DIVE MAN
dives in!
While reading-tune:
Dive Man, the One Man Navy, made his first appearance in Mega Man 4 (NES).
He is a "more brawn than brain" type of Robot Master, and in Mega Man 4 he attacks Mega Man with a barrage of homing torpedos as well as a ramming Torpedo Tackle.
In fitting with his Naval disposition, he is a good listener, but quite ironically for being an aquatic robot, he tends to suffer from motion sickness easily, perhaps referring to the fact that submarines are designed primarily for underwater use. Dive Man does not like Pirate Man, possibly because pirates attack and pillage other sea vessels.
Weight: 8/10
Size: 8
Ground Speed: 4
Jumps: 4
Air Speed:5
Fall Speed: 6
Traction: 7
Dive Man is at his best when the opponent is a couple feet away from him, but not too far away.
He uses Torpedos as his main projectile, and his Sea Mines can be used for Edge Guarding, Stage Control, or simple mindgames.
Submerge is a tactical move with a couple of good uses and it also grants access to one of his most powerful KO Moves.
His Torpedo Tackle can be used for recovery or as an offensive tackle.
Due to his propellers, he has "Wind Effect" (Similar to Toon Link's Dair), to three of his A Moves.
He doesn't like when ppl are outside his normal Torpedo Range, and suffers when ppl are up close.
I've used stuff from Dive Man and his stage to put the moveset together.
>B: Torpedo
Dive Man's hatchway, located on his torso, opens and fires a homing Torpedo.
Damage: 7%
Range: 30% less than Samus' homing missiles.
Knockback: Very low (kills at 999%+).
Knockback Direction: Away
First hitbubble at frame: 12
Cooldown: Like Samus' missiles.
Travel Speed: Slighty faster than Samus' homing missiles.
Homing Effect: They take 250% sharper turns than Samus' missiles.
If you press and hold B, you can charge it up, thus increasing the Torpedos' Life Time/Range, up to the range of Ness' PK Thunder.
A Max Charge takes 2 seconds.
B: Sea Mine
The Sea Mine is an Underwater Hazard in Mega Man 4. They only appear in Dive Man's stage, appropriately enough. They bob up and down, and are invincible to attacks. They explode after a short while when Mega Man draws near.
Dive Man sets a Sea Mine on the ground, infront of himself.
It's the size of a Soccer Ball.
It floats right above the ground, bubbing up and down slightly, and if used in the air, it will slowly descend.
When the opponent (or Dive Man) touches it, they suffer a weak hit.
When the opponent gets near it, it starts to flash and then it detonates after 1,5 seconds.
Dive Man's presence does not trigger the mine, though the explosion can hurt him.
The Mine starts to flash after 7 seconds if the opponent doesn't get in its proximity.
It has 15 HP, and detonates right away if destroyed.
The mine comes out at frame: 15
Mine Touch Damage: 3%
Knockback: Low, set knockback to the height of x3 Luigis. (Kills at 999%+)
Knockback Direction: Up
Explosion Damage: 18%
Explosion Radius: Same as Snake's C4.
Knockback: High (Kills at 110%)
Knockback Direction: Up
Proximity Range: Like Mario's Ftilt.
Other:
Moves that have "Wind Effect" to them can move the Sea Mine slightly.
vB: Submerge
Dive Man submerges into the ground, creating a puddle and only showing his periscope.
While submerged your hitbox is as high as 2/3 of a crouching G&W, however the hight of the puddle is the same as Snake's C4.
The Periscope has no hitbox itself, it's just sort of an indicator that shows you where Dive man is, and what direction he is facing.
You can move while submerged (the puddle moves with you).
Commands while Submerged:
Press vB to submerge - press vB (or shield) while submerged, to quickly surface.
Tilt the Control Stick to move.
You can turn around as well.
Periscope Poke:
Press A to execute a low poke with the periscope.
Damage: 7%
Range: Same as ZSS' Dtilt.
Knockback: Low (Kills at 260%)
Knockback Direction: Away but mostly up.
Hitbubble at frame: 6
Cooldown: Same as Mario's Dtilt.
Merge Assault:
Press B to execute a powerful, straight up, rising tackle, and Auto Surface.
This attack is powerful but very punishable.
Damage: 22%
Range: Like Bowser's Usmash.
Knockback: High (Kills at 90%)
Knockback Direction: Up
Hitbubble at frame: 17
Cooldown: Same as Ike's Erruption.
Other:
Can go under Floating Mines w/o beeing hit.
When hit by an attack you return to normal and suffer the damage+knockback like you normally would.
You can't Submerge in the air.
^B: Torpedo Tackle
(Seen on the second and fourth images.)
Dive Man pulls in his limbs slighty and launch himself 45' up/forward, while rotating.
The Range is slighty past one of Pikachu's diagonal Quick Attacks.
If you hold the B Button, he starts to spin, pointing his head 45' up/forward.
The longer you hold the B button, the faster he spins until you reach the maximum and he Auto Launches himself.
A Max Charge takes 4 seconds.
Charging it gives it more range and power.
You can tilt Dive Man down to 0', or up to 90', using the Control Stick while charging.
A fully charged Torpedo Tackle covers 2/3 of Final Destination.
Dive Man goes in a straight line until you reach max range, then falls.
When using it in the air, Dive Man slowly descends while charging.
Uncharged damage: 12%
Range: Slightly past one of Pikachu's two Quick Attacks.
Knockback: Medium (Kills at 160%)
Knockback Direction: Away but mostly up.
Travel Speed: Ganon's Wizard Kick.
Cooldown: Like Pikachu's Skull Bash.
Fully charged damage: 20%
Range 2/3 of Final Destination.
Knockback: High (Kills at 110%)
Knockback Direction: Away but mostly up.
Travel Speed: C.Falcon's Falcon Kick.
Cooldown: Like Pikachu's Skull Bash.
A: Straight fist
Dive Man throws a weak punch that combos into his AA if desired.
Damage: 3%
Range: Like Ike's 1'st Jab.
Knockback: Very Low, virtually none (Kills at 999%+).
Knockback Direction: Neutral stun.
Hitbubble at frame: 4
Cooldown: Like Link's 1'st Jab.
AA: Body Check
Dive Man bumbs the opponent with his torso.
Damage: 6%
Range: Just slightly longer than his 1'st Jab.
Knockback: Low (Kills at 280%).
Knockback Direction: Up/away
Hitbubble at frame: 3
Cooldown: Like Mario's 3'rd Jab.
Ftilt: Propeller Kick
(Seen under his foot, in the middle of the image)
Dive Man executes a Thrust Kick while activating his Foot Propeller, located under his foot.
Outside of its Hit Range, it gives off a Wind Effect that pushes ppl away.
Kick Damage: 12%
Range: Slightly longer than Luigi's Ftilt.
Knockback: Med/high (Kills at 120%)
Knockback Direction: Up but mostly away.
Hitbubble at frame: 13
Cooldown: Slightly faster than Ganon's Ftilt.
Wind Damage: 0%
Range: Slightly longer than Dedede's Ftilt.
Knockback: The width of Donkey Kong (No stun).
Knockback Direction: Away
Hitbubble at frame: 14
Cooldown: Shares the Kick Cooldown.
(Wind Effect)
Utilt: Dual fists
Dive Man strike both fists above his head.
Damage: 9%
Range: Slightly longer than Wario's Utilt.
Knockback: Med (Kills at 160%)
Knockback Direction: Up
Hitbubble at frame: 8
Cooldown: Like Peach's Ftilt.
Dtilt: Mantan (Robot Stingray)
Mantan is a manta robot enemy that appears in Dive Man's stage in Mega Man 4. Mantan swims straight, but at times it will veer slightly upward or downward.
Dive Man sets free a Mantan on the ground.
It's slightly smaller than a crouching Kirby.
It immediately goes forward, knocking ppl out of its way.
Quickly Self Destructs at max range (The Self Destruct is just an animation).
Damage: 7%
Range: Slightly longer than Charizard's Dtilt.
Knockback: Low/med (Kills at 230%)
Knockback Direction: Up/away
First hitbubble at frame: 8
Cooldown: Same as Ike's Dtilt.
Travel Speed: Slightly faster than Mario's Fire Ball.
Fsmash: Torpedo Failure
(Upper right picture.)
Dive Man's hatchway starts to shake and swell.
Something is wrong with his Launch System.
A stuck Torpedo then explodes behind the closed hatchway, thus slamming the Hatchway Doors open with extreme force.
Damage: 23%
Range: Like Luigi's Fsmash.
Knockback: High (Kills at 80%)
Knockback Direction: Up/away.
First hitbubble at frame: 20
Cooldown: Like Ganon's Fsmash.
Usmash: Periscope Assault
Dive Man extends his periscope while spinning it like a drill.
Multi Hit Attack.
Damage: 2+2+2+2+2+2+2 (14%)
Range: Like ZSS' Usmash.
Knockback last hit: Med (Kills at ???%)
Knockback Direction last hit: Mostly down but also left or right (It's kinda random).
First hitbubble at frame: 15
Cooldown: Same as Wario's Usmash.
Other:
Semi Spike
Dsmash: Metal Urchins
(See those spiky things on the bottom, in the gap? In MM4, Mega Man instantly dies if he falls on them.)
Dive man pulls out two Metal Urchins, one in each hand, and spins around once with the urchins held at Ground Level, hitting both sides twice each.
The first hit normaly combos into the second more powerful hit.
They are the size of a Poke Ball.
Damage: (same for both sides): 4 + 14 (18%)
Range: Like Mario's Dsmash.
Knockback 1'st hit: Very low, virtually none (kills at 999%+)
Knockback 2'nd hit: High (Kills at 105%)
Knockback Direction: Mostly up but also towards Dive Man.
First hitbubble at frame: 18
Cooldown: Same as Kirby's Dsmash.
Nair: Rotation
Dive Man executes a sluggish pirouette, spinning 720'.
Multi Hit Attack.
Damage: 2+2+2+2+2 (10%)
Range: Like Zelda's Nair, but with slightly more vertcial range.
Knockback last hit: Med (Kills at 160%).
Knockback Direction: Away but mostly up.
First hitbubble at frame: 9
Cooldown: Like Donkey Kongs's Nair.
Landing Lag Frames:10
Fair: Salute
Dive Man Salutes and then delivers a powerful chop infront of him.
Damage: 20%
Range: Slighty longer than Luigi's Fair.
Knockback: High (Kills at 90%)
Knockback Direction: Up/away
First hitbubble at frame: 23
Cooldown: Like Ike's Fair.
Landing Lag Frames: 12
Bair: Reverse and Kick
Dive Man stretches out one of his legs, and makes his Foot Propeller go reverse, sucking ppl in slightly,
then drags the leg in and executes a Thrust Kick with his other leg.
Suction Damage: 0%
Range: Slightly longer than Snake's Bair.
Knockback (suction): The width of Donkey Kong (No stun).
Knockback Direction: Towards Dive Man.
Hitbubble at frame: 8
Cooldown: Shares the Kick Cooldown.
Landing Lag Frames:15
(Wind Effect)
Kick Damage: 12
Range: Just slightly longer than Luigi's Bair.
Knockback: Med (Kills at 140%).
Knockback Direction: Up/away. Slightly more away.
First hitbubble at frame: 13
Cooldown: Slightly slower than Ganon's Dair.
Landing Lag Frames:15
Uair: Propeller Burst
Dive Man uses both his Foot Propellers to give him an small Upward Burst, hitting ppl with his head/shoulders.
Damage: 11%
Range: Like Ness' Uair, but with more width.
Knockback: Med (Kills at 140%)
Knockback Direction: Up
First hitbubble at frame: 11
Cooldown: Like Zelda's Uair.
Landing Lag Frames: 3
Other:
Can be used for Air Stalling.
Doesn't really help him recover horizontally, since it sort of cancels his horizontally movement slightly.
Dair: M-422A (Robotic Sensory Hazard)
M-422A is a stationary aquatic enemy from Dive Man's stage. When Mega Man approaches a M-422A, it will move up and down in an attempt to harm him if he passes by them. The M-422A is invincible to Mega Man's attacks. It is found only in Dive Man's stage.
Dive Man pulls out a M-422A and thrusts it straight down.
It has a special Sweet Spot to it.
When Sweet Spotted, Dive Man lets go of it to let it pinch the opponent and then throw him/her in the air.
It doesn't allow for a garantueed follow-up, but Dive Man gets a good portion of Frame Advantage.
Damage: 12%
Range: Like Lucario's Dair.
Knockback: Med/high (Kills at 120%)
Knockback Direction: Away but mostly up.
First hitbubble at frame: 14
Cooldown: Like Donkey Kong's Dair.
Landing Lag Frames: 13
Sweet Spot Damage:12+5 (17%)
Range: Center of the move's hitbubble.
Knockback: Low (Kills at 260%).
Knockback Direction: Up
First hitbubble at frame: 13
Cooldown: Like Donkey Kong's Dair.
Landing Lag Frames: 13
Dash Attack: Full speed ahead
Dive Man executes a powerful tackle with both fists held infront of him, using both the momentum and the Foot Propellers.
It creates a very intense vacuum behind him that drags ppl along, Multi Hitting them.
(This vacuum is more powerful than the Wind/Suction in his Ftilt and Bair),
but it can only hit the opponent if Dive man goes in the opposite direction to where the opponent is.
Tackle Damage: 13%
Range: Slightly longer than Snake's Dash Attack.
Knockback: Med (Kills at 150%)
Knockback Direction: Up
First hitbubble at frame: 12
Travel Speed: Like C.Falcon's Falcon Kick.
Cooldown: Like Ganon's Dash Attack.
Vacuum Damage: 1+1+1+1 (4%)
Range: Like Ike's Ftilt.
Knockback: Low (Kills at 999%+)
Knockback Direction: Up, but mostly towards Dive Man.
First hitbubble at frame: 12
Cooldown: Shares the same cooldown as the tackle.
(Wind Effect)
Grab:
Dive Man has a normal grab.
However, as soon as he grabs his opponent, his hatchway opens.
Pummel: Close the doors
Dive Man sticks the opponent's head/upper body in the opening of his hatchway and tries to slam the doors shut, which doesn't work since the opponent is in the way.
Damage: 3%
Speed: Slow
Fthrow: Point Blank
Dive Man fires a Torpedo is the opponent's face.
Damage: 11%
Knockback: Med (Kills at 150%).
Knockback Direction: Up/away
Bthrow: One Arm Throw
Dive Man throws the opponent back, over his head, using only one arm.
Damage: 10%
Knockback: Med (Kills at 160%)
Knockback Direction: Up/away
Uthrow: Periscope Ride
Dive Man extends his Periscope just slightly, as he puts the opponent on top of it and sets him/her spinning.
After one second, the opponent is sent flying.
Damage: 1+1+1+1+1+1+1+1+1+1 (10%)
Knockback: Med (Kills at 170%).
Knockback Direction: Up
Dthrow: Mean Machine
Dive Man lifts the opponent up using one arm, pulls out a urchin using the other and drops it on the ground.
He then drops the opponent on the urchin, thus sending him/her into the air.
Damage: 10%
Knockback: Low (Kills at 220%).
Knockback Direction: Away, but mostly up.
Final Smash: Moby (Giant Robotic Whale)
Moby is a giant robot whale miniboss that appears twice in Dive Man's stage. It attacks with mines, missiles, and by trying to suck Mega Man in.
Moby makes a cameo in Ice Man's and Freeze Man's background from Mega Man: The Power Battle, and as a toy in the background of Clown Man's stage in Mega Man 8.
Dive Man pulls off a Power Hungy pose as calls in Moby for support.
Moby shortly arrives from the sky the same way Mega Man arrives to the stages in the games.
Moby has been rebiult so that he can hower in the air.
He howers over the stage similar to Kyogre while attacking the other players with giant, homing torpedos, and will finally blow a cluster of mines Sinking Mines into the air before leaving the battlefield in the same fashion that he arrived.
The mines then scatter randomly and fall down on the stage.
Giant Torpedo Damage: 16%
Range: Like Lucas' PK Thunder.
Explosion Radius: Like Snake's C4.
Knockback: Med/high (Kills at 120%)
Knockback Direction: Up
Travel Speed: Like Lucas' PH Thunder.
Delay between shots: 2 seconds.
Sinking Mine Touch Damage: 2%
Knockback: Very low, virtually none (Kills at 999%+)
Knockback Direction: Neutral Stun.
Fuse: When they hit the ground. they start to flash, and detonates after 2 seconds.
Sinking Mine Explosion Damage: 18%
Explosion Radius: Like Snake's C4.
Knockback: High (Kills at 110%)
Knockback Direction: Up
Fall Speed: Like when Link drops a bomb.
Other:
Moby fights for 12 seconds before leaving.
His body can't hurt players.
He can't be destroyed.
Utaunt: Dive Man grabs his periscope and gives it a 3-turn spin, while pulling off a confident pose. It gives off a screwing sound.
Staunt: Dive Man gives himself an applause by opening and closing his hatchway repeatedly in a fast fashion. It gives off a mechanical sound.
Dtaunt:
Dive Man performs his classic pose from MM4.
Stage Entrance
Out of nowhere, a puddle appears, followed by a periscope, then he surfaces.
Victory Theme
00:00 - 00:16