Top Man

From Mega Man 3, Top Man in CCBM is a rather tricky pick class. Via his toolkit, Top Man has the luxury of being able to choose when to pick fights, along with access to a shotgun-esque weapon and high movement speed. Upon death, he drops the Top Twist, a spinning top projectile that violently spins opponents too close to it.

Overview
With an average jump value and a weakened 85 hp value, one of the main allures of Top Man is his 1.1 speed value. This number actually makes him the second fastest character in the entire mod. This combined with his toolkit is what counterbalances his lower health value.

Main
Top Spin

Upon holding down the mainfire button Top Man will begin to spin, dealing slight contact damage. He'll start spinning faster and faster, building "charge" and moving more slowly the more "charge" you have, down to 60% of his base speed at maximum. Upon filling up 75% of your "charge", Top Man will get invulnerability when you let go. Once you let go, Top Man shoots off like a rocket with his signature Top Spin attack, travelling further the more "charge" built and dealing ripper damage to anyone unlucky enough to get into his way. Once the attack is done travelling you'll be stuck in place for a moment, allowing savvy players to punish you if you end your spin in their face or out in the open.

Alt
Spinning Tops

Hitting the Alt Fire button will have Top Man shoot out a shotgun spread of three tops. This takes no ammo, has indefinite range, and has a decently fast fire rate. This is generally going to be your main tool, with a respectable 10 damage per top. It's a decent alternative for a close range attack, hitting two tops is common at close-mid range and at point blank all three can connect for a surprisingly strong damage output on unaware opponents.

Basic Tips & Strategy
Top Man is a swift moving, semi-hard hitting class, which enables a play style that involves a lot of kiting. Keep pelting them from a distance, and keep moving, as if you stop, you’re going to get chunked.

Your main, Top Spin, is a very strong but very committal tool which isn't always going to be useful depending on the map and the opponents you're facing, as many maps leave no good spots to use it and many classes (Guts Man, Junk Man, Charge Man, basically any melee fighter or stunner) can kill you with minimal effort should you end your spin in a bad spot. Keeping it charged is a good idea if you know you'll be in a position to use it with minimal risk of your endlag being punished, such as landing behind cover, through long hallways, or on top of high spots. If the map doesn't have any such spots or Top Spin is otherwise countered by your opponents then it's better instead to keep un-charged and use your good run speed to kite foes with throwing tops and flank from tricky angles, while only using the main to batter the occasional overextending Pluto, or picking weak targets with a little-to-no charge spin.

There are a few situations where a fully charged Top Spin is especially useful; anywhere with long corridors, easily accessible highground, or plenty of jump-height cover is your playground. Alongside this, catching anyone against a wall or along stairs, if played correctly, is a death sentence for the enemy. Unfortunately, you need to be careful with it, as whiffing it puts you at a big disadvantage. Try to avoid being stunned, as getting stunned will likely result in your doom.

Top Man is not good against air-based classes, like Jupiter and Astro Man. You'll only be able to hit them with your altfire most of the time, and since Top Spin is ground-based, you can’t really use it against them effectively.

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

 * 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.