
Salamander
The gunslinger
WIP
The fastest fingers in the West. A lanky salamander in a poncho and sombrero, with a fake mustache and no actual gun. He fires finger guns, blows the smoke off and twirls them back into the holster.
Game plan
- Tap Q for Finger Guns: one shot per tap, six in the cylinder, then the reload. Count your shots.
- Roll past them with Tumbleweed (R) and pop out firing back the way you came.
- Hold F to charge Big Iron, then release a big, slow shot at your target.
Good at
- Finger Guns have no cooldown, just a six-shot cylinder
- Shooting in the air slows his fall and pushes him back
- Sombrero Copter works with his jumps spent
Bad at
- Six shots, then a reload, and no refill over time
- Tumbleweed’s shot only goes back the way he came
Specials
Cooldowns start when the move ends. Every E special is a recovery move.
- Q
Finger Guns
Tap to fire one shot where you face; the stick turns you first. Six shots, then you blow the smoke, twirl and holster: that’s the reload. No refill over time. In the air each shot slows your fall and pushes you back.
- E
Sombrero Copter
Grab the brim and spin the sombrero like a rotor: it lifts you high. Push the stick to trade height for reach and steer on the way up. Works with your jumps spent.
- R
Tumbleweed
Tuck into a ball and roll forward like a tumbleweed, then pop out and fire one shot back over your shoulder, the way you came.
- F
Big Iron
Hold to charge a two-handed finger gun, release a big, slow shot toward your target. The recoil throws your arms up and half peels off the mustache.
Normals
No cooldowns. The same key does something different on the ground and in the air.
| 1 | Haymaker |
|---|---|
| 2 | Jumping Uppercut |
| 3 | Tail Spin |
| 1 | Double Tap |
|---|---|
| 2 | Tail Whip |
| 3 | Spur Stomp |
Movement
- Run speed11.5 m/s
- Air speed9 m/s
- Jump height≈2.3 m
- Gravity24 m/s²
Playtest tuning as of October 29, 2026. Jump height is estimated from jump speed and gravity. Numbers move between builds.
In game






