Needle Man

A machine-gun rushdown type class, though not as braindead as he may seem at first. You'll want to conserve your ammo to make use of his altfire, which can either kill or cripple opponents caught by it if followed up by a mainfire barrage. The key to Needle Man is to keep up the pressure, without blowing all your ammo.

Health: Semi-Strong

Speed: Normal

Jump height: High

Ult Charge: Medium-Short

Mainfire: Needle Cannon
Fires needles in a machine gun fashion. Semi-accurate. Shares ammo with altfire. When fired in the air, Needle Man's descent is slowed.

Altfire: Needle Hammer
Shoots the needles on his head on a tether. Needle Man will stun a single target hit by the attack, and pull them towards him. After an opponent is reeled in, they are locked in a stun state for a brief moment and Needle Man is free to attack. This can also be used in a manner similar to the Wire Adaptor, allowing for mobility, but preventing ammo regeneration until the ground is touched again. When reeling in, Needle Man has a hitbox on his body. Can be cancelled by pressing the jump button. When fired with low ammo, Needle Hammer will simply deal damage without the tether effect.

Ultimate: Hyper Needle Mode
Enters a powered-up state. Mainfire actually fires slower (RoF being more like regular Mega Buster shots) but fires spinning needle missiles from SAR that explode on contact and deal heavy damage. Altfire has the range and reel-in effect of the held version. As Needle Man walks, he spawns the large Needle Pokers from his stage which pop out of the floor in his path. These needles do absurd damage to anyone they touch.