Knight Man

a Robot Master from Mega Man 6 designed to resemble a medieval knight with resistant armor. He was created primarily for combat, with high attack and defense attributes at the cost of lower mobility due to his weight. It is said that he has defeated over 1000 robots in duels.

His Special Weapon, the Knight Crusher, is a strong flail with a long chain in his left arm which allows him to attack with huge power from great distances. In his right arm, he holds a resistant knight's shield, allowing him to block almost all attacks from the front.

Knight Man is one of the two Mega Man 6 Robot Masters to be designed specifically for combat (the other being Tomahawk Man), though not explicitly for the First Annual Robot Tournament. In the First Annual Robot Tournament, he was reprogrammed by Mr. X to help him conquer the world. Because of his spirit of chivalry and honor, Yamato Man has great respect for him, and ironically, his weakness is the Yamato Spear, due to its ability to go around his shield and pierce his armor.

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

Main
Knight Crush/Spinning Mace/Super Knight Crush

Knight Man temporarily puts his shield away swings his mace forwards. It can be angled, and it can return to hit opponents, though when it comes back it does half the damage. While Knight Man is charging, his shield is down and he spins around his mace, dealing low-range AOE damage and some knockback. Fully charging Knight Crush turns it into Super Knight Crush, which makes the Mace bigger, faster, and stronger for one hit.

Alt
Shield Bash

A short charge forward with your shield that deals small multi-hit damage that stuns opponents and deals decent knockback.

Basic Tips & Strategy
General strategy

Gondola V2.4

 * Shield offsets adjusted by Sir An0n
 * X offset 0-16 -> 12-28
 * Y offset 0-36 -> -9-27
 * Z offset 0->8
 * First altfire damager has special obit

Gondola V2.4.1

 * Imported ECL1P5E Patch, following are edits made to EC Patch base
 * Knight Crush can now be turned based on where the user faces
 * Knight Crush now has 25% hitstun on hit
 * Returning Knight Crush has 9 damage flat on return
 * No longer bounces on surfaces
 * Mace Spin now has medium knockback
 * Mace Spin damage 1 > 12, powerprotected for 5 tics
 * Can now be held indefinitely
 * Empowered Knight Crush reworked, now is Ult. Knight Crush from V-Classes
 * Can not be redirected like its uncharged counterpart
 * Does 27 damage, has knockback and knockup on hit
 * No longer has range limit, now acts like a standard projectile with gravity and returns on hitting a surface/player
 * Ball is destroyed on hit and no longer returns with the chain
 * Shield offsets cleaned up

Gondola V2.4.1H

 * Fixed impact FX happening on Knight Crusher returning
 * Fixed bug where Knight Crusher/Super Knight Crush could sometimes get stuck on sky horizons
 * Super Knight Crush gravity 2.5 > 1.5

Gondola V2.5

 * Hitstun on Knight Crush reomved
 * Spinning Mace knockback increased 8 > 12
 * Super Knight Crush sprite now reflects hitbox
 * Now has explosive hitbox around impact, does not do knockup (only does knockup on direct)
 * Special obit on first Knight Rush damager readded

Gondola V2.6

 * Removed explosion from Super Knight Crush, 15 explosion damage now transfered to base hit (27 overall still)
 * Super Knight Crush height 32 > 20
 * No longer blocks shots as he is charging mainfire
 * Super Knight Crush retooled
 * No longer requires chain to return, instead has a flat 20 tics of endlag
 * Mace now has trail for purely cosmetic purposes

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