Uranus

Uranus is a high-health, high-mobility character who specializes in applying pressure and picking off single targets. i cant come up with anything else

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

Main
Pressing mainfire picks up a rock, and pressing mainfire again throws it. Deep Digger is a powerful 20.0 damage projectile that, while having a lower-than-average rate of fire, can be fired quicker with more charge ammo. In addition to this, upon hitting a wall, floor, or ceiling, it splits into 8 smaller projectiles with gravity that do 8.0 damage each. These smaller projectiles can be great for catching foes hiding behind walls, or as compensational damage for barely-missed shots. The rate of fire is variable, becoming faster the more Cattle Charge ammo you have. Hitting opponents in the air with the unsplit rock will cause them to violently come back down to earth, though this does not deal any additional damage. Finally, if you're holding Deep Digger, you can press altfire to crush the rock in your hand, which spits out a spread of 4 Deep Digger bits.

Alt
Holding altfire charges two bars: Cattle Charge ammo (the red/orange gradient bar) and Cattle Charge start up (the two yellow bars on the side). If you release altfire after your start-up bar is full, you'll activate Cattle Charge, a fast, continuous dash that lasts for as long as you have Charge ammo. You can build higher reserves of Charge ammo by letting go of altfire before your start-up bar is completely full- this action can be done very quickly and repeatedly to build ammo quickly.

Once you activate Cattle Charge, you have two options: try and run into people and grab them, or cancel your dash with a slam attack (requires 1/8 bar Deep Digger ammo). If you grab someone, charging them into a wall will cause them to take massive damage- you can tack on even more damage with a slam, provided that you fulfill the ammo requirement. Additionally, grabbing an opponent grants you a small amount of extra Charge ammo, meaning you can extend your charges a tiny bit further if you grab someone. Missing a charge and hitting a wall will take a small amount of Charge ammo, however.

As a final bonus, Cattle Charge has small hitboxes on the sides of your grab radius (around the edges of your "feet") which provide compensational damage if you miss your charge. These damagers are active through the entire charge duration and even can hit grabbed foes.

Basic Tips & Strategy

 * The first thing you'll notice when playing Uranus is that you will not be able to use your fun charge move as much as you'd like. Most of the time, you'll have to be patient and chuck rocks at enemies while waiting for an opening. Thankfully, Deep Digger is one of the best projectiles in the game, and has a decently sized ammo reserve to help keep pressure up.


 * There are some classes that you simply cannot use Cattle Charge against, with a general rule being: Don't try and beat out a CQC class' speciality. You will not out-DPS them.


 * Landing charges requires hard reads on your opponent's movement. Try to charge where you think your opponent will be, rather than where they actually are. You're a projectile!


 * If you land a gore, the optimal follow-up is to slam your opponent and throw a rock at them while they're in the air. This should do around 60 damage- even more if you can hit them with more rocks afterwards.


 * Your grab hitbox is way smaller than you think it is- but it's also bigger than you think, too. It's vertical reach is decently sized, meaning you can sometimes grab opponents who are on ledges above you and gore them on that ledge.


 * As a general rule, always gauge your HP and Ammo reserves before charging into people. If your ammo is low, it's generally ideal to wait behind cover and get more ammo (both rock and charge ammo) before going in.


 * You are very slightly faster than normal with full Charge ammo, so try to always have that (though you should anyways so that your rock RoF is higher).


 * While keeping a rock held in reserve may be useful for quicker firing if an enemy tries to jump you, having one up will slow your ammo regen by a fair amount, so it's best to have a good amount of ammo before doing so.


 * Whenever possible, try and take out healers as quickly. Your single-target damage is incredibly valuable and committal, so it sucks to have it undone. Only exception to this is Plantman.

Advanced Tips

 * If you notice an opponent trying to get somewhere else in the map, it's sometimes worth it to try and cut them off by predicting what room they'll be in and charge


 * Charging your Charge makes a loud and annoying noise. Try and use it behind corners and walls to bait people into making bad approaches or other mistakes.


 * With enough map knowledge, you can try and set up curved drift charges to deal additional damage to grabbed foes with the trample damagers.

Charge Advisory List
(let me know if any of the below is necessary)


 * Gutsman - (if it's short burst charges near walls it's fine to grab him, try to catch him while he's picking up a rock so he can't punch you)
 * Dr. Wily - (skull suit shots hurt, and he can shoot a lot of them at you while he's grabbed. armour won't save you. he doesn't always have them though)
 * Sniper Joe - (grenade ow truck ow)
 * Fireman - (if you're at full you can out DPS him but you'll take a lot of damage. weigh this carefully)
 * Elecman - (he can just dash out, thunder beam hurts. catch him offguard)
 * Airman - (not particularly dangerous, but be careful about that shotgun.)
 * Heatman - (you can charge him but it's better to just throw rocks since he can act quickly out of dashes as well as just dash out of your grab)
 * Needleman - (not only does his minigun hurt but he can cancel it instantly into needle hammer. can punish you greatly for even trying, just throw rocks and keep your distance)
 * Hardman - (can't punish you that bad for trying, but he's beefy and can deal large damage to you at all times. only go for it if you know it'll kill him (ie after throwing some rocks at him))
 * Toadman - (like hardman, beefy. rain flush can chip away at you, better just to throw rocks)
 * Skullman - (just burn his skull barrier before trying)
 * Napalmman - (wait until he's on cooldown so that he cant bomb you while you charge him)
 * Blizzardman - (bowl is scary! wait for him to burn it first)
 * Swordman - (generally just not a good idea, you'll win way more often if you just run away and throw rocks)
 * Clownman - (will melt you with thunder carnival if you charge him. throw rocks)
 * Frostman - (like gutsman, fine with short bursts. however being close to him can be difficult due to icewave stuns, so keep your distance most of the time)
 * Evil Robot - (WELCOME TO RISK/REWARD: if evilrobot procs his gigas you can absolutely destroy him as he takes extra damage during that state, but if he flame swords you you're getting hurt badly. try it if you dare)
 * Groundman - (his drill tank form actually hurts a lot. be careful when charging)
 * Magmaman - (that shotgun hurts, watch out)
 * Commandoman - (be very careful when charging him- it's a great tool in the matchup but watch out for mines and such)
 * Acidman - (be wary that your charge might not do as much damage as usual if he has his shield up)
 * Quint - (his m2 is scary, don't grab him while he's on sakugarne)
 * BBA Megaman - (be careful if he has plasmarifle, rockets, or bfg)

General Problem Matchups

 * Protoman - (Shield blocks rocks, dash means you're basically never going to land charges, and charge shot hurts. Rough matchup but winnable)
 * Yellow Devil - (his shotgun is scary, and he can usually out dps you in most scenarios... somehow)
 * Bubbleman - (not a huge problem, but he can poke you from farther than you can poke him and he has anti-charge tool in bubble lead. only slightly favoured)
 * Woodman - (has pocket invuln and strong cqc in slam, invalidates cattle charge with just those two things. run away and throw rocks as much as possible)
 * Drillman - (can easily dodge charges with his dig invuln, and drill bomb hurts badly. painful but still winnable due to hp advantage)
 * Starman - (you can actually do decently with rocks, and can charge him if he's used up all his ammo, but be careful: he can melt you)
 * Darkman1 - (i've never actually played this matchup but it sounds difficult)
 * Yamatoman - (generally good cqc, his m1 hurts too. rough but winnable)
 * Junkman - (never charge him ever, only ever use it to run. armour is rough too. just poke with rocks and hope he misses his projectiles)
 * Tenguman - (difficult but winnable. keep him on the ground as often as possible)
 * Searchman - (this one used to be decent but his new leap makes it way harder. stay on your toes and just power through his chip damage, try to charge him often)
 * Pirateman - (not awful, but he can effectively lock down a single area making it difficult to get in. a well timed and well positioned charge can break his walls, just throw rocks from there.)
 * Concreteman - (both of you have tools to annihilate eachother- he just has better ones)
 * Tornadoman - (flies around and is a general annoyance, but if you can catch him with a charge you're good)
 * Nitroman - (like tornadoman, but a little harder)
 * Mercury - (not horrible, but he can outmaneuver you effectively. all you need to do is catch him a few times but that's easier said than done)
 * Jupiter - (really rough, you're constantly taking damage and he's always in a better position than you)
 * Saturn - (be very careful with what you throw out, if he gets armor it's tough)
 * Hyper Storm H - (beefy! can push you away too and has effective cqc tools.)

Abysmal Matchups

 * Waveman - (incredible mobility, water wave sucks to fight. you'll basically never hit him if he just runs away and pokes, requires insane multi-room charge reads and great aim)
 * Gyroman - (requires great aim, will just poke you to death)
 * Chargeman - (like starman but worse because charge has higher single-target damage)
 * Knightman - (that shield is awful, and he can poke you from a long way since you're slow)
 * PLANTMAN - (this is uranus' worst matchup. pray to God himself if you want any chance at winning this)
 * SHADEMAN - (uranus' second worst matchup. shade grab is amazing, and you will never break through its armour unless you have a lot of ammo and spam rocks. you must respect everything shademan does and throw rocks)
 * Enker - (entirely based on player skill. if played effectively, enker can destroy uranus in seconds with his incredible dps- he can also just keep his distance. punishing stance with charge is usually impossible)

X.X Hotfix

 * Merely list down patch notes here.
 * As noted in the Main Page, this wiki is based on the latest official release! No beta/WIP branches, no ecl1p5e.

Trivia

 * Upon reaching maximum Cattle Charge ammo, cancelling your altfire before Cattle Charge comes out will play a sound effect. This sound effect is a Pokémon cry, varying depending on what gender the player is:
 * If your gender is Male, Tauros' cry is played.
 * If your gender is Female, Miltank's cry is played.
 * If your gender is Other, Granbull's cry is played.

Notable Players

 * GD.FrostBlue - playstyle (i've heard he plays uranus more passively/defensively? someone who actually knows write this down)
 * Pegg - playstyle (a bit more aggressive and m2 reliant but someone else that's not me should describe this too (also yes i am putting myself in this list because only like two people play this guy (though i guess you could also put gibus here too but i dont know how often he plays uranus)))