Tornado Man

a Robot Master from Mega Man 9 created by Dr. Light. He was created to stave off powerful storms, and he was stationed at a weather regulation facility.

Overview
Tornado Man is a solid teammate class. He's supportive, capable of protecting the teambase, and he can clutter tornadoes upon enemies to juggle them with some inconsistent but fine damage. He gains some pretty good mobility by toggling his item, which makes him able to hover by holding jump and shoot tornadoes normally with no drawbacks. Upon toggling his item form, you don't only hover when holding jump, but you can as well run faster on the ground. Tornado Man is also a versatile class with 85 hp.

Main
Whirlwind Blades

- Fires a small tornado (whirlwind blade) or a series of tornadoes. Each whirlwind blade deals 5.0 damage, but if blasted right through someone directly, the damage increases to 10.0 damage. Tornadoes may attach to surfaces, and by pressing altfire, the player can re-direct the tornadoes in the opposite direction. Tornadoes can only blow back horizontally and vertically, however, they could blow back horizontally from different angles that the player stood on in the initial location. It should be noted that tornadoes have the ability to move people backwards as they blow back, and can do uneven damage as a result.

- Only four whirlwind blades may adhere to surfaces in one go; if the player shoots another one, one of the current whirlwinds will simply vanish, and the new one will simply take its place. They fade in a sequence, so if you shoot one whirlwind on the ceiling and the other three on land, then shoot another one on land, the one already on the ceiling would vanish because it was the first one shot.

- The whirlwind blades only consume the green ammo bar.

Alt
Tornado Blow

- Holding altfire causes the Tornado Blow, which lifts all opponents nearby into the air and does 6.0 damage, although the set damage can be repeated up to three times depending on how close the player is. Using tornado blow and when you're about to jump greatly improves your jumping ability. Tornado blow is the "alt fire" that can blow the whirlwind blades back. It is an aoe (Area of Effect) attack, or a radius-like attacking move, yet the damage is 6.0, implying that there is no damage fall-off to the actual alt fire, but rather how many times the tornado blow impacted someone.

- Tornado blow could boost the jumping ability to teammates if Tornado Man used it near them to support.

Item
Hurricane kick

- Tornado Man can utilize Hurricane Kick. This is an item-toggled transformation, which lets you hold jump to begin hovering, buthough he eventually sinks. Hurricane Kick can be activated at any moment as long as the grey ammo bar has any ammo capacity. The player gains a brief speed boost when performing hurricane kick on the ground, which may be utilized to flee or get closer quickly, meaning it can be used as some burst mobility in a way. The name "Hurricane Kick" comes from the fact that when toggled, the player may leap on an opponent's head and bounce off of them, causing a flat 25.0 damage to the aforementioned opponent.

Basic Tips & Strategy
General strategy:-

- Trying to stay as close to the base team as possible. A long-ranged main fire that can blast back and provide uneven fine or chip damage is a safer and better method to play this class. You might wait in your team's base to decrease some of the enemies' health, then start assassinating foes from higher spots and juggle and damage them. You might even use whirlwind blades as traps or area denial items to assist your team against enemies. -- Tips:-

- This class can dominate in narrow places, especially in specific spawns against other teams that have the narrow areas first. You could do a lot of damage to those foes by setting the whirlwind blades and blowing them back, and if you timed it right, you could just toggle item and leap on them to deal an extra 25.0 damage.

- Juggling opponents beneath their feet with whirlwind blades is another technique to deliver good damage; admittedly, the damage is inconsistent, but you could perform more juggling. Abusing the geography of the maps with Tornado Man, whether it's large so you can juggle them beneath their feet or tight so you can clutter whirlwinds around to mess with the opponent's mobility and do damage to them, is a great approach.

- Because you have a speed boost, you can try to combo by item toggling to travel quicker, then altfire near a foe to throw them to air, giving you two openings. The first step is to keep the tornado blowing and juggling for a while, followed by a Hurricane Kick stomp. Second, you could jump high and juggle quickly into a Hurricane Kick, but make sure to reserve ammo for the item toggle to do that. They are considerably two openings, since depending on the class you are up against and the map layout, it will have a significant impact on how you move and attack.

- Baiting by leaving whirlwinds around the map might be effective for baiting individuals, or just leaving them as traps in general. Setting two whirlwind blades on the ceiling of a spawn area from a teleporter, and the floor of the spawn area, you could either wait or bait the foe to spawn in there, and once he immediately lands, you hit altfire, and you can sometimes instant-kill or deal a wild amount of damage.

- Abusing Hurricane Kick primarily as a mobility option is quite useful on its own, because you can toggle item at anytime to dodge a lot of stuff, so utilize that Hurricane Kick wisely.

- You can dunk enemies by setting a whirlwind beneath them, then altfiring to blow them on air. If they are close to a ceiling, you can time a whirlwind exactly above the blown enemy, then alt firing again to quickly dunk someone and deal good damage. That can easily be used on already-flying classes, including Tornado Man himself.

Gondola V2.4.1

 * Ported from UEC

Gondola V2.6.1

 * Whirlwind Blade projectiles now have FX indicating windbox, made by Cowsha

Trivia

 * Tornado Man can be considered as one of the hardest classes from the Mega Man 9 cast to play as.