Spring Man

a Robot Master from Mega Man 7 who was created by Dr. Wily. His body is predominantly composed of over two thousand springs, making him very light and able to perform very high jumps. However, this gives him a bit of trouble when trying to move around, especially up and down stairs. Spring Man is an optimistic and carefree individual who is elusive, but likes to live life to the fullest. As a spring-based robot, he enjoys jumping as high as he can, but has an unfortunate tendency to accidentally hit his head on low ceilings.

Overview
Spring Man boasts very uninteresting health and base stats, with slightly below average walk speed and a fairly basic 100 HP. Where his base stats become interesting is with his jump height. Being a sentient spring, it's only natural that he has the highest jump stat in the mod, clocking in at double the average jump height for most classes!

Main
Wild Coil

Wild Coil is a big spring that does 15 damage before landing on a surface. Upon landing on a surface, it splits into a pair of smaller, even wilder springs that do 10 damage each. These split springs 90 degrees away from each other and bounce several times before dying.

Alt
Spring Punch/Super Spring Punch

Spring Man extends his fist far away from his body for a mid-long ranged explosive Spring Punch. Much like other single-hit boomerang attacks, this move immediately starts returning on hitting an enemy or after the fist goes too far out without hitting anything. If held, Spring Man goes immobile as he charges up a Super Spring Punch. This has nearly identical stats to the normal Spring Punch, but deals far more damage on hit.

Basic Tips & Strategy
The biggest and most apparent thing Spring Man has is his jump, boasting the highest base jump stat in the mod, it allows Spring Man to easily disengage and dodge vertically challenged attacks like Sniper Joe's truck and Frost Man's Ice Wave. If you happen to be surrounded at the bottom of a cliff, using the jump is a relatively safe way to get away from whoever is shooting you, mitigating the effects of said losing encounter. You should not abuse jumping all the time though; as silly as it sounds, jumping too often (along with only going for Super Spring Punches) ends up being what gets novice Spring Men killed. It's not because of fall damage per se, but the damage that you take upon falling from enemies. What do I mean by that? Well, most classes in the mod have landing sounds that tend to be very short and quiet blips. Spring Man's landing sound, by contrast, is incredibly noisy and can give away your position to any enemy who is ready to flank you! The noisiness, along with just how high the jump is when not jumpcancelled, make it incredibly easy to bait out and punish if the Spring Man does not know what he is doing. To avoid this rookie-killing mistake, try using jumpcancels more often. If you're fighting an enemy who is ready to bait you the moment you jump and fall down, try doing a mixup by holding the jump key and letting go midway before you reach the apex of your jump. That way, you may be able to throw an enemy off while still getting the vertical mobility that may save your heiney in the exchange. This jumpcancelling technique is also very useful on short ledges or blocky stairs. By tapping and releasing your jump key quickly, you'll be able to jump over the stairs without making the loud jumping noise. Little tips and tricks like that allow you to make the fullest of Spring Man's very unique mobility without overdoing it to the point of it being your own downfall.

Now that you understand how to use and abuse that high jump, you ought to know how to use that with your tools in order to do as much as you can for yourself and your team. Optimal play with Spring Man relies on knowing when to stay in the backline or rush in. Both of his tools provide methods of gameplay that allow him to play safely, such as spamming Wild Coils from afar into a room or by using tapped Spring Punches while being chased by an enemy, or by risking his life with high damage payoffs. Wild Coil's split pattern makes it great for that room coverage, and the high rate of fire allows for the damage to pile up quickly. The sheer bounciness of all the projectiles also make them great for corner checking, as rebounding them off of angled walls allows for very confirmable indirect damage around areas. Even though the coils split apart, allowing the initial spring to split directly in front of the enemy can result in the enemy taking a whopping 20 damage from the two smaller springs hitting them at once. If you're in a close-quarter engagement, these 20 damage split shotguns can be a lifesaver in trying to make sure that enemies stay away from you or die trying. When the time comes to make an offensive rush, Wild Coil's speed is set up in a very peculiar way in that firing the springs in corridors allows Spring Man to create a floodgate of projectiles that can do a number on anyone caught in the massive swarm of bouncing projectiles.

When it comes to his punching, uncharged Spring Punches are a very overlooked part of his game plan that can allow Spring Man chain 25 damage punches (without having to stay stationary for the Super Spring Punch) and pull off some seriously 𝒹𝑒𝓋𝒾𝑜𝓊𝓈 𝓈𝒽𝑒𝓃𝒶𝓃𝒾𝑔𝒶𝓃𝓈. This isn't to say that Super Spring Punch should go unused, as the damage it provides is especially good against enemies who happen to find themselves near you. While using it at the wrong time is a death sentence, the time you spend immobile can be negated by positioning yourself where the enemy might not see you, hitting them directly via ambush or through a good old fashioned hard read. Alternatively, the Super Spring Punch is great for pressuring cornered opponents, as they're left in an incredibly easy position for you to punch. While not something you should actively rely on, Super Spring Punch offers a lot of options that can put in a lot of damage if you get creative with how it's used. The two forms of punches should both be part of your game plan regardless, as trying to land uncharged punches in trying to avoid any risk may result in not being able to output the raw damage that a charged punch would provide.

Gondola V2.4.1

 * JC Spring Punch windup animation imported
 * Walking animation a few tics faster

Gondola V2.5

 * Now has unique obit for Super Spring Punch

Gondola V2.6

 * Wild Coil projectile height 16 > 20

Trivia
- Spring Man's LMS/Duel secondary color is lavender instead of the usual white. This is the result of a color ACS test that was supposed to be taken out... but wasn't.

- Spring Man's stock taunt references a famous Duke Nukem quote.
 * This was an intentional choice by the CBM team, as the idea of someone as silly as Spring Man to quote someone as macho as Duke Nukem was funny enough to warrant a taunt.