use it right, it will kill or greatly injure an opponent quickly.

## Trivia

* Like the Katana, the Machete spawns in a sheath, and when disarmed or dropped, it will be shown unsheathed.
* Machete was once the best melee weapon in the game until Pre-Alpha 1.8.8, due to the incredible block speed. Pre-Alpha 1.8.8 fixed a bug related to the animation of one-handed melee weapons being shorter in duration.

## History

Pre-Release: Introduced

Pre-alpha 1.1.3: Damage decreased slightly
Uzi

Superfighters contains Uzi but missing information about it in this page. It is under construction and should be edited to include its full information. If it is still under construction for a long time, please contact staff of this wiki.

 Mag Size
 Extra Mags
 Damage
 Fire Rate
 Critical Chance
 Critical Damage
 Rarity

The **Uzi** is an automatic Secondary weapon.

## Combat

The Uzi is not immediately available to the player at the start of the brawl, it is more or less an impulse grab. It is more useful than the Pistol, so if you are looking for a useful weapon to equip, in this case, the Uzi should do you well.

In one ammunition, the Uzi can easily land a single kill, however, it is ultimately a weapon made for suppression. The most likely scenario you would need to kill with it is when you have a weakened foe against you, and you are also unarmed.

The Uzi does more damage than the Pistol upfront, due to its high rate of fire. However, it has less accuracy, so the damage decreases more with distance than the Pistol and the Magnum.

## Bugs

* The Uzi will sometimes not render when being held or aimed (this is also a common glitch with other Secondary weapons).

## Trivia

* This weapon is called Uzi, but resembles the form of the Micro Uzi, a very compact version of its series.

## History

Pre-release: Weapon added

Pre-alpha 1.4.0: Decreased damage
Hammer

Hammer is a new feature that has been recently added to Superfighters Deluxe. As a result, this article is probably not 100% accurate or complete and will need some work.

 Length
 Damage
 Durability
 Rarity

The **Hammer** is a short Melee weapon.

## Combat

The Hammer is a slightly better alternative to the classic Pipe Wrench, dealing 0.5 HP more damage per hit. They both have the same range, spawn as commonly and are made of metal, therefore they can deflect/reflect bullets.

Being a common spawn, it can be of good help in the beginning of a versus match, providing some defense against bullets.

## History

Pre-Alpha 1.7.0: Introduced

Pre-Alpha 1.7.2: Bug fix