Gyro Man

A very, VERY mobile class that switches between long range and close range combat on a dime. For maximum effect, you'll want to pin people down with Gyro Attack while waiting for the right opening to get in with Copter Rush.

Health: Semi-Weak

Speed: Semi-High

Jump Height: High

Ult Charge: Medium-Short

Mainfire: Gyro Attack
Throws a single gyro that flies in the direction of nearby enemies after its initial launch. Can be immediately fired again after the last one is gone, greatly increasing its RoF up close. Uses no ammo.

Altfire: Copter Rush
His "Gyro Attack" from Power Fighters. A high-speed flying ram. Deals solid damage, but only one hit and with no knockback. An efficient finisher, but don't use it too early!

Thirdfire: Gyro Flight
Press and hold thirdfire to lift up off the ground. VERY slowly falls while in flight. Ends when the ground is touched or cancelled with the jump button. Press and hold thirdfire again for more height. Cannot be initiated unless at least half ammo is present.

Ultimate: Hyper Mode
His desperation mode from Power Fighters. Stars to rapidly glow, enters free flight state and attacks significantly enhance.

Mainfire: Gyro Attack EX

Hurls 4 simultaneous gyros that stop-and-track multiple times.

Altfire: Copter Rush EX

Speed boost and damage are insanely increased.

Enemy Assist: Kouker Q
Throws an Enemy Assist capsule into the air and spawns a Kouker Q, wherever the capsule hit the ceiling or not. This angry copter bot flies aimlessly bouncing off walls, but will instantly fall when an enemy approaches, dealing absurd damage (65) on contact! This is the most damaging assist in the game, however it might fall sooner than enemy comes directly under it, so the trick is to spawn it as close as the enemy is for a greater chance of hitting. Also it has no limit to how many you can spawn.