Knight Man

A ranged class in everything he does, Knight Man can bring some pain if he uses his abilites right. At close range, he can be a most deadly opponent. That shield isn't just for decoration, also, as it can be used to block shots to give Knight Man an advantage like no other. His Ult gives him near infinite range, so focus on building it up when possible.

Knight Man has an alternate skin, which is his Mega Man Megamix design.

Health: High

Speed: Slow

Jump Height: Normal

Ult Charge: Medium-Short

Passive 1: World's Strongest Robot - Master of Mace Ball
Living up to thier names, MM6 classes' Ultimates are among the most powerful and terrifying Ultimates in the entire mod. Because of that, after activating the item, each Robot Master will become invincible, flash and perform their stage select poses, indicating that you have been... warned.

Passive 2: Heroic Shield
Positioned on your right side, this shield works like Proto Man's: blocks most attacks, and it can be pretty useful when backing away. I didn't knew he had it in him.

Passive 3: Knight Fall
Knight Man always has a hitbox when falling that does weak damage at first, but greatly increases the longer he's airborne. Damage caps at 50 and even stuns (enough to 2HKO a Normal health tier class). You can stay on a ladder to gain ammo for this.

Mainfire: Knight Crush
Works similar to the copywep version, dealing ripping damage. The only difference is that it has a non-damaging chain and will go farther depending on how long you hold it. It is not infinite, as it will eventually return to the user on its own accord.

Altfire: Mighty Swing
Swings Knight Crush around the his head, damaging close enemies and swatting them away.

Thirdfire: Shield Block
Knight Man raises his shield to block projectiles on wider radius. Any projectiles blocked while shielding ever so slightly fills the Ultimate bar, but the blocking quickly uses up ammo.

Ultimate: Knight Hammer
Knight Man performs his stage select pose and will start glowing rapidly, while his Knight Crush doubles in size. Mainfire remains the same, except it no longer deals ripping damage, but severe solid damage that stuns. Altfire is changed slightly, allowing you to throw your Knight Crush at opponents, having the same effect as mainfire. Taken from Battle & Chase, where the car frame (ressembling Knight Man) could throw such big mace ball.

Enemy Assist: Brain Break
Throws an Enemy Assist capsule, which spawns a Brain Break - a nerdy robot from Capital of Science 🤓. He sophistically walks about, chasing enemies and dealing weak but ripping contact damage. He can also bounce off walls and Knight Man's shield. When he's hit in the spine with a metal pipe (or even Knight Man's attacks), he will lose his mind (literally), become mad and chase enemies faster, eventually crashing with them for a chunk of damage. He also gains floorhugging now. The game treats the angered Brain Break as a projectile, so you are able to throw another capsule. A great pressure assist, can combo with Knight Crush for a damage bonus!