Charge Man

From Megaman 5, Charge Man rushes in to the fray! Charge Man is a bulky class who can rush towards the enemy and deal severe damage! Catching an enemy off guard is their death sentence, and don't think you are safe behind him or at range! His coal shot fires around him and in front of him! Charge Man is ready to bring the pain train, why not tag along!

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

Main
Charge Tackle

Charge Man's mainfire is a dash attack that can be aimed any direction that's not up. It boosts you forward as long as you hold it, but it drains ammo fairly fast.

Alt
Coal Shot

Coal Shot tosses out coal all around you and toss 1 forwards, but has limited range.

Basic Tips & Strategy
General strategy

Gondola V2.2

 * HUD imported from HeelNavi

Gondola V2.4.1

 * Mainfire max ammo count 75 > 80
 * Ammo consumption 3 > 4
 * Changes ported from UEC
 * Charge Tackle speed 60 > 80
 * Charge Tackle duration 3 tics > 2 tics
 * Readded Charge Parry on altfire
 * Coal Shot ammo consumption is split from mainfire
 * Now has second bar w/ 3 uses, looks cool :D
 * Using mainfire halts altfire regen

Gondola V2.5

 * Fixed SBar desync
 * Full invuln on Coal Shot now replaced with 50% damage resistance

Gondola V2.6

 * Fixed Charge Ram armor using outdated armor version
 * Coal Shot damage resistance 50% > 75%
 * Fixed Coal Shot explosion not playing sound
 * Now plays special hurt SFX if damage taken is parried by Coal Shot

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