Solar Man

a Robot Master from Mega Man 10. He has the ability to create ultra-high temperature artificial sunlight, using it to attack by shooting energy straight out of the top of his head. He is also able to block and absorb attacks with his artificial sunlight to increase the power of his attacks. Solar Man worked in an artificial sunlight research facility before he went berserk from Roboenza. Since he and his coworkers spend so much time cooped up in the lab, he developed his own “Solar Workout” plan which is slowly gaining recognition.

Overview
General breakdowns of passive abilities, gimmicks, and their movement + health.

Main
Solar Blaze

Solar Blaze

Main-2
Solar Launcher

Solar Launcher

Alt
Solar Mortar

Solar Mortar

Reload
Reload

Hold reload to refill a bit of your ammo while surrounding you with some suns.

Basic Tips & Strategy
General strategy

Gondola V1.9

 * Reworked by Nightfly
 * Solar Blaze now only has 4 charges, loses gravity on letting go of mainfire
 * Solar Blaze can not split into Solar Waves anymore
 * Firing with less than one bar of ammo results in firing small 12 damage Solar Blaze
 * NEW ALTFIRE: Solar Launcher
 * Fires lobbed projectile from head that is immediately affected by gravity, can launch the user on explosion and shares Solar Blaze ammo
 * Using altfire while holding space key fires Solar Launcher directly under user
 * NEW RELOAD: Solar Mortar
 * Requires full ammo, charges up a fast powerful sun that splits into 6 Solar Waves on contact
 * Solar Waves now have a 5 tic powerprotect

Gondola V1.9H

 * Fixed tiny ACS issue

Gondola 1.9HH

 * Solar killweed FX removed

Gondola V2.0

 * HP 100 > 90
 * Solar Blaze and Solar Launcher direct damage 0 > 8
 * Solar Blaze and Solar Launcher explosion damage 15 > 10
 * No-ammo Solar Blaze and Solar Launcher damage 10 > 12
 * Solar Blaze now has FX when held, loses FX on release
 * Solar Blaze can now bounce on all surfaces while held, loses these properties on release
 * Solar Launcher now has noammo form with FX, does not explode or rocket jump, but doesn't halt ammo
 * Solar Launcher rocket jump thrust 25 > 20
 * Solar Launcher now bounces on ceilings
 * Solar Launcher spawnheight 64 > 48
 * Solar Mortar charging revamped, now holds damaging sun in front of user that rips before releasing
 * Solar Mortar spawnheight 64 > 32
 * Charges up much like before, but now has 4 distinct levels of speed depending on charge (15, 30, 45, 60) with trajectory FX reflecting this
 * Once its charged to max, it automatically starts charging down and vice versa
 * Solar Mortar now bounces on ceilings
 * Solar Mortar bouncecount 9999 > 10
 * Solar Wave damage 10 > 5
 * Solar Wave powerprotect 5 tics > 1 tic
 * All shots now ignite oil

Gondola V2.0H

 * GLDEFS removed, no longer has dynamic lighting
 * Solar Launcher and Solar Blaze are now separate weps
 * Solar Mortar now on altfire

Gondola V2.1

 * Fixed weapon switching not making 'ding' sound
 * Trajectory trail removed
 * GLDEFS restored

Gondola V2.2

 * Direct damage on main/alt 8 > 5
 * Explosion damage on main/alt 10 > 15
 * Small sun damage 12 > 15

Gondola V2.4

 * Weapon slots change 0 and 1 > 1 and 2
 * JumpZ 15 > 12
 * Ammo no longer passively regens
 * Mainfire FX offsets altered, now uses renderstyle add
 * Solar Blaze speed 45 > 40
 * Solar Mortar speed 35 > 40
 * Solar Mortar spawnheight 48 > 32
 * Solar Mortar zthrust removed
 * Solar Mortar direct damage damage 0 > 15
 * Now fires properly, removed Zthrust
 * FX offsets altered, now uses renderstyle add
 * Solar Wave height 40 > 80, sprites offset properly
 * NEW RELOAD: Solar Charger
 * While held, recharges weapon ammo
 * Ammo regen 4 > 6
 * Icon by Kazza

Gondola V2.4.1

 * Uses V6 skin
 * Charging ammo no longer needs to be held, is now automatic and can be cancelled via pressing any button
 * Removed ACS delays
 * Sun above player now makes a sound on spawning (whether it be on player spawning or if player uses reload)
 * Sun drops and explodes upon the player dying
 * Added new mini sun deathsprites
 * Solar Launcher explosive damage 15 > 10
 * Solar Launcher now spawns six 2 damage ripper Solar Waves
 * Miniature Solar Launcher damage 15 > 10
 * Miniature Solar Launcher also spawns Solar Waves that do 1 damage ripper
 * Fat Old Sun now knocks back user and enemy
 * Fat Old Sun bouncecount 10 > 3
 * Fat Old Sun direct damage 15 > 10
 * Fat Old Sun explosive damage 25 > 20

Gondola V2.4.1H

 * Solar Launcher firing straight down when jumping brought back

Gondola V2.5

 * Health 90.0 > 100.0

Gondola V2.6

 * Solar Blaze/Solar Launcher speeds all centralized to 55
 * Solar Mortar direct/explosion damage 10/20 > 0/25
 * Solar Mortar now has passive sound
 * Solar Mortar gravity 1.0 > 2.0

Trivia
Solar Man's altfire name is a reference to the Pink Floyd song Fat Old Sun.
 * His altfire also references the Soundgarden song Black Hole Sun if an enemy is killed by the weak damager of the sun that's held in front of the user.
 * His ability to rocket jump comes from TF2, in which the Soldier Class is able to gain large jump height by blasting themselves upward with their rocket launcher. The Demoman class also has this ability in the form of "Sticky Bomb Jumping."

Notable Players

 * Comp players