Dive Man

Dive Man excels at long-ranged pressure in the form of either quick-firing homing shots, or fast-traveling explosives. Awareness of the right opportunity to use which is crucial, as his abilities at close range are limited by ammo.

Health: Normal

Speed: Normal

Jump Height: Normal

Ult Charge: Medium-Long

Mainfire: Dive Missile/Dive Torpedo (chargeable)
Fire a Dive Missile which tracks opponents accurately for a short time, then gets weaker. Can be avoided precisely at a distance, but is made up for by its very fast rate of fire. When charged, Dive Man will instead fire the torpedo from Power Fighters, which travels extremely fast and does excellent damage on direct hit.

Altfire: Dive Mines
Launch a spread of three Mines which stop shortly after spawning. They will then travel forward slowly, bouncing off of surfaces a limited amount of times.

Thirdfire: Dive Attack
Assume water torpedo pose and launch yourself forward for heavy single-hit contact damage. Covers a very huge distance, but has a long cooldown before it can be used again.

Ultimate: Dive Deeper
From Power Fighters. Dive Man "submerges" himself underground and can move freely. When either attack button is pressed, Dive Man will emerge upwards, spraying mines of midboss Moby all around him. The mines will "poison" opponents on hit, turning them purple and almost completely disabling their ability to move.

Enemy Assist: Mantan
Spawns a Mantan who will fly (rather than swim) with fast speed, bouncing off solid surfaces. It homes on a nearby enemy and deals a single hit upon crashing. This assist has no limit to how many you can spawn. Unlike most of the assists in the mod, Mantan merely acts as an extra projectile to Dive's arsenal.