Stone Man

From the Cult classic Mega Man 5, Stone Man comes to show that he's not just a rock. Stone Man, like the later created Spring Man was an attempt to smash Mega Man with physics, and as such, Stone Man throws his body around, collapsing and getting back up in a confusing manner. It's almost impossible to wheather him down, but don't get cocky. Stone Man's watched enough movies to know that doesn't end well!

Overview
Stone Man plays like a rather traditional heavyweight character, clocking in at 155 HP and 0.8 speed. Of note, however, is Stone Man's passive, Infrastructure. After losing all of his health, Stone Man crumbles from his traditional form, into the simple Stone Core. The Stone Core takes 10 seconds to regenerate. If Stone Core does not lose all 55 of the health in spawns with in those 10 seconds, Stone Man will be rebuilt and gain 85 HP, alongside being able to fight again. If you notice you're low on health, see if you can get yourself chipped out from far away and hide to regenerate.

Main
Power Stone

Stone Man's Mainfire is the Power Stone, which when held, has 3 large stones orbit around Stone Man, dealing constant damage to anyone in the radius of the rocks. Upon letting go of M1, Stone Man will let the stones fly out in an arc, which deal 12 damage to anyone they hit. If you hit M2 while charging, however, Stone Man will release the Stones from their orbit, and they will spiral around him, dealing a whopping 20 damage to any poor sap unlucky enough to get close enough to them.

Alt
Stone Leap

When holding altfire, Stone Man will begin to charge a mighty Stone Leap. The amount of distance and height Stone Man gains is dependent on the charge. Upon landing, Stone Man will temporarily crumble, but he will summon a single Stone Hand, which will attempt to follow nearby players and damage them. Tapping M1 in the air will cancel the Stone Stomp, and instead summon a Power Stone.

Reload
Fakeout Core

Stone Man's reload is his Fakeout Core, which simply forces him to enter his Stone Core state without losing all of his health. After a certain amount of time, Stone Man will be able to reform at will. Use this to bait people into thinking you're in Core Form, only to give them a NASTY surprise when they get close.

Basic Tips & Strategy
Your general idea to playing Stone Man is to cause some damage with flanks and rushes in the early game while picking off enemies in the late game. Stone Man by default is the most durable class in the game by technicality, as the combined hp between Stone Man himself and his Core form has a combined 205 HP, surpassing the likes of Frost Man and Hard Man. If he gets a revive off, he gets eve higher with a combined 290 HP. This is huge as, unlike the aforementioned 200 HP heavies, he does not share any of the burdens those two have, like slow burst damage or movement. Stone Man is about as fast as vanilla Mega Man and his jump provides a brief bit of horizontal mobility, alongside the typical benefits of his stomp. This lets Stone Man get away with tanking far easier than any other class, as his revive has no limit as long as you can pull it off. This assists him majorly in his primary role as a roamer that picks enemies off quite well in the late game.

Gondola V2.0H

 * Imported from 2.1 beta
 * Mainfire reworked
 * Using mainfire deploys a spiral of power stones
 * Deals contact damage, slightly more if full sized
 * Can be held for up to 5 seconds before releasing
 * On release, stones are thrown in a set pattern
 * Power stone damage 20 --> 15
 * Power stone radius/height 24/10 --> 14/14
 * Altfire stun no longer scales by time in air
 * Requires at least 50% alt charge to preform stun slam
 * Altfire direct slam powerprotect amount 0 --> 0.35
 * Altfire direct slam powerprotect duration 35 tics --> 18 tics

Gondola V2.1

 * Powerprotect added

Gondola V2.4

 * Synthfiring can be done far quicker

Gondola V2.4.1

 * Ported Fakeout Core from UEC
 * Ported HUDs from V-Classes

Gondola V2.4.1H

 * Brick breaking/reforming sprites added

Gondola V2.6

 * Releasing mainfire now makes Power Stone move forwards before spinning
 * Time spent before being able to release mainfire reduced by 10 tics
 * Starts at 15 damage, scales up to 25 before spinning
 * Can be angled up and down
 * Release Power Stone radius 38 > 24
 * Power Stone mainfire now has 35% hitstun
 * Synthfire (OG) Power Stone now has different sprites
 * Fixed Stone Core giving unusually low levels of health regain on resurrection

Trivia

 * Add some trivia and lore! Try to stick to lore about the character's move-set or the community (like how NeedleMan plays like TF2 Heavy), and not about the character itself.

Notable Players

 * Comp players