Metal Man

A zoning class with several methods of harrying people from a very long distance. If you can manage to get close enough to targets, you can also deliver a devastating punish. Try to buy time to hop on the charged gear when not engaging, then use those buffed stats to really let loose on unsuspecting victims.

Health: Weak

Speed: Semi-High

Jump height: High

Ult Charge: Long

Mainfire: Metal Blade
Throws metal blades in a burst of up to 3 (depending on how long mainfire is held). The more fired in the burst, the longer the cooldown before you can fire again.

Altfire: Metal Gear
Tosses a big gear the Pierrobot enemies from his MMII GB stage ride on. Gear is thrown in an arc. Upon landing, it rolls on the ground, dealing ripping damage to anyone in its path. Charging this move will throw a larger, solid gear from the NES MM2 enemies. Hopping on this gear within a short time frame will allow Metal Man to ride it, gaining armor and infinite uses of mainfire/altfire. Metal Man will be forced to jump off after enough time has passed.

Thirdfire: Mole Wave/Metal Press
On the ground, summon a line of Moles which rip through targets and rise up from the ground. In the air, drop a Metal Press beneath you for high damage. Metal Man gains flinch immunity while dropping the press.

Ultimate: My Weakness Is Your Weakness
Now For a short time, Metal Man’s mainfire is replaced with instant-kill Metal Blades. While in this state, Metal Man’s colors flash like Mega Man when he charges the Mega Buster (to let opponents know he’s activated it). To ensure players know, the instant-kill blades are golden rather than white.