Fuse Man

Prepare to die-ode! Fuse Man from Mega Man 11 is here in the Gondola Patch, ready to zap and fry the circuits of his enemies. Being a robot manufactured by O.D.A. Electronics, Fuse Man's job was to manage electrical equipment in a city's power plant supply system because of his power to manipulate high voltage currents. He also has a pet eel named "Watt". Be careful! You won't wanna get scrambled by his electrons. The Special Weapon that he drops is the Scramble Thunder. Use his mainfire at close or mid-range, and his altfire to hit people around corners, or those who get too close. His Item gives him good vertical mobility as well. Originally created to manage electrical equipment in a power plant, he was reprogrammed by Dr. Wily to fight against Mega Man. He is able to freely manipulate high voltage currents and move at lightning speed, being able to instantaneously get on an opponent's blind spot and emit electric attacks. When he activates the Speed Gear installed by Dr. Wily, he gains a speed boost and becomes as fast as lightning. His Special Weapon, Scramble Thunder, allows Mega Man to launch a sphere of electricity that will cling onto solid surfaces and can be controlled in any direction.

Overview
Having a basic 0.75 of speed and a average 85 health, Fuse Man also has the capacity to hover/flight, giving him the high ground advantage over his foes; his tesla dash can help him get out of situations that he would otherwise die in.

Main
Scramble Ray/Electro Chop

The Scramble Ray fires an electric piercing bolt that goes through enemies for 9 damage (directly) and leaves a lingering Scramble Thunder explosion that hits 4 times, dealing 3 damage each hit. If the bolt hits the floor, it will keep going forward and climb or descend on obstacles (like small stairs,ledges,etc), until it hits a wall. When firing a Scramble Ray, Fuse Man will also use the Electro Chop. The Electro Chop is a melee that goes fairly far in a right-up to left-down diagonal pattern, and hits once for 9 damage. Hit with both the Scramble Ray and the Electro Chop to get the most damage for your ammo!

Alt
Tesla Dash/Tesla Coil/Thunder Tesla

Fuse Man's altfire does a lot of things: First of all it will make you dash to any direction depending of what movement keys are you pressing and also let's you go pass through enemies (using it while standing still will boost you upwards by a little instead). It creates a passive Tesla Coil with a pair of lightning orbs that keep spinning around it until you run out of ammo for it, and being close to it will increase the rate of fire made by your mainfire (indicated by the sparking lights around the player), making shots that are fired twice in a row cost the same as if one was fired! Pressing altfire again while the coil is out will fire a Thunder Tesla which homes into the Tesla Coil, creating a AoE of several short ranged electrical bolts, before disappearing. Use it as escape option, area denial/zoning tool or a trap card for enemies chasing you!

Item
Hover Toggle

Fuse Man's item toggles his passive hover, similarly to Alien and Astro Man. This lets him get to higher areas when followed by short usage of his altfire.

Basic Tips & Strategy
Tips


 * Using the Tesla Dash both with hover on/off while jumping with no movement keys being pressed will give a small boost in the air, giving you some more vertical mobility.


 * Tesla Coil orbs and Thunder Tesla projectile go through walls, making it useful to surprise enemies behind cover


 * Fights best at close or midrange, Tesla and Electro Chop can net you at most 36 damage! (9 (Scramble Ray), 9 (Electro Chop), x2 because of Tesla Boost. 9+9 = 18, 18x2 = 36)

Gondola V2.4.1

 * Uses Redflash's skin, Dimpsy's skin exists as an alternative
 * 198 color of skin translates to 75 instead of 207
 * Added Scramble Thunder copywep

Gondola V2.5

 * Reworked by Pr. Gibus
 * Base Speed 0.78/0.8 > 0.7/0.72
 * Now has psuedo-flight like Alien and Astroman, item toggles on/off flight
 * Mainfire now three ripping projectiles in a spread
 * Side projectiles do less damage and are range limited
 * Center projectile can crawl on floors and short steps
 * Altfire reworked, Electro Chop removed
 * Now a dash based on movement keys, propels user upwards if no movement keys are pressed
 * Leaved behind Thunder Tesla from initial dash, drains ammo passively
 * Tesla doubles mainfire RoF while user is inside, has two rotating damagers while active
 * Pressing altfire while Tesla is out activates it
 * Activated Tesla shoots out projectile bursts before dying
 * Reload removed

Gondola V2.6

 * Speed 0.7/0.72 > 0.73/0.75
 * Flight cap 160 > 120
 * Mainfire reworked
 * Scramble Ray offshoots removed, replaced by weakened Electro Chop that hits once for 9 damage
 * Scramble Ray scale 3.5 > 2.5
 * Scramble Ray projectile radius 12 > 10, projectile height 15 > 12
 * Now rips through enemies once for 9 damage, has lingering Scramble Thunder explosion that hits for 3 four times over 28 tics
 * Has passive sound effect
 * Rate of fire decreased by 6 tics
 * Updated Thunder Tesla sprites
 * Fixed Thunder Tesla beacons having ridiculously large AOEs

Trivia

 * Extremely cheap class to play as before Gondola 2.5, gameplan was basically run around thew map once and then hide in a corner.
 * His old moveset in a nutshell:
 * Scramble Ray was a horizontal spread of 5 shots (no range limit)
 * Altfire was the Electro Chop unless a Tesla was active, in which it would cause it to send out sparks.
 * Item created Teslas that didn't use ammo and effectively blocked off parts of a map for the entirety of the match (which was why he was lame).
 * He had a Reload which would teleport him to each Tesla and attack from it, also destroying it.
 * More details can be found on an old revision of this page.
 * His mainfire was altered from 2.5 to 2.6, more info in the changelog above.