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 magnet-shaped missiles mid-flight 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**

Alt

 * Repulsion Blast**

Basic Tips & Strategy
General strategy

X.X Hotfix

 * Merely list down patch notes here.
 * As noted in the Main Page, this wiki is based on the latest official release! No beta/WIP branches, no ecl1p5e.

Trivia

 * Add some trivia and lore! Try to stick to lore about the character's move-set or the community (like how NeedleMan plays like TF2 Heavy), and not about the character itself.

Notable Players

 * Comp players