Magnet Man

Magnet Man is a magnetism-themed robot master from Mega Man 3, with the ability to fire missiles that change directions mid-flight towards Mega Man. In CCBM, this weapon carries over, capable of redirecting homing magnets on the fly towards the nearest target. Combined with the ability to charge up a repulsion wave in an area around him, Magnet Man focuses on keeping enemies on their toes from a distance, with self defense techniques when the fight gets too close.

Overview
Magnet Man has average health and move speed, but uniquely has a higher jump with a jump value of 12. This assists in Magnet Man's movement towards or away from enemies, and also allows him to be a bit harder to shoot down. Also, Magnet Man has a passive "ammo" that will be called Repulsion. Repulsion can be built by holding down Alt-Fire, but also - albeit slowly - charges passively. The higher the charge, the stronger Alt-Fire will be, which will be covered below.

Main
Magnet Missile is a mid-long ranged weapon that consumes ammo on usage and travels in a straight line for as long as Main-Fire is held. If Main-Fire is released, it jolts to where the closest enemy is, with the strength of its homing and damage (up to 30 damage) on hit corresponding to how long Magnet Missile is held.

Alt
Magnetic Shockwave is Magnet's main CQC tool. It is designed to keep Magnet at a safe position where he can continue to camp with his Main-Fire. Holding Alt-Fire charges up the Repulsion meter and slows you down as you're charging. Releasing Alt-Fire creates the shockwave, which blasts enemies away in a small radius around you. The strength of the blast and the damage upon using the shockwave is correspondent to how long Alt-Fire is held. Since Repulsion passively charges up, tapping Alt-Fire with a full meter hits just as hard as if you held the button from empty..

Basic Tips & Strategy
At longer ranges, Magnet Man's Magnet Missiles' homing capabilities and damage makes it infamously one of the most annoying poke tools in the game, where it can hit around corners and chase players without putting the user in direct risk. At closer ranges, its damage and homing power is comparatively pathetic, and forcing Magnet into a position where they can not camp from afar can make them panic and fire out weaker shots, chewing through their ammo reserves quickly.

Gondola 2.4

 * Ported UEC Magnetman (for the time being)

Gondola 2.2

 * HUD imported from HeelNavi

Trivia

 * Magnet Man has a bit of a bad reputation as character too simple to mess up playing.