Megabyte Punch

Megabyte Punch

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Tournament Mode + Abilities
By prpl_mage
Do you have a hard time beating the tournament? Do you need advice on setups? Or on the different opponents you face?
Or do you simply want to know what the rewards are?
   
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The challenge
How to play
Instead of choosing "Adventure" on the menu choose "Fight" and then "Tournament" this will take you to the tournament area. There are two NPCs here and all the 3 different stashes normally found in your house just like the VS battle. You can change your megac whenever you want between matches as well.

The rules
You are given 3 lives and that's it, no continues. The tournament is 8 rounds and each opponent has 1 life each.
The opponents are also stronger than you regardless of their own setup, but their recovery(getting back to the stage) is the same as yours. This means that defense is an important strategy.

The reward
Bits
4th place 64 bits
3rd place 128 bits
2nd place 256 bits
1st place 512 bits

Parts




If you come first you also recieve a megac part for your effort. After 10 rewards, not always exclusive to the tournament, you recieve the Acheivement "No prizes left". After this point you start recieving random parts, sometimes the same over and over again.
I am unsure if the order is predetermined or not, but here is a list of the items according to the order I recieved them:
Aero Stabilizer
Big Core
Bugga Head
Ice Break Head
Aero Pipes
Frostbyte Shoulders
Frostbyte Core
Kheriprogram Hips
LCD Head
Drill Legs

After that I started recieving random parts like R.A.M. Head and Zylin Arm.

The stages
The 8 battles will be fought on a couple of different stages. Some of these stages are better suited for different finish moves but you cannot know the stage before the battle starts.
The same stage can return several times in one tournament. It's pretty random.

Out of the 11 Stages 10 are normal VS fight stages and 1 is unique to the Tournament. I marked the stages that appear in this picture below and will just explain the unique one.


Grassy box - A stage where you both spawn inside a wide destructible frame, you will either need to rack up a lot of damage to smash the enemy through the wall or destroy it beforehand. There's not a lot of room inside the frame so some opponents can be really tough on this stage. It's also nearly impossible to end a match quickly.
The Opponents' builds
Explanation
I don't know if these fighters have any official names, I do know approximately what parts they are using, and therefore what abilities they have and their recovery. Just note that hips are rather hard to see, and it's possible that I made a mistake or two when it comes to some parts not to mention my spelling.
Anyway, I will list the 20 different fighters that are chosen for you to fight by adding a chart of Colour, head, core, arms, hips, legs and shoulders.
Further down you will find a few notes about them

Colour
Head
Core
Arm 1
Arm 2
Hip
Legs
Shoulder
Burocratica
Ghost head
Guardian core
Subprogram arm 1
Subprogram arm 1
Mantibyte hip
Exo legs
Cadion shoulders
Fabulous puncher
Mantibyte head
B chipset core
Mantibyte arm
megafist arm
Voltra hip
Mantibyte leg
B chipset jumppack
Mega Mint
B Chipset Head
Mantibyte core
Boomblaster arm
Boomblaster arm
Kherpion hip
Exo legs
Polycircuit wings
Venom magnitizer
Toxic hoodie
Kheriprogram core
zoomzoom arm
zoomzoom arm
Kheriprogram hip
exo legs
imperial wings
Electro Circus
Mantibyte head
Mantibyte Core
Imperial blaster
Imperial blaster
Kherpion hip]
Exo legs
Kherpion wings
Valk elite
Unknown head
Voltra core
Mantibyte arm
Voltra arm
Kherpion hip
RAM leg
voltra shoulders
Ice-beak assassin purple
Toxic hoodie
Kheriprogram core
Revolver arm
schyte arm
Kherpion hip
exo legs
falcion shoulders
Dark conductivity
Cadion head
Voltra core
megafist arm
Zylon arm
Hips of truth
zoomzoom legs
Mega shoulders
Midnight shock
Imperial battle head
Frostbyte core
Zylon arm
Zylon arm
Voltra hip
Electropunk legs
zoomzoom shoulders
Swift reptile
Hammer head
frostvyte core
sniper arm
exo arm
Voltra hip
Electropunk legs
falcion shoulders
Imperial ember
Hammer head
Colurjet core
Dynamo arm
Standard arm
Armored dynahip
Drill leg
Polycircuit wings
Magma Volta
Bomba head
RAM core
Velox arm
Velox arm
RAM hip
Zylon legs
Falcion shoulders
Fabulous puncher
Subprogram head
Colurjet core
Subprogram arm 2
Subprogram arm 1
Subprogram hips
Neomoog legs
Neomoog wings
Red circuitry
Sky head
Polycircuit core
Zoomzoom arm
Submachine gun arm
B chipset hip
Capsule legs
B chipset jumppack
Conquistador
Falcion head
Big core
B chipset hammer
Shield engine arm
B chipset hip
Velox legs
Zylon mantle
Psychic purple
RAM head
RAM core
Exo arm
Shield engine arm
RAM hip
Kherpion leg, Drill leg
Mantibyte wings
Blorange
Cupid head
Colurjet core
Imperial blaster
Dynamo arm
Mega hips
Mega legs
Cooli hoodi
Swift reptile
Voltra head
Voltra core
B chipset hammer
B chipset hammer
Mega hips
Kherpion leg
RAM wings
Slick samba
Three eyed kherpion head
Voltra core
Sub-machine-gun arm
Mantibyte arm
Mega hips
frostbyte legs
B chipset jumppack
Beta blue
B chipset head
Kherpion core
Megafist arm
Kherpion arm
B chipset hip
Exo legs
B chipset jumppack
Opponent abilities and comments
Abilities and comments about the Opponents.
First of all, no opponent will use Pelvic Thrust to break your guard, so keep that guard up!

Burocratica Ghost head: Tornado, Launch, Teleport and Shovel.
As you might guess, just by looking at the skills, this one is kinda hard to kill by launching horizontal. Tornado covers a lot of ground and teleport + Launch lets this opponent get back most of the time. It really doesn't matter if you kick it back out since it has 3 skills to come back with. Try to Launch it up instead or deal a lot more damage.
It also loves to spam Tornado while on the ground, so keep your eyes out for that.

Fabulous Puncher Mantibyte Head: Slice, Slice Dash, Uppercut. +2 jumps
As you can see, no recovery skill besides Slice Dash and that only works horizontally. However, 2 extra jumps usually lets it get back in and end it with slide dash. Don't try to intercept it until it has used Slice Dash or you will get hit by it and launched downwards to your own death.

Mega Mint B-Chipset head:
Blaster, Bomb Squad, Spin Kick, +1 jumps, 1 armor
There are no recovery skills and no bonus jumps, so once you get this one out, it most likely won't come back. However it just loves to spam Blaster at you, try to approach from underneath or from above or you will be locked in a Guard Reflecting struggle and get nowhere.

Venom Magnitizer Toxic Hoodie: Virus Mine, Swoop, Axis, +1 jumps
Not all that interesting opponent to be honest. It will palce Virus Mines and you can simply guard them to take no damage. Don't get hit by it though or you will take 40 damage over 8 seconds. You might as well restart if you are going for no deaths in that case. Swoop will save it a couple of time but you can counter that.

Electro Circus Mantibyte Head: Blaster, Tornado, Spin kick, 1 armor
A pretty easy opponent, unlike most others with blaster it will not spam it overly much.

Valk Elite Unknown Head: Slice, Spin Kick, Pound, 3 armor
This guy really tries its best, but it has absolutely no recovery or bonus jumps so it's far too easy to beat.

Ice Beak Assassin coloured Toxic Hoodie: Slice, Spin Kick, Missile, Axis
It can be kind of annoying because of Axis of Fury spam. The missiles can also kill you pretty easily but it is just as likely to shoot it stright into a wall in front of it than on you. Either way you can just block it and it lacks any kind of recovery to get it back on stage or bonus jumps.

Dark Conductivity Cadion Head: Uppercut, 6 armor
This one is pretty straight forward, high defense but no recovery. Can be a problem in a no ability run

Midnight Shock Imperial Battle Head: Teleport, Axis +1 jumps
This one is all about the teleport and has a lot of standard attack bonuses as well. Most of the time it will actuall jump away from you to get to the distance to use teleport. As I said, it loves it.

Swift Reptile Hammer Head: Snipe, Axis,+1 jumps, 1 armor
I've never had any problems with this one, it's kinda passive and will try to use snipe at you, however your ranged attacks are most likely faster than its. Also, besides an extra jump it lacks recovery.

Imperial Ember Hammer Head: Drill Dash, Launch, Drill Dash, Spin Kick, Drill Dash, Uppercut
This one has a lot of skills but will most likely only use 1: Drill Dash. There are many times when the AI should use guard but it uses Drill Dash instead. Be Careful though since the AI know how to combo such as using Uppercut right at the end of Drill Dash or doing a downwards strike that makes you crash through what little is left of the stage.

Magma Volta Bomba Head: Place Mine, Axis, Launch, 2 armor
This one likes to place bombs, luckily you can just guard them, be careful when they do blow though.

Fabulous Puncher Subprogram Head: Shovel, Virus Slice, Swoop
It likes to get close and personal, avoid Shovel if you have high damage and be ready to swat it back out because of Swoop.

Red Circuitry Cybersky Head: Rapid Fire, +3 jumps
This one had a lot of jumps and the Rapid Fire skill. If you like to use Rapid Fire yourself you know how annoying it is to guard or avoid it. It will jump back to the platform, so make sure to kick it back out before it lands or all those jumps will refresh.

Conquistador Falcion head: Pound, Launch, Wall
One of a few opponents that actually looks good. However looks won't save this one. It loves to use the Pound skill over and over again, so be ready to keep your guard up. Megabyte Punch isn't fast to be used while it recovers from Pound but faster abilities can.

Psychic Purple RAM Head: Drill Dash, Spin Kick, Wall, Giganto Missile
Another opponent with Drill Dash, it doesn't spam it quite as much but be ready for it.It also occasionally shoots the Giganto missile. Avoid it if you can, reflect it otherwise

Blorange Cupid Head: Blaster, Spin Kick, Axis, Launch +1 jumps
This one loves to spam blaster at any opportunity, unlike the other Blasterspammer this one has Launch to save it from death. Besides that there really isn't much to it.

Swift Reptile Voltra Head: Pound, Teleport, Swoop, 1 armor
This one has some recovery to use as well as hammers to pound you with. It can go pretty wild with teleport and hammers from time to time.

Slick Samba Three Eyed Kherpion Head: Rapid Fire, Slice Dash, Slice +1 jumps, 1 armor
Rapid fire is spamable, Slice is pretty fast and Slice Dash can be annoying. But other than that 1 extra jump won't save it.

Beta Blue B Chipset head: Uppercut, Pound, Bomb Squad, T attack, 3+ jumps
Gonna be honest here, I've only fought this one once so far and I can't really remember if there was anything special about it besides its looks.

Strategy and megac setup
Disclaimer
I just want to point out that these are strategies and setups that worked for me, they are by no means the "best" choices. And they might not even fit your playstyle.

Strategy to beat the tournament fast




Okay, so the way I do it is rather simple. In fact, this strategy comes from the game itself, or rather the NPC in the tournament area. Guard attacks, break enemies' guards. In case you have missed this, the Pelvic Thrust will always shatter Guards and leave the target stunned as a result. When stunned you can use just about any attack without the fear of missing or being interrupted. For this I prefer the Megabyte Punch since it packs the most punch.

So the strategy is quite simple, attack the enemy, preferably with a ranged weapon until they guard. Then use your pelvic thrust to break the guard and use Megabyte punch and watch them go. With this I usually end the enemies with around 60% after they are hit by the punch (the punch does 25dmg).

Enemies and guarding
After playing through the tournament several times you realize that enemy guarding is affacted by some things. If you deal a lot of hits in a short time they will guard it, they will also guard projectiles to reflect them back at you. Usually when you use Sub-Machinegun and shoot them twice in a row, they will use their Guard and you can break it. This is no exact science though, Imperial Ember Hammer Head for exampe really likes to use Drill instead of guarding, like ever.
Enemies are more likely to guard abilities instead of standard attacks as well.

Abiltieis to aim for
1. Shield boost passive, it DOUBLES your shield, that's terrific
2. A ranged skill, ranged damge means less damge taken
3. Recovery skills like Launch, Fly, Teleport for when you are eventually launched out of the stage









Strategy to beat without losing life




I'm going to be honest here, my strategy was the same as above but play it cooler than cool. No attempts to finish fights fast, or taking a hunch on when the opponents will guard. Just be defensive and pray you don't get to fight some of the more frustrating opponents.

At first I figured that getting armor would be great for this. But it really isn't. Armor decreases damage taken from standard attacks, not abilities. I can't speak for all players, but I tend to take most of my damage from abilities like Blaster, Drill and such.

So, stay at a suitable range, shoot with the Submachine gun, enemy takes damage. When it gets close and attacks, guard and use a standard 3 hit attack combo and Rapid fire afterwards. After the 3 hit combo machine gun most opponents usually guard, but you should not take chances here. Thrust if the guard is somewhere above half, but keep it cool.

If you have a hard time breaking shields then keep shooting the enemies until they have around 250-300 damage. Most attacks are clean kills then. Let them attack you and use the standard up attack and they will die on most stages

Abilities that are useful for this:
1. Same as above, use a shield boost
2. Keep your guard up
3. Ranged weapons to rack up enemy damage. I prefer the Sub-machinegun Arm myself

An alternate strategy I tried that takes a lot longer time (and therefore stings more when you fail) is to use the Virus Mine. It will deal a total of 41 damage over 8 seconds. So use it about 10 times and the enemy will be at 400 damage and die from just about anything. Bring uppercut or another launch that's fast to end battles when you get bored. However you need to make them activate the mine and not guard it as it explodes. On the bright side you don't have to break your guard to do standard attacks, you don't need a lot of damage up passives either. You should invest in another shield up passive though since you will be guarding a lot.


Strategy to beat without using abilities





Much like playing without losing life you will have to be rather defensive for a run like this. You will also have to take the stage and enemy into consideration more when playing. Since you lack any real powerful finishing move you will have to be better to intercept the opponents recovery. I don't mean that you need to do a downwards attack while they are in the air(although that's really useful), but you need to kick them back out there if they use their jumps to get back in. If they touch the ground they will get thier jumps back, if you hit them before then they can only use abiltiies to get back.

So your playstyle will basically be to wait for the opponent to come to you. Guard their first attack and counter them with a 3 hit combo, the upperkick or the front punch. The 3 hit is great for dealing damage if you have damage up passives. The frontal punch if great when you need some distance or is trying to get enemies out. The uppercut is good to rack up damage if you have a roof above you or to kill someone straight up. You will need to deal quite a bit of damage on some stages due to the size but 200-ish is usually a solid percentage where most opponents will die from being launched up.

There are two opponents that you need to look out for. Dark Conductivity Cadion Head has 6 armor, meaning that without damage up passives you will do 1 damage against it with the air front attack. The other one is the Valk Elite Uknown Head with 3 armor, 3 is not as high as 6 but it effectivly halves your damage pretty much. Armor in this game just decreases damage from standard attacks by 1.

Playing without abilities means active abilities, so you will go all in on passive boosts.

1. You guessed it, Shield boost
2. A jump + piece, getting an extra jump basically doubles your recovery
3. Attack speed boost to make sure you attacks hit first
4. Lots of attack boost, some of the opponents have a bunch of armor+ passives. The most you can get is 5+

Abilities
Abilities' usefullness in Tournament
Disclaimer: Personal oppinion

Things you place
Mine - not all that good, the bomb is spawned at your feat and you are affected by it as well. You are launched easier than your opponent so this will most likely kill you more than them. However it can be good when you have a hard time launching the enemy. Place it, make them trigger it and run away. 20 dmg
Poison Mine - Better than the above since it can't affect you. Can be used to real chicken tactics. 5dmg + 36 over 8 seconds (41)
Wall - Actually more useful than expected. If placed at the edge of the stage the AI usually fails to get back in, and most of the time they touch it and wall jump to their death (opponents without recovery)

Things you summon
Bomb Squad (Kachook)- They are small and walk around until they explode or are killed and explode. Problem is that you are also affected by these... Last 30 seconds
Guard (Crab) - The crab is pretty nice and distracts enemies for a while, uses Rapid Fire and Uppercut. Also last 30 seconds
Soldier - Like the crab but with blaster and lasts 30 seconds
Clone - A bit better than the two above since it copies you. Only lasts 10 seconds, so not as good distraction

Things you shoot
Blaster - I hate it, also enemies can deflect it. 5 Damage
Rapid fire - I love it, enemies can't deflect it, reaches across the entire stage with some spread. 2x8 damage (16)
Minigun - It's really useful but the recoil can make this worthless on some stages. 2x20 damage (40)
Sniper - I really wish this was better than it is, completely useless. 8 dmg
Missile - A homing missile,be aware that enemies can reflect these. And the launch isn't all that great, also explosion hurts you as well 10 dmg
Large Homing rocket - Same as above, but this is even worse since the explosion is larger. 15 dmg

Things you do up close
Uppercut - A good finisher when reaching for the sky, is pretty fast as well. 16 dmg
Shovel - Not as good as the uppercut but faster. To be honest, you might just use the standard attack instea 1 dmg
Pound - A downwards hitting attack, I never really use these since the launch is weird 15dmg
Mebabyte Punch - Launches opponents to the side, really strong but has a slow loading time and even worse after hitting. 25dmg
Spin Kick - Launches to the side, not as strong as the above but slightly faster. 18 dmg
T Attack - Launches to the side, weaker but faster. 15dmg
Slash - It's not that good but launches enemies to the side and is pretty fast with decent range. 12dmg
VirusSlash - Loses most launch and poisons instead, poison lasts shorter duration than mine. 4+16 over 4 seconds (20)
Axis of fury- You move a bit forward and deal a bit of damage a few times, it's pretty useless since most enemies will block it or attack you directly afterwards.4x6 dmg (24)

Things that moves you
Slice Dash - Dashes a short distance to the side, deals a bit of damage and launches enemies upwards or downwards. It's really good to end enemies crossing over gaps in the stages, but not as good as a recovery skill. 8dmg
Tornado- Spins you sideways and deals damage to enemies. It's good if you get launched far but not downwards. 3x8dmg (24)
Drill Dash- Drills a short distance in any desired direction, deals a bit of damage and destroys blocks. I would avoid this simply because uneven stages make fighting difficult, it's great for combos otherwise. 2x4dmg (8)
Teleport - Launches you to your desired direction, you go the whole way though so not ueful for offensive purposes unless you have good aim. 12dmg
Launch - Launches you upwards but you can steer it slightly, makes it useful to get back up or to the side. 8dmg
Fly - It's great for getting back to the stage but leaves you pretty open

Things that you will not use
Red virus Immunity - There is no red gas in Tournament mode.
Basic Attacks damage chart
If I got this right you can have a total of 5 damage up parts. Each one boosts the basic attacks by 1. The ground combo starts out as 4+4+5 and 1 is added to each hit. The same thing goes for the Air combo 2+2+2+2. The ground combo starts of stronger but since the air combo is more hits it catches up by the end.

Down
Forward
Up
Combo
Air Down
Air Forward
Air Up
Air Combo
Air Back

+0
4
6
6
13
6
7
6
8
5
+1
5
6
7
16
7
8
7
12
6
+2
6
7
8
19
8
9
8
16
7
+3
7
8
9
22
9
10
9
20
8
+4
8
9
10
25
10
11
10
24
9
+5
9
10
11
28
11
12
11
28
10
10 Comments
fbit 26 May @ 5:32pm 
Yeah, it's an old SCUMM game. Came out in 1995 to my knowledge
prpl_mage  [author] 26 May @ 3:14pm 
Wait, someone made a game out of that short story? That is not a good thing, how would they even... Part of me want to know but another part of me reminds me of teenage me and that I should not revisit that one.

But no, not intentional, this is just Calibri in all caps or something like that.
maksoseka 26 May @ 3:10pm 
The icon for the guide looks like from the I Have No Mouth And I Must Scream game. Was it on purpose, or just a coincidence?
prpl_mage  [author] 16 Aug, 2021 @ 11:23am 
Sounds like a bug to me Joe, I certainly didn't play it with the starting frame and I'm pretty sure I used jump ups. But it's been 5 years since I last played as well.
fbit 16 Aug, 2021 @ 9:12am 
For me, the bare fists achievement simply won't activate. Even if i use nothing but stat boosts, i don't get the achievement. I even tried without any extra jumps, and it still didn't give me the achievement. I'm thinking that i need to beat the tournament with the starter set, but i don't want to have to do that. Is this a bug?
Nategore 22 Dec, 2020 @ 12:31pm 
Good guide overall, I consider myself a veteran in the game and you go over most things well. For me, the winning strategy has always and will always be SMG arm, Drill Leg, Megabyte Punch, and then one of every stat boost. Drill is insanely useful for comboing as it launches you with your opponent and it hits many times, plus it can be used as a recovery, the SMG arm, with the right set up, basically lets you do free damage to your opponent from afar, and the Megabyte Punch, as you said, is the Parry Punish.
prpl_mage  [author] 11 Jun, 2020 @ 10:32pm 
Thanks, yeah spent a good month on this game and felt like there were information missing. Which is kinda common for smaller games like these.

Go ahead and use any information you want, I'm not sure if it's accurate but it's all from the game anyhow. Good luck
Gio 11 Jun, 2020 @ 8:03pm 
Hey there! I was able to beat the tourney on my own but after reading your guide, it looks like I had it all figured out. :P Regardless, this guide's great for newcomers because the sheer amount of info you put in it is just a show of your due diligence. Kudos, man!

Say, you think the devs won't mind at all if I made a guide with unofficial lore on these combatants? I'd like to think that, within the game itself, they've got a story behind their designs. I even gave them codenames so I remember them better. lol I'm asking you this because I'd like to lift some information from this guide (such as their parts) in order to make it properly.

Thanks!
prpl_mage  [author] 29 Jul, 2016 @ 11:07pm 
No problem, I started playing tournament upon getting past Level 1 so I failed a couple of times before I realized that I was not yet ready. But even after beating the entire game I still had some problems with it until I started taking advantage of the shield breaking. That's when I realized that more people might need some advice for this.

And once I got that figured out, why would I want to use Spin Kick or uppercut when Megabyte Punch is the strongest move? It made it really easy to farm the money needed for all the shop exclusive parts.
Wing0mega 29 Jul, 2016 @ 12:58pm 
Thank you. Your strategy with the Megabyte arm works perfectly. Without it, I tried around 30 times, and only came fourth once. With it, I won on my third try.
I wonder if they called the arm the Megabyte Arm for a reason... Maybe it's a clue...