Match Format:
Single Round-robin 3v3 tournament, Team Last Man Standing, 1 life, teams play to 7 wins per match in initial play then 9 wins per match in Semi-Final and Final

Maps:
Round-Robin - MMCTF06
Semi-Final (if necessary) - MMCTF17
Final - MMCTF25

Draft List and descriptions:
Currently Banned: Duo, Maestro, Rock, Roll, Dr. Light, Dr. Wiley, Timeman, Shadowman, all RM's from MM4+ and those not otherwise mentioned below. Order below is same as in-game menu.

$ = Relative Difficulty

Megaman$
Health: 90 | Speed: 0.8 | Jump: 10
Primary: Buster bullets (can be charged)
Alternate: Slide
Other: Can wall-jump

Protoman$$
Health: 85 | Speed: 0.83 | Jump: 10
Primary: Buster bullets (can be charged)
Alternate: Shield bash across the ground
Other: Item key tosses shield

Bass$$
Health: 90 | Speed: 0.75 | Jump: 10
Primary: Buster, not firing allows weapon to charge for first shot
Alternate: Slide
Other: Can double-jump

Sniper Joe$$$
Health: 100 | Speed: 0.80 | Jump: 10
Primary: Buster, not firing or moving charges bar
Alternate: Hold to throw a grenade
Other: Once bar is 2/3 full, push Item to summon Helicopter crate and pick up- Primary fires guns, Alternate drops bombs

Cutman$
Health: 85 | Speed: 1.0 | Jump: 12.5
Primary: Cutter, must wait for it to return
Alternate: Quick slice
Other: Can wall-jump

Gutsman$$
Health: 185 | Speed: 0.56 | Jump: 10
Primary: Click once to pick up rock, click again to throw and detonate or…
Alternate: drop rock in directly in front and detonate. Also punches if not holding rock
Other: N/A $$

Iceman$$$
Health: 100 | Speed: 0.8 | Jump: 10
Primary: Shoots explosive ice fragments for damage
Alternate: Block: shoots a small ice wall that can be shot to be detonated. Storm: creates a large AoE ice storm (bar must be fully charged)
Other: Item key swaps between alternate fire modes

Bombman$
Health: 125 | Speed: 0.65 | Jump: 13
Primary: Medium distance bomb
Alternate: Fast-moving cluster bomb
Other: N/A

Fireman$$
Health: 100 | Speed: 0.8 | Jump: 10
Primary: Short lasting fire, drops to ground and goes to wall
Alternate: Fire wall, holds longer and goes as far as level walls permit (bar must be fully charged)
Other: N/A

Elecman$
Health: 75 | Speed: 0.9 | Jump: 10
Primary: Thunderbeam in front and to the sides
Alternate: Forward dash, can clip vertically
Other: Can double-jump

Oilman$$$
Health: 90 | Speed: 0.8 | Jump: 10
Primary: Oil launch, can be charged to spew lots of oil
Alternate: Drop oil nearer and more rapidly
Other: Item key detonates oil looking at, oil detonates other oil around it

Metalman$$
Health: 65 | Speed: 0.8 | Jump: 11
Primary: High-damage launched razor, if hits ceiling will bounce down
Alternate: Close-range razor, can be used to climb walls
Other: Item key toggles stall falling for Primary

Airman$$
Health: 100 | Speed: 0.86 | Jump: 10
Primary: Triple-wide air blast, goes forward and up
Alternate: Large wall of air that goes straight forward, random dispersion pattern
Other: N/A

Bubbleman$$$
Health: 100 | Speed: 0.8 | Jump: 10
Primary: Buster
Alternate: Fires bubble out of back straight forward
Other: Item key summons a water bubble around current location, double-jump within it to swim

Quickman$
Health: 75 | Speed: 1.2 | Jump: 11
Primary: Fire three-wide spikes, goes forward and drop
Alternate: Activate speed burst, wall-jumping and speed increased
Other: Can wall-jump

Crashman$$
Health: 100 | Speed: 0.86 | Jump: 13
Primary: Fires up to 4 concurrent small mines
Alternate: Fires sticky bombs, explode in a couple seconds
Other: Item key detonates all mines (from Primary fire)

Flashman$$$
Health: 100 | Speed: 0.8 | Jump: 10
Primary: Rapid-fire, sweeping buster
Alternate: Freezes nearby enemies for a time, enemies can begin moving again after being hit once
Other: N/A

Heatman$$
Health: 85 | Speed: 0.72 | Jump: 10
Primary: Throws fire based on charge bar, holding Primary with enough charge tackles forward
Alternate: Charge up bar
Other: Reload key throws three medium-range fire pillars \

Woodman$$$
Health: 125 | Speed: 0.67 | Jump: 10
Primary: Disperses seeds at short-range that stun when stepped on, if Leaf Shield is active, fire Leaves
Alternate: Quick hop and short-range stun
Other: Item key enables Leaf Shield (bar must be charged)

Needleman$
Health: 155 | Speed: 0.75 | Jump: 10
Primary: Longer held, more rapid-fire needles. When bar runs out, needles have no force
Alternate: Melee needle attack
Other: N/A

Magnetman$
Health: 100 | Speed: 0.8 | Jump: 12
Primary: Fires magnet, once Primary let go, homes to nearest target. Longer Primary held, more damage
Alternate: Charge up bar full to fling away nearby enemies
Other: N/A

Geminiman$$$
Health: 100 | Speed: 0.8 | Jump: 10
Primary: Buster
Alternate: If no clone, fires ricocheting beam laser. If clone spawned, holds clone in place
Other: Item key spawns clone that shoots at enemies

Hardman$$
Health: 200 | Speed: 0.5 | Jump: 10
Primary: Fires two fists, they cannot be fired again until they return\ Alternate: Press and release (can hold for longer distance) to slam to the ground and damage nearby enemies
Other: Only takes half of stun-damage

Topman$$$
Health: 85 | Speed: 1.1 | Jump: 10
Primary: Hold to wind up, release to spin forward quickly and do damage
Alternate: Fires three-wide top projectiles straight forward
Other: N/A

Snakeman$$
Health: 85 | Speed: 1.0 | Jump: 10
Primary: Fires snakes that climb most surfaces and deal damage
Alternate: Commands all snakes out to a single point
Other: Item key toggles wall-climbing on/off

Sparkman$$$
Health: 100 | Speed: 0.8 | Jump: 10
Primary: Can be charged to increase medium-range spark that stuns
Alternate: Short-range, front and front-diagonal angle spark
Other: Reload key zips forward and grabs a single enemy, if grabbed, rapidly shocks/stuns them