Jab: Heavy does a one-two hit before ending with an uppercut.
F-tilt: Demoman slashes downwards with his sword.
U-tilt: Soldier slashes upwards with the Half-Zatoichi. If this move lands, it deals great damage and heals the Heavy, however whiffing causes recoil damage.
D-tilt: Heavy punches forwards while crouching.
Dash Attack: Heavy performs a powerful haymaker with the Gloves of Running Urgently.
Pummel: Heavy simply grabs the opponent with both hands. He will then headbutt the opponent as a pummel.
F-throw: Scout takes out the Force-A-Nature and fires two shots at the opponent, sending them flying away. This can be used as a great kill move.
D-throw: Soldier jumps upwards, then lands on the opponent with the Mantreads, launching them upwards.
B-throw: Spy appears and swipes his knife at the opponent twice before lunging forwards, launching them. If this throw is sure to kill, Spy will instead backstab the opponent for the total damage.
U-throw: Demoman fires a couple sticky bombs down on the opponent before detonating them, damaging both the throw victim and anyone else within the blast.
N-air: Heavy punches both in front of and behind himself.
F-air: Scout appears and smacks the opponent with his baseball bat.
B-air: Pyro fires the Dragon’s Fury behind Heavy, shooting a large fireball that works similarly to Samus’ Charge Shot.
D-air: Soldier fires downwards with the rocket launcher. If Heavy is close to the blast, he will take part in a rocket jump, giving him increased mobility.
U-air: Heavy uppercuts above himself.
Side Smash: Heavy takes out the Family Business and fires a shot. The attack can be angled and deals more damage the closer the opponent is, like Joker’s Gun at lesser ranges.
Up Smash: Demoman charges the Loose Cannon before letting loose a large cannonball that explodes after 1 second. The cannonball itself works similarly to Snake’s mortar, except it doesn’t fall towards the ground. The longer you charge, the higher it will go.
Down Smash: Pyro breathes fire around Heavy before creating a burst of fire around itself. The initial charge is a constant hitbox, similar to Corrin’s F-Smash, and the burst is very powerful to boot.
Neutral B: Minigun/Merc Attack: By tapping B, the Heavy can fire with his Minigun, and can continuously by fired by mashing B. However, by holding B, the Heavy can open a wheel that he can use to swap Mercs that can attack for the Heavy. These Mercs are as follows:
- Scout: The Scattergun is a weapon that is used to keep opponents away easily. The range isn’t that great, but Scout can move outwards when he’s summoned, only stopping when he’s hit an opponent or when he’s reached 3 Bowser’s away.
- Soldier: The Rocket Launcher is a shoulder-mounted weapon that shoots straight ahead. The rocket explodes on hit, damaging opponents caught in the blast. However, the rocket is slow and can be easily avoided. Plus, it’s a projectile, meaning the rocket can be reflected.
- Pyro: The Flamethrower is a short-range damage-racking weapon. The range is terrible, but mashing the B button has Pyro constantly firing it while the opponent is aiming, making it a good way to scare away enemies.
- Demoman: The Grenade Launcher fires a few bombs that go in an arc. The bombs will explode 3 seconds after being fired, or until an opponent touches it. To make up for its predictability, Demoman’s bombs are the hardest-hitting attack in the entire moveset.
- Engineer: The Shotgun is a simple weapon that deals less damage and knockback the farther out the opponent is. Engie can use this as a good way to keep opponents away from far ranges or knock opponents away up close.
- Medic: The Syringe Gun is a weapon as weak as Fox’s Blaster, but it has a very high fire rate and the syringes themselves travel very fast. The shots are also good for racking up damage, whether it be from far away or close up.
- Sniper: The Sniper Rifle is the slowest weapon in the entire game, but it has excellent kill potential, as the projectiles are akin to that of the Staff, but with higher damage and more knockback and minus the damage scaling.
- Spy: The Revolver is the only weapon to technically not be a primary, but is still a part of Spy’s kit regardless. The weapon is a great way of keeping enemies away and does some fairly decent damage on its own.
Side B: Showdown: The Heavy makes a finger gun holstered at his side and pauses for a bit before jolting it upwards and shouting, “POW!” The move is heavily telegraphed, but reaches about as far as Joker’s Gun and is great for racking up damage or KO’ing opponents.
Up B: Thermal Thruster: The Pyro will grab the Heavy and boost him upwards with its signature jetpack, the Thermal Thruster. The blast from the Thermal Thruster has a powerful windbox that can be used to gimp opponents. The vertical range of this move, however, isn’t that good.
Down B: Team Time: The class active will use a part of their kit to buff the player in some way at the cost of a cooldown. No other buff can be used if one is in effect.
- Scout: BONK! Atomic Punch is a soda can that gives Heavy temporary invincibility for 8 seconds. When the effect wears off, the Heavy’s speed will be reduced, leaving him open to attacks. While the Heavy is invincible, attacks using guns are not available until the effect wears off.
- Soldier: The Buff Banner is a secondary weapon of Soldier’s that he can use to increase Heavy’s attacks. The effect lasts for 10 seconds, but the cooldown is different: Heavy must deal 75% damage to the opponent before he can use the Buff Banner again.
- Pyro: The Gas Passer is a giant gas can that Pyro can throw at the opponent. When this hits the ground, a large cloud of gas will appear and anyone who traverses it will be covered in gasoline for 10 seconds. Any damage they take will trigger a DoT effect that lasts for 10 seconds. The Heavy must deal 75% damage before he can use the Gas Passer again.
- Demoman: The Chargin’ Targe is a shield in which Demoman will charge forward at blinding speeds. If Demoman hits an opponent, they will be dealt some minor damage, but they will suffer from amazing knockback from the move. The move takes 14 seconds to recharge.
- Heavy: The Sandvich is a delicious little thing that allows Heavy to heal himself upon consumption. He devours it if the player taps the button and drops it if the player holds the button, however the healing effect isn’t as drastic and opponents can pick it up as well.
- Engineer: The Sentry is a spacing tool that attacks any opponent in range. The sentry will upgrade when it deals a certain amount of damage, with Level 3 being the highest one, in which it will also fire rockets. However, the Sentry can be destroyed from a distance and the Level 3’s rockets can be reflected.
- Medic: The Medigun is a quintessential tool of the Medic that periodically heals the Heavy overtime. The HoT is very strong, but Medic can be knocked out of it, stopping the healing.
- Sniper: The Jarate is a jar of urine that covers opponents in it. When Sniper throws it, it will burst in a cloud of piss and inflict anyone with piss, in which they will take more damage than normal.
- Spy: The Invis Watch is a tool of the Spy that allows the Heavy to turn invisible. The Heavy will be invisible for 10 seconds before the effect wears off. The recharge time is, at most, 2 seconds. Should the Heavy attack out of invisibility, the attack that lands will deal increased damage, but at the cost of ending invisibility early.
Final Smash: Payload Delivery: The Heavy smashes a payload cart in front of himself and bolts forwards. If it hits, a cutscene is shown: Scout, Soldier, Pyro, Demoman, Engineer, Medic, Sniper and Spy will collectively barrage the opponent(s) with their respective attacks before Demoman knocks them into ‘The Final Terminus’, in which Heavy pushes the cart in and watches it blow up while the team stands side-by-side.
Animations:
Intro: The Heavy walks on-stage, passing by a metal cabinet before entering his stance.
Idle Animation: The Heavy examines his minigun for a bit.
Taunt #1: The Heavy cradles his Minigun and says, “We make good team,” “You did well,” or “Kiss me,” before reverting back to his original stance.
Taunt #2: The Heavy does a flurry of uppercuts as the sound of a match bell ringing is heard in the background. This has an upwards hitbox, and can deal damage similarly to Luigi.
Taunt #3: The Heavy will perform the Kazotsky Kick. This is a continuous taunt that the Heavy can move about in, and is the first taunt that other players can join in on. The Heavy can cancel out of the Kazotsky Kick by dodging, shielding or attacking. Sometimes, even a fellow Merc can join him.
Victory Theme: The victory theme in TF2, minus the applause and Administrator’s voice.
Victory Animation #1: All opponents that lost are running away in fear as the Mercs are all chasing them with critical weapons.
Victory Animation #2: All the Mercs are grouped together, laughing at the losing players in a condescending manner.
Victory Animation #3: The Mercs capture a point in their colors, and they all break out in celebration.