Quick Man

A high speed hit-and-run class. Quick Man's attacks require him to get close for maximum damage, which can put him in danger with his lower health. Speeding in for your damage and speeding out to avoid reprisal is the key. In crowded areas, speed around from target to target to hit as many targets as possible while making yourself harder to hit. Focus on building your Ult, as your damage greatly increases when its activated and you gain the ability to do damage at a distance.

Health: Semi-weak

Speed: High

Jump height: Semi-high

Ult Charge: Medium-Long

Mainfire: Quick Boomerang
Fires three Quick Boomerangs in a shotgun spread that return to Quick Man after traveling a certain distance. With no ammo, a single boomerang is fired similar to vanilla.

Altfire: Quick Tackle
Quick Man dashes straight forward, dealing contact damage. Bounces off walls. Damage increases based on the distance travelled before hitting the opponent. Deals 50 damage and knockback at the absolute max distance.

Thirdfire: Quick Spinner
Quick Man starts spinning and his speed drastically increases. Anyone who touches Quick Man in this state receives damage and is knocked straight up in the air. Recovers ammo on hit, as well. Wears off after a set amount of time or when Quick Man collides with an enemy.

Ultimate: Speed Up
From Power Fighters. Quick Man’s speed raises to “Fast” tier, his jump height increases to “High”, and during this state Quick Man leaves afterimages. This also changes his attacks; Quick Boomerang becomes yellow, and instead of returning to Quick Man, turn and fire toward a nearby target. Quick Tackle gains a green energy effect in front of Quick Man and deals tremendous damage. Quick Spinner is now replaced with the ability to summon a OHKO Force Beam from his stage in MM2. Summoning one costs about 1/3 of his Ult Ammo, and has a 2 second delay before firing, lasting for around 3 seconds. This Ultimate lasts about 20 seconds before reverting back to normal.