Dark Man 2

The basic model, being the only without a weapon other than the electromagnetic barrier that Dark Man 1 and 4 also have. Although he has a simple design, Dr. Wily was confident on his work.

Overview
General breakdowns of passive abilities, gimmicks, and their movement + health. Like Dark Man 1 and Dark Man 3, you will get various small buffs like moving faster with health lost.

Main
Electro Net

Electro Net is a chargeable attack that makes an obnoxious noise, moreso than Heat Man's. Without charging, you fire a spread of shots that disappear after a very short distance. At mid-level, it small orb that, upon collision with something, causes 4 small energy shards to fall. At full charge, it fires a slow, large, homing orb that stuns on contact. It releases small bolts on impact.

Alt
Dark Shield

Pressing altfire summons a Dark Shield that orbits around you. Pressing altfire tosses the shield out in front of you, and holding mainfire will drain your ammo bar and keep the shield behind and in front of you. Letting go will shoot them out in the appropriate direction.

Basic Tips & Strategy
General strategy

Gondola V2.4.1

 * Firing frames ported from vanilla
 * Charging mainfire has new SFX
 * Level 1 shot spread deviation 0, 15, 30 --> 0, 10, 20
 * Releasing mainfire has 4 less tics of startlag, now have 4 more tics of endlag

Gondola V2.6

 * Dark Spread (uncharged mainfire) how has 25% hitstun
 * Fixed Dark Shield not having proper teamcolors

Gondola V2.6.1

 * Walkframe speed now corresponds to rage amount

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