Chill Man

Brief overview of the character. Try to "sell" the character.

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

Main
Chill Spike, which creates a burst of three lines of spikes.

Alt
Ice Dash is primarily a mobility tool, but can create a trail of Chill Spikes if used along the ground.

Main-2
Chill Spray, a close range spray. It's quite weak, and is generally not reliable as anything more than a finisher.

Basic Tips & Strategy
Generally, Chill Man thrives on stages with uneven ground, as his Ice Dash can allow him to make a quick escape to an upper ledge where his assailant can't reach him. He struggles with maps with plenty of open space or high ceilings, as his Chill Spikes can more easily be navigated around on the ground and can be more clearly seen and avoided if falling from the ceiling. His best uses are for flanking and flooding - his Ice Dash allows him free reign of the area which allows him to get behind an enemy and catch them by surprise, and his Chill Spikes - both the ground and ceiling variant - cover a decent area, which lets him corner an opponent. His Ice Dash works differently from standard flight, allowing for strange interactions with certain attacks; he can Ice Dash into the air even while under the effect of Concrete Man's debuff and he can move while within Burst Man's Bubble Trap, but unlike other flying classes, getting hit by Dr. Wily's Freezing Orb sends Chill plummeting, potentially to his doom.

Gondola 2.4.1-Hotfix

 * Death now has special FX

Gondola 2.4.1

 * Now has funky (crappy) new death animation and updated weaknesses
 * Fixed Chill Spike being usable with insufficient ammo

Trivia

 * Did you know, that chill man used to be able to use his chill shot on walls?