recursal/Fanatic-Fandom huggingface dataset:
Pump-Action Shotgun

Superfighters contains Pump-Action Shotgun 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.

 Shells
 Extra Shells
 Damage
 Max Fire Rate
 Critical Chance
 Drop Chance

The **Pump-Action Shotgun** is a Primary Shotgun.

## Combat

The Pump-Action Shotgun is an ideal shotgun for both close range and medium range. All the shots stay relatively close at farther ranges, and therefore has great damage output.

However, reloading is very slow because it reloads one shell at a time. To use this weapon best, make sure it has full ammunition when entering combat and you have protection or a safe area (where you can retreat to) to give yourself time to reload.

### Strategies

The Pump-Action Shotgun is a versatile weapon that excels in extremely close to medium close range distances. On the newer level of play, players will tend to directly move towards an opponent and shoot the gun from the him, completely contrasting its strength in its aimed shots. Proper movement would involve being a harder target to hit while up close with an enemy and shooting them to overpower and oppress their efforts. Avoid fighting players aware of your play style and stay unpredictable as you are easily blocked by melee weapons. Always keep bullets to their highest count as when engaging, it is possible to miss key shots.

## History

Pre-release: Introduced

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

Pre-alpha 1.1.5: Fire rate decreased

Pre-alpha 1.3.1b: Increased spread, decreased damage

Pre-alpha 1.4.0: Decreased spawn chance and ammo

Pre-alpha 1.6.0c: Slightly increased cooldown
East Warehouse

East Warehouse is a map featured in SFD, added in Pre-Alpha 1.4.0.

## Visual Characteristics

East Warehouse is a large map, and features a mainly blue background, with a purple background in the top-right section of the map, and an orange background in the bottom-left section. The map uses a metallic and concrete tileset for most of the solid tiles. The skyline of Sunny City can be seen in the background and the map appears to be next to a lake or river.

Many metal bars, pipes, and machines can be seen in the background of the map, with the background base being comprised of bricks.

The map also features three lifts, multiple bamboo scaffolding platforms, and tin roofs.

## Gameplay

East Warehouse is a very open map, and good cover can be hard to come by in many parts of the map. The best-covered part of the map is the section in the top-right (with the purple background); you will only be exposed from one or two places if you take good cover here, as opposed to being exposed from most angles on other parts of the map. As the map is open, obtaining a gun is a good start, especially with the amount of tiles that can be shot through on the map (tin roofs, thin metal platforms, etc.), but don't be afraid to remain in a well-covered area and use melee to your advantage. If you plan to take cover on the top of the room to the top-right, then destroying the tall bamboo scaffolding can be hugely useful, as it removes an angle that you have to worry about, and only leaves you with one angle to be attacked from. A large structure of wooden crates often spawns at the bottom of the part, and can be a good for temporary cover.

The small room in the bottom left of the map often spawns around 4-5 explosive barrels at the start of the game, so going there is extremely dangerous. Once these barrels are set off, the force of the explosion can propel them to most parts of the map.

East Warehouse also features two stationary hooks and one moving hook (the same as the hook in Chemical Plant). These hooks are poorly covered and will often put you at a large disadvantage, but they can be a good escape route if you get caught out, and can also be used to ledge grab onto to cancel fall damage if you happen to fall off of the top part of the map.

As per most open maps, power weapons like the Sniper Rifle and M60 can wreak havoc when used efficiently, especially the M60, as its extremely high ammo capacity and automatic fire can make quick work of someone standing on a metal platform or tin roof.

## Tips

* By getting enough momentum on the swinging hook, you can make it do a full circle and can damage players standing on the platform above it.
* By standing on the metal part on top of the hook, you can jump attack players standing on the platform above you.

## Lore & Trivia

* This map is an industrial/factory-themed map, with Sunny City in the background, this map contributes to the suggestion that Sunny City is heavily industrialised.
* The warehouse itself seems to be owned by Milton Industries.
Elevator (Object)

Elevator (Object) is a fresh page under construction. It will be prepared as soon as possible. If it is still under construction for a long time, please contact staff of this wiki.

The **Elevator** is a Special-type object added in PreAlpha 1.4.0. It was added to compliment the use of C# API added to the Map Editor.

## Use

The elevator is currently the largest object in SFD, surpassing the square Hanging Crate from an earlier update. It is usually rigged to joints or on an actual elevator system.

In the update more than one elevator type was offered to be applicable to different building types. For example the type of elevator gives access to both sides in a building or the more typical single door elevator. The elevators also come with the option of having a service hatch (The opening on the roof of the elevators) players can leave through as another means of leaving the elevator, this would work well for cases in maps where players could be trapped when another player calls the elevator.
Wooden Crate

Size
 Material
 Durability

The **Wooden Crate** or simply, **Crate**, is a Wooden Object that is by far, the most common Object in all of SFD's official Maps.

## Combat

The **Crate** is a Wooden Object that can be used as temporary cover from incoming fire. The **Crate** can be set ablaze, broken with Fists in a few hits and powerful weapons like the Sniper Rifle can destroy and penetrate through a **crate** and damage a fighter behind it. This is great for when a player is hiding behind a crate, because you can destroy their cover and hit them in a single shot.

## Trivia

The **Wooden Crate** shares it's stats with the Eagle Crate and only differ in their appearance
The Demolitionist

**The Demolitionist** is a character included in Superfighters Deluxe.

The Demolitionist is a reocurring character within Superfighters Deluxe's Challenges

It is presumed that he is a Hitman or a Mercenary of some sort beacuse of the circumstances of his missions

## Challenges

The Demolitionist appears in 4 Challenges

* The Teahouse Job
* Rocket Rider
* Alley Bombardment
* Rocket Rider 2
Molotov Cocktails

Default Amount
 Maximum Amount
 Damage
 Rarity

**Molotov Cocktails** or better known as simply "Molotovs" are throwable Equipment that explode into a cloud of fire upon contact, fighters directly hit with **Molotovs** enter Stage 2 Fire instantly.

### Combat

**Molotovs** aren't the best suited for area denial compared to other Equipments since fighters can enter a **Molotov's** effective area and simply keep jumping to avoid catching fire, however they are very good at slowing down chasing opponents by forcing them to Rolling around to put out the Stage 2 Fire they've been inflicted with after being directly hit with a **Molotov**, this gives you time to either run away or fight back by throwing items at them.

If you are stunned while readying to throw the **Molotov** you will drop the **Molotov** after which it will explode and send you into Stage 2 Fire, this also occurs with other Equipments
Console

Console is a device to see different information about the game. It can be toggled on/off with button F11. Related to this is the Debug Window, which is toggled with F7 by default.

### Console in Editor

Before SFD Beta console in the editor told more information about the game, including effects, errors, warnings and methods used in the map script. Script\_Api gave Game.WriteToConsole(string text) method which let you write a custom message to the console.

After Beta update there was added a whole new debug window which is triggered with F7. It has options for Debug Camera and full console output. After this, the Game.WriteToConsole(string text) writes everything into this output window, keeping the Console cleaner.

### Console in Gameplay

Console is not used much in gameplay. It shows such events as players rolling, ledgegrabbing and unequipping weapons.

### Future

In the future versions, the console will be more flexible and you can write more custom messages[1] into it.

### Trivia

When some object is hit, the console shows a message "Error. Effect "Hit" could not be found."

In some Alpha and Pre-Alpha versions the console showed every time the name of a method when it was called, flooding the whole console into useless bunch of fast-scrolling text.
Critical Hits

**Critical Hits** or more commonly know as knockback, is the instance when a player is knocked down, causing the player to become unable to move temporarily.

## Values

Gurt states that chance measurements are determined in fractions. To simplify it's to be measured in precentages.

The only weapon to be have an absolute critical hit is the Bazooka which utilizes Explosions. Explosions always have 100% Critical Hit chance to anyone close enough to the radius.

Critical rates are higher depending on damage values. Meaning critical chance increases if damage increases. Example: The Pistol deals around 5 - 10 HP damage and has a 5% critical chance.

The one exception would be the automatic rate of fire of some weapons would reduce the effectiveness of a successful critical hit.
Steel Barrel

Size
 Material
 Durability

The **Steel Barrels,** or best known just as "barrels", are Metal Objects that are affected by physics. Similar to the Explosive Barrel.

## Combat

The **Barrel** is a very durable object and can take many hits from automatic fire. Taking cover behind one can give you a large advantage in gunfights almost making you immune to damage from enemy fire. The **Steel Barrel** is Strong but can be easily destroyed by Explosions and when weakened it can be destroyed in a single shot by a Sniper Rifle or a Magnum, but will still absorb the shot unlike Wooden Crates giving you an opening to retreat or counter-attack.

## History

* Pre-release: Introduced
* Pre-alpha 1.3.0: Made destructible
Stable

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

The **Stable** is the building where a player's trains Cavalry troops. Different and more powerful Cavalry troops are unlocked as it's upgraded, which is limited by the level of the Farm. Tap on "Upgrade" and hit the "i" button for a full breakdown of every troop available at each level. Tap "Train" and hit the "i" button there for information about individual troops.
Slow Motion

Effect
 Rarity

**Slow-Motion** is a Powerup added pre-release.

## Overview

**Slow-Motion** comes in two varieties, the **10 sec slo-mo** and the **5 sec slo-mo**, both slow down time and only differ in duration. Additionally, it gives the user a small, almost unnoticeable, speed boost.

## Strategies

 Effect
 Rarity

A great time to use this powerup offensively is when an opponent cannot fight back, for example when they are stuck in an animation, such as kneeling, or when they are above you mid-jump, and cannot shoot you, **Slow-Motion** allows you to easily take advantage of these moments by slowing down time, allowing you to react more suitably, by shooting them if they are suspended mid-air, or grabbing them if they are stuck in an animation.

Another way to use **Slow-Motion** offensively is by activating it while rocket riding, allowing you to more easily, even in laggy servers, home in and kill the user or another opponent.

**Slow-Motion** can also be used defensively allowing you to easily dodge rockets from a Bazooka, deflect bullets, catch thrown items, and anticipate attacks.

The small speed boost from the **Slow-Motion** gives you an edge up in speed, allowing you to either escape or fight back, giving you the upper hand in any fight.
Frankie

**Frankie** is a character included in Superfighters Deluxe.

## Superfighters Deluxe

### Zombie Survival

His only scripted appearance is in Zombie Nightmare where he will say a few short sentences as an intro to the level.

-Heeelp! Is someone in there?! **(Frankie will say that at the beginning of the wave.)**

-Oh god, they're coming! **(Frankie will look at the right side and see a zombie coming out of the ground.)**

-N-n-no! AAAAARGH! **(Frankie's last words.)**

## Trivia

Frankie can randomly appear as a common AI bot upon creating a game.
Suggestions

This page consists of suggestions for SFD, entirely fan-made. Feel free to edit this page to insert your own ideas?

## Weapons

Tactical Shotgun - a semi-auto shotgun.

Dagger Pouch - throws daggers at enemies, daggers could stick in walls and can be picked up again.

Dart Rifle - maybe tranquilizes enemies?

Laser Cannon - because every game needs a future-y weapon. Maybe sets enemies on fire?

Ray Gun - fires a continuous ray that obliterates anything it touches

Flail/Mace - a melee weapon that could swing out ahead of the player and hit things that are far away.
MP50

MP50 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
 Extra Mags
 Damage
 Fire Rate
 Critical Chance
 Critical Damage
 Rarity

The MP 50 is a primary weapon added in Release v1.0.0.

## Combat

The MP 50 is a fairly strange weapon that performs similarly to the Tommy Gun. Despite having less bullets, the MP 50 seems to deal more damage on critical hit, making it somewhat threatening against mobile targets.

## Trivia

* The weapon greatly mimics the actual MP40 SMG used in World War II.

* This weapon was added before the release of the WWII themed Operation Sunrise, making it's initial appearance strange. The weapon sees heavy use in the particular campaign mission.
Magnum

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

The **Magnum** is the most powerful semi-automatic Secondary weapon available, added in Pre-Release.

## Overview

Due to the Magnum's high damage output and accuracy, it is considered the most powerful Secondary in the game if used properly. It is capable of killing a healthy enemy with 3 or 4 shots.

The Magnum holds six bullets and has a slow fire rate. While the critical chance is 50%, it isn't as high as the critical chance for the Pump-Action Shotgun or Sawed-Off Shotgun in close combat. However, its high chance of knockback coupled with its damage gives it an edge at medium and long range combat.

## Strategies

Similar to the Sniper Rifle, the magnum has a slow recovery, meaning that you cannot sprint immediately after shooting. Be careful in close combat, because if the enemy dodges, they can have a chance to disarm you while you recover. Also, there's 50% chance that your shot will not be a critical, leaving you vulnerable.

Because of the Magnum's high critical chance, you can use this weapon to knock enemies off ledges. Also, shooting an enemy in repeated succession would ensure minimal retaliation, as the knockback would disrupt the enemy before they would be able to fire back.

Acquiring laser-sights would make the Magnum a perfect long-range "sniper". Though it would lack the damage of a normal sniper, it can prove to be more useful by knocking enemies off ledges at a range.

The Magnum can also be use as a sort of sniper

## Trivia

* In the first Teaser picture of Superfighters Deluxe, the Magnum is featured in addition to the M60 and the Katana.
* Similar to the Revolver and Sawed-Off Shotgun, the Magnum does not release a cartridge after each shot, but it will release all of them while reloading.

## History

* Pre-Release: Weapon added.
* Pre-Alpha 1.1.5: Crit chance lowered from 65% to 50% and fire rate lowered.
* Pre-Alpha 1.2.1: Fire rate lowered slightly.
* Pre-Alpha 1.6.0c: Cooldown increased slightly.
* Pre-Alpha 1.9.0: Accuracy made the same as that of the Pistol and Revolver.
Chainsaw

Chainsaw 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

## Overview

The **Chainsaw** is arguably the best melee weapon in the game, capable of giving a tremendous amount of damage in a very short time, additionally, the weapon deflects bullets when being revved allowing the user to deflect most incoming bullets, sometimes back at the shooter, especially if they're close to you.

When out of fuel the **Chainsaw** can be thrown to inflict an additional 16-17HP of damage, after which it breaks

## Combat

The **Chainsaw** is a melee power-weapon meant to be the equivalent of power-weapons like the Bazooka but for Melee, the weapon deflects most incoming bullets while being revved, and the bullets deflected by the **Chainsaw** deflect backwards allowing the chainsaw to damage enemies close to the user.

It is advised to rush and cut down nearby enemies, preferably ones away from Makeshift weapons since they cannot fight back as easily without Explosive or fire weapons.

When against a **Chainsaw** user it is advised to run for any Makeshift weapons, which will either stun them or waste their time by getting them to ,

## Trivia

The **Chainsaw** can give a total of 312HP of damage before running out of fuel
Baseball Bat

Length
 Damage
 Durability
 Rarity

The Baseball Bat (or just Bat) is a fairly decent all-rounder Melee weapon, added in Pre-Release.

## Combat

The Baseball bat boasts high range (it is the third longest melee weapon in the game, behind the Chain and the Katana) and respectable damage. Due to the good reach, this weapon can be swung from a distance, forcing shorter weapons to get closer if they want to get any hits in. It's also a decent weapon to use against a Katana or Chain since it's long enough to have few issues with being out-ranged. It's made of wood and cannot reflect bullets, but it can block them.

It has a special, unique ability to launch grenades and C4 explosives flying, like baseballs. This is useful when trying to attack from a great distance, but requires practice.
Freeze Burn

Freeze Burn is an effect gotten when frozen while on fire.

## Effects

While you are being Freeze Burned, your health goes down as fast as Stage 2 Fire, but it can only be put out by falling far enough. After you hit the ground, you will still be frozen for 3 seconds.

## Ingredients

You become Freeze Burned when you freeze whilst on fire. You can be set on fire by being attacked with a flamethrower, flare gun, or molotov cocktails, or being in the vicinity of an exploding Explosive Barrel or an Explosive Barrel Wreck. Meanwhile, you can become frozen by standing still for too long in maps with rain or snow (e.g. Sector 8).
C4

Default Amount
 Maximum Amount
 Damage
 Rarity

The C4 is a throwable explosives Equipment, added in Alpha 1.2.1. The C4 deals around 70 damage (the same as a Grenade) on a direct hit.

### Combat

The C4 is unique in its ability to allow the player to decide when they want to set it off. Once a player throws the C4, they will receive a C4 detonator; which they can then use to set off the C4. Unlike Mines and Grenades, the C4 cannot be set off by players shooting at it, however a nearby explosion can set it off.

### Strategy

Due to its small size, the C4 is good for concealing and inflicting damage when your opponent least expects it, and can seriously punish an unaware opponent with its damage output. The C4 can also be hit by a Bat to increase its distance travelled.

When timed correctly, a player can use the C4's stun when hitting a player to keep them still long enough to inflict some damage with it.

### Trivia

* The C4 is the only piece of Equipment that is not set off by bullets.
Sawed-Off Shotgun

Shells
 Extra Shells
 Damage
 Max Fire Rate
 Critical Chance
 Drop Chance

The **Sawed-Off Shotgun** is a Primary Shotgun

## Combat

Similar to its relative, the Pump-Action Shotgun, the Sawed-Off Shotgun is more suited for close range devastation. This is because it shoots extremely fast, dealing tremendous damage at close range if all the bullets hit the target. The small clip compensates this, so it is best used when cover is available to reload.

Due to the Sawed-Off Shotgun's poor accuracy, players should use it up close, as the spread causes it to become less effective at longer distances.

## History

Pre-release: Introduced

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

Pre-alpha 1.3.1b: Increased spread, decreased damage

Pre-alpha 1.4.0: Decreased spawn chance and ammo
Rarity

**Rarity** is a numerical value which determines the spawn rate of various objects, mainly weapons.

## Function

Rarity is handeled differently in both games.

### Superfighters Deluxe

Rarity is determined by a simple algebraic formula:

V

/

(
W
∗
N
)

{\displaystyle V/(W\*N)}

**Where:**

* V = The numerical value of one weapon's rarity, or the desired weapon imparticular.
* W = Number of weapons in this spesific group, when there are crate drops. For example, a secondary weapon crate drops, since are 6 secondary weapons, so therefore the value for W is 6. Random crates make this value 1.
* N = Numerical value for all the weapon rarity values in the group (This includes the value stated in V as well). Random crates make this value consist of every weapon in game.

If you multiply the resulting equation, you should get the precent rarity of any weapon, and its chance to drop from the spesific crate it can be found in.

## Values

The following numbers are usually associated with the standard rarity value as found in game.
0: Never
1-8: Very Rare
9-15: Rare
16-24: Uncommon
25+: Common

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

Fire Ammo 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

**Incendiary Ammo** or **Fire Ammo** is an ammo upgrade added in Release v1.2.0.

## Effect

Picking up incendiary ammo will, similar to Bouncy Ammo, be added to the primary weapon by default. It will either set the victim straight to full fire for powerful guns like the Sniper Rifle or Magnum. For weaker guns like the Submachine Gun, more bullets need to hit to achieve the same effect.

## History

* v1.2.0: Upgrade added.
* v1.2.0c: Decreased spawn chance, adjusted ignition rates.
Fire Axe

Length
 Damage
 Durability
 Rarity

The **Fire Axe** is a very strong Melee weapon, added in Pre-Alpha 1.1.0.

## Combat

The Fire Axe is a bit shorter and deals 1 HP less damage than the Katana. It's one of the best melee weapons in the game, but it's an uncommon spawn. It's also pretty good when used as a throwing weapon, but often times it's risky to throw it, as you can lose your weapon to the enemy.

This weapon is best used to rush an enemy and the long reach is good for Melee fights. Time your swings to attack through the enemy's defenses.

## History

Pre-Alpha 1.1: Introduced

Pre-alpha 1.1.3: Damage reduced slightly
Large Hanging Crate

Size
 Material
 Durability

**Large Hanging Crate** is an variation of the Hanging Crate that is much larger and rarer in most configurations of SFD's official maps

## Trivia

Contrary to it's name, it isn't seen hanging at all in any configurations of SFD's official Maps, and is usually found laying on the ground with other Crates
Flare Gun

Flare Gun 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
 Extra Mags
 Damage
 Fire Rate
 Critical Chance
 Critical Damage
 Rarity

The **Flare Gun** is a special Secondary weapon, added in Pre-Alpha 1.6.0.

## Combat

When fired the Flare Gun emits a large red spark which travels in an arc. When it hits an object or solid tile, it will cover a small area with fire. Upon impact with a player it will instantly set them ablaze and knock them down, dealing heavy damage and requires the player to roll to put out the fire. The flare projectile cannot be dodged by rolling or diving, and cannot be blocked or deflected by melee weapons.

When using the Flare Gun, you'll definitely want to directly hit a player as it deals significant damage and it will carry through as long as the player doesn't roll. However take into account of the weapon's arcing before you waste a very valuable shot. In addition to it's arcing, it is also very visible when fired and attracts the attention of those who may not even be close to the shot.

If you manage to hit a jumping player, the knock-down effect of the projectile will launch them flying while taking level 2 fire damage, causing an insane amount of damage, even killing them sometimes if the fall damage is great enough.

The Flare Gun is an effective secondary because it works well with another weapon. When you land a shot you can switch to your primary weapon and deal more damage to them or try and stop them from putting out the fire.

## Trivia

* The inital sprite for the Flare Gun was very similar to the Magnum upon being introduced.
* The Flare Gun is the only weapon besides the Flamethrower that deals fire damage.

## History

* Pre-Alpha 1.6.0: Weapon added.
* Pre-Alpha 1.7.0: Model changed.
Explosions

**Explosions** are a frequent game mechanic within the Superfighters Series.

## Function

Explosions in the Superfighters series are potentially deadly in nature, they can deal a lot of damage depending on how close you are to the explosion. While explosions can easily devastate a single fighter, for better effectiveness, make sure multiple fighters are caught near an explosion to deal more damage to different enemies. A good use for explosives is their ability to indirect attacks. You can use them for attacking behind corners, knocking players for a later attack and making them fall down cliffs.

## Superfighters

### Combat

Explosions in the original Superfighters were not very effective because the damage output was relatively low. However, grenades were very effective as means to zone-out CPUs and push them off pits.

## Superfighters Deluxe

### Combat

Unlike Superfighters, explosions are extremely effective and lethal in SFD. They can take more than half of a fighters' health easily. Grenades and mines can easily deal 70 damage to a fighter, and if 2 explosion sources are stacked up, they will instantly kill a full-health fighter inside the max damage radius.

Explosive barrels and propane tanks are very dangerous, they spawn commonly across official maps and are something to be very aware of when in combat.

### Radius

All explosions in SFD, despite having different damages, work in the same way in terms of radius. They have 2 radii: a small max damage radius, and a bigger radius with decaying damage. If a fighter is inside the max damage radius, no matter how distant from the explosion center, they will always take maximum damage. If a fighter is outside the max damage radius, but still inside the explosion radius, they will take variable damage, depending on the distance from the explosion center, ranging from around max damage to around 5 damage.

All explosions from all sources have the same radius:

-Max Damage radius: ~24 WU

-Outside of explosion radius: ~42 WU

### Explosion Damage (Max)

-Grenades: 70

-Mines: 70

-Bazooka: 50

-Grenade Launcher: 60

-Propane tanks: 50

-Explosive barrels: 50

-Explosion Triggers: 50

-C4 Explosive: 70

## Sources

In Superfighters the only sources of explosions were from Grenades, Bazooka Rockets, and Explosive Barrels. In Superfighters Deluxe, additional sources were included, such as Launched Grenades, Propane Tank, C4 Explosive, and ExplosionTrigger, explosions through scripts(Game.TriggerExplosion(Vector2 Position)) ,and possibly future sources.

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

Tommy Gun 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
 Extra Mags
 Damage
 Fire Rate
 Critical Chance
 Critical Damage
 Rarity

The **Tommy Gun** is an automatic Primary weapon, added in Pre-Alpha 1.7.0.

## Combat

The Tommy Gun is an automatic rifle that you can find fairly often. Having a rather high spread when compared to other automatic rifles, it should be used as a primary counterpart of the Uzi.

Moreover, its high damage output at low range can turn it in into a improvised shotgun, allowing to shrug off a large chunk of health from a near opponent.

Despite having less damage and accuracy than the Assault Rifle, its huge 35 bullets magazine size makes it a very powerful automatic rifle, overcoming the SMG both in mag size and damage.

## Trivia

* It was the original Submachine Gun before Pre-Alpha 1.7.0.
* It is the iconic term used for the Thompson Submachine Gun.
* Until Pre-Alpha 1.7.6, it used to share its stats with the Submachine Gun.

## History

Pre-release: Texture used for Submachine Gun

Pre-Alpha 1.7.0: Name changed to Tommygun

Pre-alpha 1.8.6: Stats tweaked

Pre-alpha 1.8.7: Decreased damage and spawn chance
Trash Bag

Length
 Damage
 Durability
 Rarity

The **Trash Bag** is a Makeshift Melee weapon that has the same damage as Fists

## Combat

The Trash Bag is the 3rd worst melee weapon and is basically only a range extension for the Fists it should be replaced with a better melee weapon, makeshift or otherwise, as soon as possible.

## Trivia

It's one of the two Makeshift Melee weapons(the other being the Trash Can Lid) found in close proximity to trashcans.
Laser Sight

Effect
 Rarity

The **Laser Sight**is an Upgrade available in PreAlpha 1.1.6.

## Effect

The Laser Sight will replace the aim reticule with a long red laser protruding from the player's weapon, making long-distance aiming a lot easier. The side-function of the laser sight is that is makes weapons more accurate as well, which can make high-spread weapons alot more deadly, and rifles very precise.

The Laser Sight will automatically apply to your primary weapon unless it already has a laser sight, as it then will apply to your secondary weapon. It will always apply to the weapon you are currently equipped with as you get the upgrade. If you pick up a laser sight, but you do not own a gun, the next gun you pick up will automatically attach the laser sight when you equip it.

All weapons have the laser sight attached to their bottom side except for the Sniper Rifle and the Bazooka, which have the laser sight attached to their upper side. Keep that in mind when adjusting your aim.

## Trivia

* The Laser from the laser sight can pass through platforms and glass, helpful to help players know that they can shoot through those surfaces.
Far Background

**Far Background** or labled on tiles as **FarBg** is a both a layer and a tile proeprty known better in Superfighters Deluxe.

## Addition

Far Background tiles were added in PreAlpha 1.2.0 and added additional atmosphere to both existing maps and within the Map Editor. However, the existing tiles were then replaced in PreAlpha 1.3.0 with more basic tiles, but were more diverse as fas as combination and versatility.

## Usage

Far Background is currently the lowest layer of tiles in the SFD Map Editor, and it has several different features that other layers do not have.

### Background Distance

Setting background distance does not show on the normal camera view, but in the dynamic camera view (pressing tab will set the dynamic camera) it makes the background appear to be back further and not directly in front of the user. This gives the map that sense of being outside of the normal environment. For the best effect the reccomended value lies between 150-300, depending on your own preference when using the Map Editor.

### Reccomended Setting

When placing Far Background tiles, using tiles of similar style (usually defined by the numbers preceding the tile name) and placing them close to eachother. The best examples would be found in the above thumbnail, where city backgrounds can be easily blended with hills and other far background tiles.
Pipe Wrench

Length
 Damage
 Durability
 Rarity

The **Pipe Wrench** is a common Melee weapon added in pre-release

## Combat

Because of it's common spawn rate, it will give you an advantage at the start of a match, making it a decent weapon against those without anything, In addition to this, it also has a fairly good throwing distance, making it good for sabotaging enemies.

The Pipe Wrench has the same damage as the Bat, but is shorter. It can still be used to even out a fight against an enemy with the bat.
Map script

Map script is C# code executed during gameplay. The code derives from SFD.GameScriptInterface, which lets player's use classes on it in their own code.

## Requirements

To script in Superfighter Deluxe, you need a fair knowledge over C#. You also need to read the ScriptApi, where you can find all the methods and classes defined by SFD.GameScriptInterface.

## Beginning

Open the script window in the right upper corner of the map editor.
You can write your code into this window.

## Compiling

To compile, press F5. Then a new window opens and tells if the code compiled correctly or not.

:

## Form

Usually teh code contains methods and classes. These needs to be in form **`public void MyVoid([TriggerArgs args,if called from trigger])`**

All the methods needs to be public, so the game can use them. The same goes with classes.

## Basic Examples

### Write Hello World! to Game Console

`public void Hello(TriggerArgs args){
Game.WriteToConsole("Hello world!");
}`

Simply put the section of code in the Script Editor, have a Trigger call the function and it should write to the game console (pressing "~" while in the editor). In the console the message "Hello world!" should appear.

### Bot jumping example

`public void BotJump(TriggerArgs args){
IPlayer ply=(IPlayer)args.Sender; if(ply.IsBot&&!ply.IsDead&&!ply.IsLayingOnGround){
ply.SetLinearVelocity(ply.GetLinearVelocity()+new Vector2(0f,Int32.Parse(((IObject)args.Caller).CustomId)));
}
}`

Have an areatrigger with method "BotJump", and only active with players. Give the trigger a CustomId of some integer nuber, like 2.

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

Length
 Damage
 Durability
 Rarity

**Fists** are the default Melee weapon. You can use fists at any time by pressing Q(by default) to sheathe an equipped weapon. The fists are the second weakest melee weapon in the game.

## Combat

It is best to get a Melee weapon as soon as possible. Fists have low damage and low reach, however, they are always accessible. Do not rely on them to kill an enemy, they are best used to disarm a weapon quickly at the start of a match. If you find yourself against an enemy with a melee weapon and you don't have one, it is advised to escape them by tackling, or shooting them. Skilled players can still take out an opponent with a Katana or Fire Axe, with their fists, by getting close enough up to them, and keeping enemies inside the range of their fists.
World Unit

A **World Unit** (abbreviated WU) is a measurement of length used in Superfighters Deluxe to account for several factors regarding both block length and various factors, such as measuring an explosion effective radius or when a fall will either cause a Superfighter to be stunned or to take fall damage. This measurement was derived from the Map Editor, in which blocks can be moved (when not forced to snap to the grid) by one pixel unit.

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

Size
 Material
 Durability

The**Hanging Crate**is a Heavy Indestructible Wooden Object used in maps as a hanging platform and to crush foes.

The **Hanging Crate** was added alongside the new joints added to the game. **Hanging Crate** is intended to be used with joints to be suspended allowing as a swinging platform for players to utilize, as long as it isn't detached from its holder. **Hanging Crates** are prevalent in the map Hazardous.

## Combat

The **Hanging Crate** can be used as a hanging platform as initially intended, but can also be used as a sturdy piece of cover and, when dropped from a height, can crush and gib a player beneath it. **Hanging Crates** are usually seen in open maps, such as High Moon, East Warehouse and others, mainly because each crate is large in size.

While on a **Hanging Crate** kicking in any direction causes the **Hanging Crate** to jerk in that direction, following your kicks with it's swinging motion causes the crate to swing wildly, diving off the the **Hanging Crate** in the middle of one of its swings gives you the same momentum, launching you across the map and allowing you to cover a significant distance in a short time, this same strategy can be used to detach the crate towards a fighter to crush them, although this requires precise timing.
Weather

**Weather** is a map property added on the Christmas Update for the first available weather effect, Snow

## Function

Weather currently serves no actual gameplay contributions other than it's function and its cosmetic appeal. Weather works as if it was an actual object. Weather effects do not enter into areas enclosed by solid blocks. However it can go through all platforms. Notice that it still runs in the BackGround if it has got solid tiles above in some cases, like when there are Window Tiles.

## Effects

The following is a list of current Weather Effects. All weather effects do not go through solid blocks, weather effects do go through platforms and Objects.

### Snow

Added during the Somewhat Merry Christmas update in Pre-Alpha 1.1.5 it falls gently as if it were real snow. Does not leave Snow Blocks on the ground, they must be added manually over the other blocks.

### Rain

Added during the Ch-Ch-Ch-Changes Update in Pre-Alpha 1.2.0, falls like a normal rainy day.
Medkit

Medkit is a fresh page under construction. It will be prepared as soon as possible. If it is still under construction for a long time, please contact staff of this wiki.

 Effect
 Rarity

The **Medkit** is a health boost, added in the game's initial Pre-Alpha release. It restores 50 HP when picked up.

### Combat

The medkit is a very important tool during the fight, and players will often guard a dropped medkit if they do not need it yet.
Supports

**Supports** are a type of physical feature in Superfighters that works with Objects to create blockades and other sorts of environmental change.

## Use

Supports enable another use for Objects. usually, found in areas like Rooftops and Warehouse, they are supporting planks with a stack of Objects on top of them.

The purpose of this is simple, to add dynamic change. one point, (like in Rooftops) is to trap players with Explosive Barrels. In Warehouse they block key points at an advantage. This is only effective in slowing fighters down.
Pistol/es

La **Pistola** es un arma secundaria disponible en el Pre-Lanzamiento.

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

## Combat

Las pistolas son decentes en combate de poco y medio alcance y también son efectivos para dispararles a objetivos que están en un área abierta o que están corriendo. Una pistola matará en exactamente 13 disparos en un enemigo sin daños algunos. Una sóla Pistola te otorga la capacidad para matar a 2 enemigos máximo, gracias a la munición. El daño de la pistola es más grande que el de la **Uzi**, pero menor al de la **Magnum**; La munición de esta posse más que el de la magnum Magnum y menor que la de la **Uzi**. Es muy efectiva para matar a enemigos con poca salud, gracias a su eficacia.

## Trivia

* En la versión 1.2.1, el equipamiento inicial fue removido por predeterminado; esto también incluyó a las **Granadas**.
Frozen

This article is about the effect frozen.

## Obtaining

You become frozen by standing still too long in 'cold' maps with rain or snow.

## Effects

Frozen slows you down more and more the longer you have it, eventually becoming Stage 2 Frozen, which is when you become so cold you can barely move, yet your Stamina also goes down ridiculously fast.

## Removing

Like Fire, Frozen can be removed by rolling or diving.

## Objects

Unlike with Fire, no objects can be Frozen except for Steel Barrels,  Explosive Barrels, and Propane Tanks. If these have been freezing for 4 seconds or more, then when shot, they will shatter into pieces.
Silenced Pistol

Silenced Pistol 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
 Extra Mags
 Damage
 Fire Rate
 Critical Chance
 Critical Damage
 Rarity

The **Silenced Pistol** is a Secondary weapon, added in Pre-Alpha 1.7.6.

## Combat

The Silenced Pistol is less powerful yet more precise and rarer version of the actual Pistol. Its precision can compensate its low damage output if you manage to exploit map's hazards like explosive barrels or breakable crate holders.

It will kill in 15 bullets. Because of this, it's more useful as a "finisher" weapon, to easily kill people who are near death, rather than being used as a regular weapon, because of its low damage.

## Trivia

* The Silenced Pistol was added along the other silenced weapon, the Silenced Uzi.

## 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.
Survival Mode

**Survival Mode** is a game mode in Superfighters.

## Superfighters

In Superfighters Survival mode takes place on a specially made map. Each time you defeat a wave of Agents, another wave will ensue. There are multiple things to take advantage of in this map.

* There are 5 weapon spawns in total.
* Doors on the Roof can be opened to drop crates, barrels and other objects onto unsuspecting agents.
* The map is built in a "King of the Hill" style, but there are platforms allowing for you to shoot from a higher point.

### Guides

*This article is a stub. You can help Superfighters Deluxe Wiki by expanding it.*
Superfighters (Series)

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

Superfighters is a series developed by Mytho-Logic Interactive. Consisting of Johan "Hjärpe", in Graphics and Design, and Alexander "Gurt" Siigur, in Programming. Together they have created 2 installments to the series. The original Superfighters (newest version playable on Newgrounds), and Superfighters Deluxe (download the Windows version on Mytho-Logic Interactive). It is a 2D platform shooter, filled with chaos and unpredictable outcomes and gameplay.

## Superfighters

Published on Newgrounds on Jul 21, 2011 and since has gained over 7 million views. Since then it can be found and played on many other gaming Web-Sites: Kongregate, Twoplayergames, Maxgames, and many more. It was created on Adobe Flash and featured Stage Mode, 1-2 Player Mode and Survival Mode.

## Superfighters Deluxe

   In response to the growing demand for an Online version of Superfighters, Gurt and Hjärpe began to develop the next version of Superfighters, known as Superfighters Deluxe. The project was moved from Adobe Flash to Microsoft XNA Framework, meaning that Gurt had to program the game from scratch. Nearly 1 year after the release of Superfighters, Gurt and Hjärpe had finally released the game for the Swedish Game Awards (SGA) Competition in July 14, 2012. Since then the game has progressed in it's Pre-Alpha stages and continues to do so.
Health

Health is an important mechanic within Superfighters Deluxe that shows the condition of your fighter.

## Description in Game

All players will spawn with full health at the beginning of each round. Health will be decreased when damage is taken. The screen will start to have a shade of grey when at low health, depending on how low the player's health is. When the player's health is reduced to zero the player will die, leaving a corpse on the game map. Health of other players can be determined by a small, red bar on the top of the player's head. It will only appear when the player takes damage. Health cannot be regained like in the original Superfighters, so Health Kits are the only way of restoring health to the user in Superfighters Deluxe.

## HUD

The HUD shows the amount of health you have at the top left corner of the screen, just above your stamina bar. Earlier versions of the HUD show individual bars to indicate health until Pre-Alpha 1.6.2. The HUD now shows a singular bar of health opposed to the original.
Shock Baton

Shock 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

## Overview

Shock baton is an enhanced version of the regular baton equipped with the ability to stun a player. Once the shock baton is used to stun a player, it's stun effect disappears and reappears only after 3 seconds, during this interval it functions like a normal baton.

## Combat

The shock baton deals 10.5 damage when stun is not equipped (undergoing recharge process) and an additional 2.625 damage along with a 2 seconds stun when stun is equipped. The shock baton's durability is dropped by 1/3rd (33%) of it's total durability when used with stun.

the lack of metallic components also make the shock baton incapable of deflecting projectiles.

## History

The shock baton was added to the game on version 1.0.0 (release)
Energy

**Energy** is a persistent feature in The Superfighters Series.

### Purpose

   Energy is the stamina of the players to make movements such as jumping, sprinting, rolling, melee strikes and other special movements. It makes all the difficulties in the battle, but energy can regenerate quickly.

## Superfighters Deluxe

**Energy** is player's energy added in Pre-Alpha 1.1.6.

### Purpose

   Energy was added because of a history of players spamming Special Moves, making combat harder for newer players. Energy regenerates at a constant rate- and jumping, sprinting or using certain special moves (roll, dive, etc.) depletes it.

### Future

In later stages of Superfighters Deluxe, Energy regeneration will be based upon how much health the user has, making actions critical.
Shuriken

Shuriken 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.

 Default Amount
 Maximum Amount
 Damage
 Rarity

**Shurikens** are a throwable weapon in SFD, added in Release v1.2.0.

## Combat

Shurikens are a deadly weapon if used correctly, if close enough to the enemy, continuously throwing shurikens at them can be difficult to block and can result in an easy kill. Furthermore, shurikens travel quite a long distance, so can be used on high platforms to hit players across the map.

## Trivia

* The shuriken sprite was viewable in the game files long before the weapon was actually added.

## History

* 1.2.0c: Shurikens changed so that they can travel through portals.