Tengu Man

Coming from Mega Man 8, Tengu Man brings all of his style and substance to the ring! An aerial combatant who specializes in shutting down other fliers. However, just because he shuts down other fliers doesn't mean he can't control the entire airspace. Tengu Man is a highly technical class who rewards solid game knowledge and positioning with high damage and absolute dominance of the airspace. If you enjoy:

-Classes with high skill ceilings and potential for a large amount of player expression

-Patrolling a space and being able to shut down most approaches

-Spikes from Smash Bros.

Then Tengu Man may be the class for you!

Overview
Clocking in at 100 HP and 0.76 speed, Tengu Man is a moderately slow ground class, but makes up for it with an above average kit in the air. He's given access to an on demand hover, and a dash that can get him anywhere he needs to be, provided you have enough hover ammo. On top of this, he's also given Tornado Hold, a tool that as long as he stands under it, will lift him in the air, which is on a meter of it's own.

Main
Divine Wind

Tengu Man's mainfire is a held dash, and holding it down will cause Tengu Man to rocket forward, draining ammo from his hover meter. Once you let go, Tengu Man will fire off Divine Wind, a projectile that arcs upwards and can bounce off ceilings. If you're close enough to an airborne opponent, however, Tengu Man will brutally slam the opponent down to the ground for massive damage, and the damage of the dunk scales up depending on the opponent's height. Of note is that the projectile's damage is actually based off of it's SPEED, meaning you want to fire it at the floor before it hits an opponent, or catch an enemy at a corner for the best damage.

Alt
Tornado Hold (Projectile)

Tornado Hold is Tengu Man's altfire. It's an arcing, ground crawling projectile that moves very slowly and bounces on wall. It's not very fast, but if you catch someone with it, they will begin to slowly rise up in the air, leaving them in perfect position for a smackdown. It's also possible to do something like Tornado Hold > Slam > Tornado Hold with only one tornado hold out in rare occasions in corners.

Item
Hover Toggle

Tengu Man's item toggles his Hover. While this is active, you will not fall, but it will also drain your dash ammo.

Reload
Tornado Hold (Structure)

Tengu Man's reload will shoot a Tornado Hold below him that doesn't move. You can use this for vertical mobility aside from your other options.

Basic Tips & Strategy
General strategy

Gondola V2.0

 * HP 100 > 90
 * Altfire now always consumes ammo
 * NEW RELOAD: Downwards Tornado Hold
 * Fires a Tornado Hold downwards, akin to looking down with altfire
 * Alt skin and reload icon by Redflash

Gondola V2.0H

 * Ammo recode reverted
 * Altfire ammo consumption 10 > 35

Gondola V2.1

 * Timestop frame added

Gondola V2.1H

 * Fixed reload not taking ammo

Gondola V2.4

 * Divine Wind obit fixed, never has the projectile been called Kamaitchi
 * Mainfire skinsprite glitch fixed

Gondola V2.4.1

 * 8FC Skin slightly edited, legs are white
 * Swapped firing frames for Redflash Skin
 * Teamcolors edited 42/4 > 228/227
 * HP 90 > 100
 * Tengu Dash frames reverted to CCBM 1.95h
 * Tornado Hold now on separate bar, has five uses per clip
 * Tornado Hold Bar stops regening in midair
 * Fixed Tornado Hold taking no ammo when fired directly down

Gondola V2.4.1H

 * Fixed HUD breakage

Gondola V2.6

 * Tornado Hold pod 28 > 35
 * Tornado Hold ammo capacity 500 > 300
 * Fixed Tengu Slam doing improper damage

Gondola V2.6.1

 * Divine Wind now uses CCBM calculation method instead of CBM (Now factors Z axis)
 * Divine Wind now has FX to indicate damage
 * Fixed Tengu Slam doing less damage than intended
 * Tornado Hold max ammo capacity 300 > 500

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.