Bass

Sporting a rapid-fire buster, a dash, and a double jump, His buster can whittle down a player's health with relative ease, but, the actual fragging can be harder. Luckily, Bass also has a powerful kick, which does some rather hefty damage. Pair this with his mobility options, and you've got yourself a class that can poke at your opponent, and then finish them with a kick!

Mainfire: Bass Buster
A buster with an extremely high RoF. It only does 2 damage, and drains ammo, making it best to whittle down someone's HP, or just for some poking. At 0 ammo, it does 1 damage.

Altfire: Dash
A dash that uses a cooldown. You can use this to dash jump, allowing some extreme long jumps when used with his double jump ability.

Thirdfire: Crescent Kick
A charge attack. At any charge level that's not full, it simply fires your mainfire. At full charge, Bass halts himself completely, and does a kick. This kick uses and consumes all of your mainfire ammo, so be careful. This also limits your jump height.

Ultimate: Super Bass
Summon Treble, and then leap into the air to merge with him. Bass gains free flight while this is active. his mainfire becomes chargeable, at no charge it's a 4-damage ripper, at mid-charge, it fires a spread of 3 powerful shots, which explode on contact and can do some rather hefty damage at close range. At full charge, his mainfire becomes his laser dash, which has Bass quickly dash forwards, having a relavitely this ripping laser. His altfire becomes the Nightmare Booster, a dash attack that deals some decent damage and knockback. His thirdfire becomes the Rocket Fist, which homes in on enemies, making it useful for corner checks or fleeing opponents. When his Ult timer runs out, he fires the Dark Comet, which shoots out 2 shots upwards, and then rains down several powerful energy meteors.