Yellow Devil

a gigantic robot, the first combat robot created by Doctor Albert W. Wily. It made its debut as a fortress boss in the first Mega Man game. Its body consists of yellow goo-like shape-memory parts that can dismantle and fly across the screen to attack its enemies manipulated by its core, the eye in the center. Its only weak point is its red eye.

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

Main
Petite Devil

Uncharged, his mainfire simply fires a small, somewhat weak, shot. When charged, it creates a Petite Devil, which fires several small shots where you aim. While one is active, you can toss the bouncing segments from Yellow Devil Mk. II. This has a decent fire rate.

Alt
'''Perfect Cube/Bumo bumomo bumo bumo! (Perfect Dash)'''

Yellow Devil's altfire is also chargable. When uncharged, he tosses a spread of 5 cubes, each doing 10 damage. When it hits a surface, it becomes a small glob that deals 5 damage. A rather viable shotgun. When charged, it becomes a dash attack that deals 25 damage. This goes through enemies, but doesn't deal ripper damage. During the dash, Yellow Devil will take extra damage.

Basic Tips & Strategy
General strategy

Gondola V2.4.1

 * Modified from ctfpatch v04
 * (Flagbearer:) Can pick up Auto's Wire and Item 2, but deletes them by attempting to use them
 * Now correctly drops a Copywep class upgrade on death
 * Kit reshuffled and revamped
 * MAINFIRE: EYE BEAM
 * Eye Beam shot with slight gravity
 * Charge for a rapid-fire burst of eye beams
 * ALTFIRE: CUBE SPREAD
 * Spread of 5 Perfect Cubes that each drop one Perfect Sphere on death
 * High up close damage
 * Charge for the original One-Eyed Cube - 1.35x damage vuln during and for 2 seconds after
 * Fixed bug where Yellow Devil could throw One-Eyed Cube and fail to be pulled due to falling at terminal velocity
 * Fixed bug where Yellow Devil could appear in his walking sprite while in a One-Eyed Cube
 * Fixed bug where Yellow Devil's projectiles were all immune to Saturn's projectile suck
 * Fixed bug where Perfect Cube/One-Eyed Cube could be indefinitely stuck in the pits of certain maps, lagging servers

Gondola V2.4.1H

 * Freed from Flagbearer duty for visibility reasons
 * SBAR has an eye on it :)
 * Gravity removed from uncharged Eye Laser
 * Perfect Cube droplets now reflect off of walls instead of dying
 * Random droplet size shifting removed
 * Charged Devil Cube no longer softlocks on shields
 * Yellow Devil (finally) becomes the cube rather than invisibly following a cube
 * Hitbox reworked from projectile ending in explosion to Blizzard Bowl style checker to increase consistency
 * Hitbox radius/height 25/40 > 45/70 to minimize missing due to 'walking' on target
 * Damage 30 > 25, can now be blocked by shields

Gondola V2.6

 * New skin by Thresh90/Ze Robotico
 * HP 155 > 185
 * Mainfire reworked
 * Charged mainfire now shoots out a Petit Devil that fires at the user's crosshair
 * Firing while Petit Devil is out lets you shoot out Mk. III Segments, which bounce and have high RoF
 * Landing from altfire throw now lets out 8 cube bits instead of 4
 * Cube damage 10 > 8
 * Cube bit damage 5 > 4
 * Fixed cube/bit damage doing hitstun

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