Guts Man

A tanky bruiser designed for killing enemies and killing them fast. Use altfire to either knock opponents into prime boulder range, or use it to get in range yourself, and keep note of your ammo so you're well-stocked when the time comes to wail on targets.

Health: Semi-High

Speed: Slow

Jump Height: Semi-High (with higher gravity)

Ult Charge: Medium

Mainfire: Super Arm/Super Arm Quake
Summon a random Super Arm block from the original Mega Man, then throw it forward with another press of mainfire. If activated in the air, you will drop down and perform a quake which stuns and knocks opponents away.

Altfire: Guts Tackle
Dash forward shoulders-first and knock opponents away on hit. Good as a mobility tool and a lunging attack, but is very costly on ammo and has some significant endlag.

Thirdfire: Power Arm
Prep a giant boulder from Power Battle to carry around in your hand. Pressing mainfire throws it as a projectile which drops to the ground and explodes into damaging pieces. Pressing altfire throws it a short distance and breaks it into pieces to scatter in front of you. Uses more ammo than mainfire, but is stronger as a result.

Ultimate: Guts Man G
Head inside the ground like in Mega Man: Powered Up, then emerge as the Guts Man G fortress boss from Mega Man 7. In this state, you are armored and your attacks become much stronger. Mainfire knocks a giant block forward which is powerful enough to 2-hit kill a Normal health class. Altfire rides forward with your drill extended for continuous damage. Thirdfire swings your claw upwards for heavy damage and knockback (another 2HKO on Normal health classes). This move can also be used while riding forward with altfire.

Enemy Assist: Pickelmen Platoon
Two Pickelmen appear in front of Guts Man and each starts throwing pickaxes at nearby enemies. Works as an addicional firepower, especially when enemies are stunned.