Top Man

A speedy, pressure-based class with the ability to disorient his opponents and launch hard-to-dodge projectiles right inside the distance where it's almost guaranteed to hit. Always keep a thirdfire online, as you can use it with his altfire for a double layer of oppression.

Health: Semi-Weak

Speed: Semi-High

Jump Height: Normal

Ult Charge: Medium-Short

Passive: Parry Spin
If you press altfire the moment you are about to get hit, the damage is negated and you get a single stock. The more you have, the faster you will move during your Ultimate.

Mainfire: Spinning Tops
Fires three tops in a shotgun pattern that pause before converging on the nearest target. Uses a decent chunk of Top Man’s shared main and altfire ammo.

Altfire: Top Spin
Top Man spins forward and deals heavy single-hit damage. Can be charged up for more distance and damage. When a parry is performed, the Top Spin travels a greater distance and can knock enemies into the air. This deals no contact damage while charging.

Thirdfire: Big Top
Throw a large top platform from his stage. This will weave back and forth on the ground for a while, during which Top Man can touch it to kick it forward. Spins enemies around on hit.

Ultimate: Super Top Spin
Taken from SAR. Spins so fast he appears as a giant spinning top. Essentially acts like a Top Spin you can control freely, dealing absurd damage and ripping through opponents. Top Man is armored in this state and cannot flinch. Moves faster the more Parry Spin stocks you have. At 9, Top Man sends out spiked spinning tops that move along the ground and deal ripping damage.

Enemy Assist: Komasaburo
The fat robot from his stage teleports in and starts releasing a stream of small tops. These move slowly, can bounce off walls, only hit once, but spin enemies like Top Man's thirdfire does. A well placed Komasaburo can litter the area with these tops and cause trouble for the enemies that face the fabulous dancer.