Charge Man

Situational awareness of when to switch between rushdown and zoning is the key to victory with Charge Man. His mainfire is a great tool for simultaneous damage and distance, while his altfire can double between a crowd controller and a sniping attack. Pick the most opportune time for each to maximize your damage output.

Health: Normal

Speed: Slightly-High

Jump height: Normal

Ult Charge: Medium

Mainfire: Charge Attack (chargeable)
Charge Man charges forward, dealing contact damage. The more the attack is charged, the farther he travels.

Altfire: Coal Shot (chargeable)
Fires hot coal pieces in the air which rain down randomly around him. If fully charged, instead of raining down around him, the coals fall around the spot where the player is aiming. While performing this attack, Charge Man turns red and is armored.

Ultimate: Runaway Train
When the ult is active, Charge Man turns red, is invincible, and is constantly moving forward. While moving, Charge Man deals heavy contact damage. Coupled with this, he is closely shadowed by two train Mets from his stage, making for a makeshift train. Each Met also deals heavy contact damage, easily KOing someone hit by the full "train". When mainfire is pressed, Charge Man performs an uncharged coal shot, raining down flashing coal projectiles that do more damage and blacken players' screens on hit. Altfire slows down his speed for easier turning. During the ult, Charge Man will randomly make "toot-toot" noises.

Enemy Assist: Cocco/Corocoro
The robotic hen Cocco from his cargo train telepors in and starts spawning a stream of Corcoros that scramble around, bouncing off walls. Enemies receive small damage when they step on them. Perfect area control helper when summoned in right spot.

The assist is somewhat similar to Komasaburo, but since Charge Man is already strong enough, the Corocoros have no additional special effect.