Hard Man

A slow-moving tank. Though Hard Man's attacks are slow and eat up much of his ammo, they pack quite a (literal) punch. Hard Man himself boasts some of the highest health in the game, and pretty easy Ultimate to acquire, though it is also one of the weakest, acting more as a finisher for opponents worn down by his base kit.

Health: Tank

Speed: Low

Jump Height: High (with higher gravity)

Ult Charge: Medium-Short

Mainfire: Hard Knuckle/Returning Hard Knuckle
Fires two consecutive rocket punches which does heavy damage and boomerang back to Hard Man after a set distance, or on contact. Returning fist can also deal damage and has a funny obit.

Altfire (ground): Double Knuckle
His two-handed Hard Knuckle from SAR. Slow to fire, but does huge, consistent explosive damage.

Altfire (air): Hard Earthquake
Flips and drops straight down, causing an earthquake that damages and stuns surrounding enemies on wide AoE. The moment Hard Man hits the ground, an armor is shortly applied.

Ultimate: Hard Boxing
Also from SAR, Hard Man unleashes a rapid series of rocket punches. Moderate tracking, heavy damage, though comparatively weak for an Ultimate.

Enemy Assist: Have Su Bee/Chibee
Throws an Enemy Assist capsule into the air and spawns a Have Su Bee mother. After a while, it drops a honeycomb which can fall on enemies and deal heavy damage. When it falls on the floor instead, it spawns 5 Chibees who home on nearby enemy. This assist has no limit to how many you can spawn.

It's somewhat similar to Air Man's Pipi and Copipis, but Chibees are faster and stronger and Have Su Bee drops the honeycomb earlier than Pipi does the egg. This assist is helpful for Hard Man, where Chibees can track enemies down for him or just simply provide an extra damage.