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 RoF. When charged, Dive Man will instead launch the torpedo from Power Fighters, which travels extremely fast and deals splash damage, especially heavy damage on direct hit as well!

Altfire: Dive Mines
Launches a spread of 3 Mines which can bounce off surfaces, stopping shortly after. They will then travel forward slowly, enetually exploding upon contact with wall or an enemy, dealing average damage. Good area control, but recommended to use as a shotgun attack. Taken from Power Fighters.

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
Also 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 the Moby midboss all around him. The mines will "poison" opponents on hit, turning them purple and almost completely disabling their ability to move, allowing for a free finisher.

Enemy Assist: Mantan
Spawns a Mantan who will "swim" in the air with fast speed, bouncing off solid surfaces. It will home on a nearby enemy, chasing them until the crash, dealing a single heavy hit. 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, helping with firepower and additional pressure.