Bounce Man

a Robot Master who appears in Mega Man 11. He was originally developed as a crash test robot, but his stretching and bouncing abilities led him to become a fitness instructor at an indoor athletic center/amusement park called Boing-Boing Park, and his colorful body and friendly appearance led to his transformation into a big hit with kids and adults alike. Despite being repurposed for combat by Dr. Wily and equipped with a Speed Gear, after which he took over Boing-Boing Park, Bounce Man is still the same large, cheerful, childlike robot he always was, still viewing everything as one big game.

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

Main
Bounce Ball

Bounce Man's hand stretches out up to a set range. If this reaches the max range without hitting anything, a spread of 3 Bounce Balls will be generated, which each bounce once. Hitting an opponent, however, will have the hand stick to the opponent, and pressing mainfire again will draw them in ever so slightly. This can be used repeatedly to prevent opponents from escaping.

Alt
Sticky Hand

Fires a different midrange fist, this time sticking to opponents AND walls. You can use this for some decent mobility, as it acts quite similarly to the Wire item.

Item
Grapple Cancel

Cancels the grapple that his mainfire has, without drawing in the opponent.

Reload
Superball Slam

Bounce Man slams down, and creates some Bounce Balls and shockwave effect.

Basic Tips & Strategy
General strategy

Gondola V2.5

 * Designed by Pr. Gibus
 * Skin by Son Loto, HUD by Pegg, sprites by Pegg and A-Chan
 * See CLASSHELP for more!

Gondola V2.6

 * Health 115 > 155
 * Bounce Bopper damage 16 > 14
 * Bounce Bopper can now be swerved for first tics while active
 * HeliumAmmo regen doubled
 * Self-recoil doubled, no longer applied when hitting an enemy
 * Bounce Bopper now knocks enemies back on hit
 * Fixed being softlocked after having Bounce Bopper despawn
 * Bounce Ball damage 10 > 8
 * Bounce Ball is now affected by gravity
 * Bounce Ball spread upon Bounce Bopper death -10/0/10 > -30/0/30
 * Rubber Latch damage 16 > 12
 * Rubber Grip now uses Plug Cable ACS for tether
 * Rubber Grip ammo regen increased 2 > 3
 * Ammo consumption on use 0 > 150, ammo consumption on recall 150 > 0
 * Fixed Rubber Grip doing double damage to shields
 * Self thrust increased 16 > 20, removed self slowdown on grab
 * Grabbing surfaces now always thrusts user to grabbed surface, grabbing enemies now always pulls enemy towards user
 * Rubber Latch now always drags enemies when returning
 * Increased Rubber Grip duration by 5 tics
 * Rubber Grip still holds on to enemies during 5 tic delay
 * Recalling Rubber Grip now has new SFX
 * Item no longer toggles push/pull on Rubber Grip, now manually detaches hand when latched
 * Added 5 tic delay before recalling on item cancel
 * NEW RELOAD: Superball Slam
 * User drops to the ground, creating shockwaves and consuming a mainfire stock per use when done on the landing on the ground
 * Every usage of reload before letting go generates a stock, releasing thrusts user upwards with the force being relative to the amount of stocks accumulated along with 6 Bounce Balls releasing from launch
 * Releasing reload halts HeliumAmmo (mainfire/reload ammo) generation for 50 tics
 * Has bottom hitbox while falling that knocks enemies away
 * Reload icon provided by FrostBlue
 * Now has MAPICON sprite, provided by Smashmania

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