Spring Man

According to all known laws of elastics, there is no way that Spring Man should be able to flood areas and confirm heavy damage onto unknowing foes. His design is too overhated to get any attention that other classes in the mod get. Spring Man, of course, frags anyways. Because Spring Man doesn't care what dead enemies think is impossible.

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

Main
Wild Coil is a big spring that does 15 damage before landing on a surface. Upon landing on a surface, it splits into a pair of smaller, even wilder springs that do 10 damage each. These split springs 90 degrees away from each other and bounce several times before dying.

Alt
Spring Man extends his fist far away from his body for a mid-long ranged explosive Spring Punch. Much like other single-hit boomerang attacks, this move immediately starts returning on hitting an enemy or after the fist goes too far out without hitting anything. If held, Spring Man goes immobile as he charges up a Super Spring Punch. This has nearly identical stats to the normal Spring Punch, but deals far more damage on hit.

Basic Tips & Strategy
Optimal play with Spring Man relies on knowing when to stay in the backline or rush in. Both of his tools provide methods of gameplay that allow him to play safely, such as spamming Wild Coils from afar into a room or by using tapped Spring Punches while being chased by an enemy, or by risking his life with high damage payoffs.

When it comes to his punching, uncharged Spring Punches are a very overlooked part of his game plan that can allow Spring Man chain 25 damage punches (without having to stay stationary for the Super Spring Punch) and pull off some seriously 𝒹𝑒𝓋𝒾𝑜𝓊𝓈 𝓈𝒽𝑒𝓃𝒶𝓃𝒾𝑔𝒶𝓃𝓈. This isn't to say that Super Spring Punch should go unused, as the damage it provides is especially good against enemies who happen to find themselves near you. While using it at the wrong time is a death sentence, the time you spend immobile can be negated by positioning yourself where the enemy might not see you, hitting them directly via ambush or through a good old fashioned hard read. Alternatively, the Super Spring Punch is great for pressuring cornered opponents, as they're left in an incredibly easy position for you to punch.

Gondola Version 2.4.1
-JC Spring Punch windup animation imported

-Walking animation a few tics faster

Trivia
- Spring Man's stock taunt references a famous Duke Nukem quote.
 * This was an intentional choice by the CBM team, as the idea of someone as silly as Spring Man to quote someone as macho as Duke Nukem was funny enough to warrant a taunt.