Concrete Man

Concrete Man is a tanky, mobile class that can show you the definition of a "1-2-punch," but only if he has good aim. Concrete Man can be a formidable enemy in the hands of a skilled player. Knowing how long to charge mainfire is key to ruining your opponent's day.

Health: High

Speed: Slow

Jump Height: Semi-High

Ult Charge: Short

Mainfire: Concrete Shot (chargeable)
Fires a chargeable Concrete Shot. It takes a long time to charge, but extremely beneficial to charge Works differently depending on the charge level:

0-49%: Fires one Concrete Shot that acts as a projectile.

50-99%: Fires two Concrete Shots in a line (not a horizontal spread) that act like the copywep version.

100%: Fires three Concrete Shots (in a line, rather than horzontally,) that lock the opponent in place, unable to move or attack. Takes extra damage from both ground and aerial altfire in this state. Opponents return to normal if left alone for 3 seconds.

Altfire: Concrete Tackle/Concrete Stomp
When used on the ground, Concrete Man will dash forward at high speed, dealing decent damage and knockback if he collides with an enemy. This cannot be steered, and he will stops dashing after a set interval of time or when he collides with a wall/enemy. If used in the air, Concrete Man will freeze temporarily before stomping down, causing severe ripping damage and stunning enemies around him. After using his altfire, a cooldown starts.

Ultimate: Let's Get To Work!
When activated, Concrete Man summons the Paozo miniboss from his stage which, after a one-second delay, will start rapidly firing Level 3 Concrete Shots in a shotgun spread, dealing huge damage. This attack lasts for five seconds before Paozo teleports out.