Grenade Man

A powerful offensive class that excels in mid-range combat. Mainfire is relatively slow but can make the surrounding area treacherous, and fleeing/strafing opponents can then be punished with altfire. Use thirdfire to keep the offensive going, and make liberal use of your Ultimate since Grenade Man gets his very quickly.

Health: Normal

Speed: Semi-High

Jump Height: Semi-High

Ult Charge: Medium-Short

Passive: Sadomasochism
Grenade Man gains a small amount of Ultimate ammo every time he takes damage, referencing how he enjoys getting hit in MM8.

Mainfire: Flash Bomb (chargeable)
Shoots a Flash Bomb similar to copywep, though with slightly less damage. Can be charged, and when fully charged (which is a pretty long charge), the Flash Bomb flies much faster and the explosion causes painful girders to rain down around the area where the bomb struck.

Altfire: Grenade Toss
Throws a volley of 5 grenades in a straight line, that instantly explode on contact with everything (like Bomb Man's Hyper Bomb). Weak damage with good RoF, pretty good for a finisher move.

Thirdfire: CRUSH!
A dashing ram attack. Slower than other dash attacks, but deals heavy damage, knocks enemies back and instantly refills Grenade Man's ammo, allowing you to continue the assault.

Ultimate: Crazy Destroyer
Tosses a volley of 7 special mines which bounce off walls, latch on the ground, beep twice and finally explode dealing heavy damage each. Keep in mind that the mines themselves have no hitbox.

Enemy Assist: Spinning Gabyoall
Throws an Enemy Assist capsule, which spawns the most annoying enemy in the Mega Man history: Gabyoall, precisely from MM8. At first, it moves around, minding its own business, but after 4 seconds, it spots a nearby enemy and starts to aggresively chase them, dealing rapid ripper damage. As it if was not annoying enough, it has floorhugging, meaning there is no escape from the chaos caused by Grenade Man, he he!