Duo

No one knows where he came from or where he's headed next, Duo slams into the arena! Throwing his weight around in some massively hefty attacks, Duo uses strong grab and slam attacks alongside slow but strong projectiles to capitalize on any opening an opponent might have, to deal insanely hefty damage. If you enjoy:

-Brawler classes with hefty attacks and weight

-Strong close quarters damage off of a single hit

-Working hard to approach and getting rewarded BIG for it

Duo's your class!

Overview
With 115 HP and 0.73 speed, Duo is the most sluggish of the copyweps, but also by far the strongest. Sporting some good close range tools, along side some mid-range disjoints, Duo becomes a close range monster capable of some ludicrous damage at the cost of falling off HARD at longer ranges. However, meteor allows him to get in or out relatively safely. If you enjoy a large, tanky brawler capable of some serious combos, Duo's your bot.

Main
Duo Fist

Duo's primary method of attack is his Duo fist. Uncharged, it's a simple short-ranged fist on a chain that deals a surprising 20 damage. At mid charge, Duo fist is a slow, but hard hitting energized fist, dealing 30 damage to any poor sap it connects with. At max charge, it becomes a massive hand that moves faster and hits for a whopping 55 damage. This pauses ammo refill for your Meteor, but once you reach full charge, it starts to fill. If you continue to hold mainfire after reaching full charge, you will notice that your dash meter gains a blue overlay slowly. This factors into the scaling of Shockwave Slam.

Alt
Shoulder Tackle/Shockwave Slam

Duo's altfire is Shoulder Tackle. It's a bit more slow moving then the other dashes, but the damage it puts out, 24 is far higher. Unlike other characters, his cannot be jumped out of or canceled in any way and has a large amount of endlag. This consumes from his stock of dash meter, which regenerates slowly. The tackle also has the unique trait of dealing strong knockback, allowing Duo to push back any bot that gets too close to him. If the overlay covers at least one dash bar, hitting altfire unleashes the Shockwave Slam, a leap that ends with a devastating ground slam that pops opponents up in the air for you to combo them. The more dash stocks the overlay covers, the more distance you will leap upon activation of your Shockwave Slam. Of note, is that Duo can actually grab targets out of the air with this, and can Choke Slam them for additional damage.

Reload
Justice Meteor

When you press reload, Duo begins to charge up justice energy. While he's charging, he is completely invulnerable, meaning you can waste a lot of your opponent's attacks After charging for a brief period, Duo will rocket forward in meteor form. When rocketing forward, Duo will bounce around extremely quickly and therefore quickly catch enemies off guard. This is Duo's best option to approach, as not only can you cancel it with a press of M1, if you manage to hit someone with hit, it deals an often crippling and even sometimes fatal 35 damage.

Basic Tips & Strategy

 * Duo meteor bounces off of walls and ceilings. Try and ricochet your meteor to hit enemies around corners.


 * Duo Meteor recharges twice as fast when you're not charging your Duo Fist. Give your meteor some time to charge before engaging so its ready whenever you need it.


 * Slam can be used as a secondary mobility tool if fully charged, as it launches Duo towards where you aim your mouse. This works for saving meteor, but keep in mind that the slam and the Meteor are useful for different mobility directions, and that the slam is affected by gravity.


 * Duo Fist is most effective at mid to close ranges, as it moves slowly compared to other projectiles in the game.

Gondola V2.2

 * Imported from 2.1 beta
 * No longer does the tap fist on initial mainfire press, goes straight to charging
 * Grab scales based on charging time
 * HUD imported from Kazza

Gondola V2.3

 * Grab hitbox 64x64 > 32x32
 * Grab power scaling reverted

Gondola V2.4

 * Duo Ram damage 24 > 20
 * Grab height 32 > 64
 * Grab widht 32 > 48

Gondola V2.4.1

 * Removed frame-one invuln from meteor startup, gains invuln when in full meteor form
 * Ported from UEC (UEC changes below)
 * Grab replaced by a leap, creating a wave upon landing
 * Size scales down as it moves
 * Deals 20 damage and variable knock-up based on the portion's size (removed 70 stepheight)
 * Grab from UEC removed, now goes through enemies
 * Ram radius 16 > 18
 * Damage falloff delayed by 2 tics
 * Wire Punch Radius/Width 10/10 > 13/13
 * Lifetime +2 tics
 * Meteor damage 40 > 35
 * Slide cooldown adjusted for longer dash frames
 * Fixed wirefist being unusable when you have no ammo(?)
 * Updated huds by Kazza, customized from the usual V3
 * Slam is now properly teamcolored

Gondola V2.4.1H

 * Fixed slide ammo disappearing from HUD while using Copyweapons

Gondola V2.5

 * Duo Wave stepheight 24 > 32

Gondola V2.6

 * Readded chokeslam on leap
 * Duo Meteor invuln now comes after the first 10 tics instead of on ball
 * Now has traveling SFX on fully charged Duo Fist, provided by MusashiAA
 * Dash count 5 > 3
 * Chokeslam/Duo Wave power now scales up by increments of 2 instead of 1 to accomodate for only 3 dashes
 * Duo Wave height 34/20/16/12/8 > 35/30/25/20/15
 * Duo Wave YScale 1.8/1.6/1.2/.8/.4 > 1.8/1.6/1.4/1.2/1.0

Gondola V2.6.1

 * SBAR updated, now flashes at full Duo Meteor ammo
 * Shockwave has proper Justice Energy colors in non team games
 * Fixed Duo being invisible during Flashman stun

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.