Heat Man

A brutal rushdown class. Locks down areas with his mainfire while getting in with major damage using his altfire. Seems fairly straightforward at first, but controlling his altfire and avoiding dashing into harm's way (or worse) is the key to success with Heat Man.

Health: Normal

Speed: Normal

Jump Height: Normal

Ult Charge: Medium

Mainfire: Atomic Fire
Tosses three flames which spawn fire pillars on contact. Pillars last about a second and a half.

Altfire: Heat Tackle
Dashing tackle attack which drags opponents along for continuous damage. The earlier you catch them, the more damage you'll rack up. Distance covered depends on how long the move is charged. Also, charging ensures armor. If you drag an opponent into a wall, you'll cause an explosion which deals less damage the longer you fly.

Synthfire: Heat Surge
If you press mainfire while at full charge, you'll fire out 4 strong flames which fly in a + shape and deal moderate ripping damage. Based on Atomic Fire's max charged shot.

Ultimate: Heat Mode
His powered-up mode from Power Fighters. In this state, Heat Man rapidly glows and all attacks receive an afterburn effect. Mainfire also spawns a massive wave of flames rather than a simple close range spread of pillars.

Enemy Assist: Fly Boy
An annoying green Fly Boy falls down and starts chasing close enemies. He moves by flying short distances and deals constant contact damage when landing on them. Can be used as a decent power support to pressure enemies into your heat pillars.

Trivia
- Heat Man's new synthfire will be added in upcoming PB7.