Quint

Quint's unique movement may take getting used to, but players that do can take advantage of his high mobility and burst damage. Apply pressure with altfire or thirdfire until you can get close enough for close-range mainfire, which will devastate opponents.

Health: Normal

Speed: Normal

Jump height: Normal (No Sakugarne), Highest (Sakugarne)

Ult Charge: Medium

Passive: Sakugarne
When Quint first spawns in, he has no weapons or attacks. The first time mainfire or altfire is pressed, Quint summons Sakugarne to drop down from above and land in front of him. Touching the summoned Sakugarne puts Quint on it and enters his normal state. The summoned Sakugarne does high damage to anyone it falls on when summoned.

Mainfire: Jackhammer
Roots Quint in place, and tosses four rocks in a shotgun spread kicked up by his jackhammering. Each rock does moderate damage on its own. High RoF.

Altfire (ground): Saku Slam
Leaps diagonally upward with a speedy leap, pauses for a brief moment, then slams down to the ground. Deals sizable damage to anyone Quint lands on. If holding backwards, the leap distance and height are both shortened.

Altfire (air): Saku Drop
Drops downward fast and immediately. Deals more damage the farther he falls during the drop, and drags opponents he catches in the air down with him, knocking them away on landing.

Thirdfire: Sakugarne Toss
From core bossfight. Tosses Sakugarne, which homes in on enemies and deals ripping damage. While Sakugarne is active, Quint cannot attack. Once the attack ends, Quint cannot move until Sakugarne returns. Can be ended early by pressing thirdfire again.

Ultimate: Shin Sakugarne
Quint's final attack from core bossfight. Quint launches himself upward incredibly high, then slams back down and begins jackhammering, shooting multiple salvos of large boulders in all horizontal directions. The player can turn around in place to change what directions the boulders come from. The initial slam is an OHKO, and the boulders do damage similar to the core boss fight version of the attack. Can launch 6 waves of boulders before the attack ends.

Enemy Assist: Boobeam Trap
Throws out 5 Enemy Assist capsules in 5 directions (like a star), each spawning a Boobeam Trap. After 3 seconds of arming, each trap will start to immediately shoot a stream of bullets at a nearby enemy. Bullets are relatively weak, but can keep on toes and ensure a sure death from the future Mega Man.