Tengu Man

A high damaging class, Tengu Man is useful for both ground and air assault. He can do great damage at close range, but struggles with long range enemies. His mobility in the air allows him to easily escape grave situations. Pair his Ult with the powerful Tengu Slam for guaranteed kills!

Health: Normal

Jump: Semi-High

Speed: Normal

Ult Charge: Short

Mainfire (grounded): Tornado Hold
Pressing mainfire shoots out a single Tornado Hold. These move forward, and the projectile itself does 20 damage. The Tornado Hold will disappear once it hits a wall or the edge of a platform. If the projectile itself hits, it still knocks the opponent up into the air.

Altfire: Tengu Blade/Kamitaichi
When grounded, Tengu Man dashes forwards and drains ammo. Once the dash ends, he creates a Tengu Blade that bounces off of walls. If Altfire is pressed while airborne, he creates a Kamitaichi that deals ripping damage.

Thirdfire: Flight
Activates Tengu Man's flight. Unlike other classes, Tengu Man's flight is boosted with jump and cancelled with thirdfire. Cancelling flight will trigger a cooldown before you can fly again. This also slightly changes some of Tengu Man’s attacks. Lasts until cancelled by thirdfire, touching the ground, or running out of altfire ammo.

Mainfire (while flying): Tengu Slam
If at close range with an enemy, Tengu Man kicks the opponent from above, dealing decent damage and knocking them down to the ground.

Altfire (while flying): Kamitaichi/Tengu Swoop (chargeable)
Performs the Kamitaichi mentioned above. When charged, Tengu Man swoops at the opponent, dealing massive damage as well as refilling his altfire ammo. If jump is held, Tengu Man will dash directly forward without dropping.

Ultimate: Shin Kamitaichi
Summons what appears to be a normal Kamitaichi, except it’s green, kicks up leaves, and deals ripping damage while lifting the enemy into the air. Based off of Tengu Man’s normal Kamitaichi from MM8.