Spark Man

Spark Man is an electrical robot master originating from Mega Man 3. In Mega Man 3, Spark Man had a simple pattern of jumping, shooting 8 small sparks, and a large spark. In CCBM, he instead relies on combos that can be very rewarding if done right, and very punishing if you make mistakes. Upon death, both in Mega Man 3 and in CCBM, he drops the Spark Shock, a small projectile that stuns enemies.

Main
Spark Shot is a strong charge shot that both increases in damage and stun power based on how long it's held. Unlike a majority of other stuns, Spark's stuns are unique in that it can completely negate all momentum, which can counter classes that are reliant on burst mobility moves. Maximum charge deals 35 damage as well, which is good damage for a stun tool. However, over long distances, the shot despawns, which makes it sub-optimal at long ranges.

Alt
Spark Spread fires a spread of 8 weak stunning sparks around the user, similar to how Spark Man fires his small sparks in the original game. While most of the sparks are not effected by where the user is looking, only moving horizontally, the spark that is fired directly in front of the user can be aimed. Similarly to Spark Shock, this move's stuns negate all momentum.

Reload
Essential to Spark Man's game-plan, Spark Taser boosts the user forwards, giving him increased mobility and letting him cover ground quickly. If you manage to grab someone with this move, it'll pick up the enemy and repeatedly shock them for 30 damage. Do note that this move has a longer cooldown if it connects, and your attacks are weaker for 3 seconds after a successful grab.

Tips & Strategy
Spark Man's kit is designed around powerful one-on-one offensive combos, as well as being a powerful chain-stunner in teams. Landing a fully charged Spark Shot and following up with a Spark Taser can deal a whopping 65 damage, and finishing it off with an upwards-facing Spark Spread while they're still stuck to your head can add an extra 10 damage to it, topping off at 75. This combo is incredibly strong against squishy classes, such as Quick Man or Metal Man. Do note, though, that this combo is inefficient against classes with lots of health or melee options, because reload leaves you vulnerable for a whiff punish. Classes such as Wood or Frost can easily counter your combos, so do NOT rely on them for all of your damage. In teams, Spark Taser should only be used as a mobility tool to save yourself or as a late-game finisher tool. Rushing in and attempting to combo will more often than not end up with you dying horribly. Instead, your main tools with a team should be your Spark Shock and Spark Spread stuns. Spark Shock has insane damage with good speed, so using it from afar to assist a teammate in battle can help them a lot. Spark Spread is a more consistent tool for chain-stunning, constantly using it to keep an enemy in its place while a teammate finished them off.

1.6

 * New HUD by LAMP

2.0

 * Spark Shot charge now affects the projectile's level.
 * <50% charge fires a spark with hitstun.
 * 51-99% charge fires a fast spark that stuns for 0.5 seconds with hitstun.
 * Full charge fires an extremely fast spark that stuns for 1 second with hitsstun.
 * All sparks despawn if a distance cap is reached.
 * Regular Alt sparks travel much faster.
 * Spark Taser, a forward-dashing grab is added.

2.0 Hotfix

 * Spark Taser cooldown increased from 5 seconds to 7 seconds.
 * Enemies grabbed by Spark Taser gain a 50% damage reduction against other spark attacks for 3 seconds.

Trivia

 * Spark Man is the first page ever created on the CCBM wiki.
 * Spark Man's page is also one of the two proto-guides made by player NightFly.