Warning! A new challenger approaches!
http://www.youtube.com/watch?v=8AHhhWe58PE&feature=relmfuhttp://www.youtube.com/watch?v=8AHhhWe58PE&feature=relmfu
Hockey Man is one of six robot master equivalents from a well crafted homage to Megaman called 'Rokko Chan'. After the resident Wily equivalent 'Dr. Mad' declared war on the world, sending robots across the globe out of control, the game's protagonist confronted Hockey Man in a frozen over wasteland and ice factory sent out of control by his actions.
Though it's unclear whether he was made by Dr. Mad or simply one of the robots he reprogrammed (more likely the latter seeing how similar it is to Megaman 1's plot), he fought viciously nonetheless. He was an intelligent combatant despite his bruiser-like appearance, launching hockey puck projectiles and throwing up a shield of sheer cold that could only be bypassed by Lightning Man's weapon.
It goes without saying that the weapon Rokko-chan gained upon her victory was the game's shield weapon, Ice Shield, which would make many of her future trials- such as the battle with Volcano Man- much easier. He would fight her one last time in the final stage of Dr. Mad's Fortress alongside his brethren, before she moved on to battle the mad doctor himself.
10 === Stats === 10
Traction: 10
Size: 9
Weight: 7
Fall Speed: 7
Jump Height: 7
Ground Speed: 3
Aerial Speed: 3
Aerial Control: 1
Slightly taller than Ganondorf and roughly half the width of Bowser, Hockey Man is among the larger brawl competitors (not that that says much in MYM). All in all, he appears to be an average heavyweight, if a bit lighter and with much better jumps than his contemporaries. Don't let those low movement speeds fool you, though- he's more than capable of moving quickly when he wants to.
10 === Mechanic: Hockey Rink === 10
Not exactly the most complex mechanic, but it's far easier to note it in its own section here than fitting the explanation in the middle of a move.
Hockey Man's ground speed is doubled on icy surfaces. This boost in his momentum transfers to his jumps, granting him 1.5x the horizontal distance to each leap and a similar boost to air speed so long as he continues in the direction he was going when he started his jump.
He'll be taking advantage of it often, too.
Any ice-related attack of Hockey Man's that makes contact with a surface freezes that surface for five seconds or until hit by a fire attack. The ice has the exact same property as normal ice blocks in stage builder.
Further, if an ice attack hits a ledge, it creates a low wall on that edge reaching up to roughly half Hockey Man's height that lasts four seconds, until struck by a fire attack, or an opponent is knocked through it by medium or greater knockback. Several moves work much better when ice is involved, and having your opponents slipping and tripping constantly plays right into Hockey Man's hands. However, the speed bonus does not apply to attacks that involve him charging at an opponent, which are almost universally faster anyways. Don't worry too much about it- you'll turn the stage into a giant Hockey Rink just by fighting.
10 === Specials === 10
Neutral Special 10 Ice Shield
The temperature near Hockey Man drops off rapidly, dozens of tiny snowflakes forming around him. Ice Shield forms a barrier of cold centered on the robotic sportsman slightly larger than him in each direction. This is a disjointed hitbox, dealing 10% damage and light knockback to anyone who touches it.
Its main feature is nullifying attacks. Projectiles are negated outright, and other moves are treated as though they collided with an attack of equal priority.
This barrier lasts for 4 seconds, during which time Hockey Man can move perform any other attacks he has as he pleases. What prevents Hockey Man from spamming this move is a single factor: the crippling starting lag second only to a Warlock Punch. Though it's ending lag is nearly nonexistent, this move is clearly meant to be used on approach as opposed to in the middle of the fray; especially since
it will freeze the ground under and around Hockey Man passively.
Side Special 10 Slapshot
Reaching into his uniform, Hockey Man retrieves and drops a pokeball sized puck onto the ground in front of himself. The tiny object is promptly launched forwards two battlefield platforms at the speed of Fox's Neutral Special for 8% damage and light knockback.
The puck doesn't vanish after hitting an opponent or traveling its full range, however. It slowly succumbs to gravity over the course of its flight until it lands. It acts much like a koopa shell item- ricocheting off walls, shields, and attacks to harm anything in its way. Hockey Man is of course immune to the small piece of rubber even if it's deflected by an attack or shield (but not by reflecting moves or power shielding), and can strike the puck himself to keep it going.
The projectile lasts 5 seconds after hitting the ground, dropping to Pikachu's dash speed at the moment it lands and eventually slowing to match Ike's run by the end.
This speed loss is reduced by half on icy surfaces. There can be up to three pucks per Hockey Man on the stage at any time.
There's more, though!
If there's already a puck or other item on the ground within a quarter of a battlefield platform of Hockey Man, he skips the animation of pulling out a puck and it's associated lag in favor of using what's at hand. A puck has its duration reset and is treated as a brand new projectile, while items take no damage and are treated as if he threw them as hard as he could.
This can also hit an opponent who wandered into his range, the disjointed hitbox doing a nasty 18% damage and above average horizontal knockback. Perfect for giving the bot breathing room to throw up a shield.
The move comes with a lengthy start up (though under the above noted circumstances it's reduced to a tolerably average amount) and a moderate ending lag. However, would-be spammers beware!
If Hockey Man takes a swing at an opponent and misses, he'll lose his balance for just a moment, giving the opponent time for a free hit.
Down Special 10 Coasting
Running in place for a moment to build up momentum, Hockey Man releases a burst of pressurized air from his boots, gliding across the ground at Pikachu's dash speed. Just like his pucks, he gradually slows to match Ike's run speed during the three seconds that follow the initial take off.
Also like his pucks, he loses speed at only half the normal rate while he's on ice.
As he coasts along, hunched forward to make himself more aerodynamic, his body acts as a hitbox that does anywhere from 14% to 7% damage and moderate to weak knockback depending on how fast he's moving. He can turn while in this state, doing so automatically should he come to a ledge or unbreakable barrier. This reduces his speed and takes half a second to accomplish unless there's a convenient wall to bounce off of, which lets him retain his speed and switch around instantly.
Perhaps the best thing about this move,
Hockey Man can use his tilts, aerials, smashes, and even his grab while coasting. However, he suffers 1.5x the starting from those moves and loses some of his speed when he performs them in this state, but the ability to attack and remain on the move is not to be overlooked.
Like most of his moves, this has an atrocious start up balanced by a short ending lag. Hockey Man stops coasting when his speed would dip below Ike's run, he is struck by an attack of higher priority, the player presses the B button, upon use of specific moves, or when using his shield (the normal one, not his Neutral Special). Hitting a shielding opponent does not stop him, but it pushes the opponent back, decreases his speed, and does a decent bit of damage to their shield.
It goes without saying that this move is fantastic when paired with the Neutral Special, protecting him as he advances and deals with his laggier moves while also freezing the ground right before he passes over it.
Up Special 10 Crashing Tundra
Hockey Man makes a tremendous leap upwards, a burst of cold air helping him reach impressive heights. Just as quickly as he goes up, the sportsman rockets downwards and slams feet-first into the ground, shaking the platform he lands on violently. Enemies standing on the same stretch of ground as him at this time are stunned for two seconds as the earth beneath their feet trembles.
Those standing on ice or hanging on a ledge have it worse- tripping and being unable to stand until the stun ends or losing their grip and entering free fall for half a second respectively.
The jump grants Hockey Man a stupendous 1.5 battlefield platforms of height and lets him travel just as far horizontally should the player tilt the control stick to aim. Direct contact with his body at any point except the peak of his ascent deals 15% damage and moderate knockback. The move has nearly no start up but suffers from a lengthy ending lag. Luckily for opponents,
Hockey Man cannot change direction during the leap- if he moves to the right, he'll have to keep moving right until he lands.
10 === Standards === 10
Neutral A Combo 10 Advancing Strike
As easy as 1-2-3. Hockey Man swings his stick in a short upwards arc, followed by a similar downward arc, and finishes with a thrust. The first two hits do 4% damage each, accompanied by very light (but more than flinching) knockback. Their reach isn't so hot compared to some of his other attacks, but are still on par with the average sword user's. The third blow does 5% damage and similar knockback, but with far better range.
Hockey Man's basic combo has a simple property that sets it apart.
With each strike, he takes a step forwards, allowing him to gradually march the opponent back. The final blow grants him a small amount of breathing space in exchange for a little end lag, or he can cut off after the second blow and follow up with another move.
Forward A 10 Body Check
With a sudden jerking motion, Hockey Man twists around and rams his shoulder into the enemy. This simple movement has a short reach but deals 12% damage and a set knockback equal to half a battlefield platform.
On an icy floor, the opponent is knocked twice the distance and falls prone against the ground where they land (or enters free fall for half a second if knocked over a ledge). Using this attack during his Down Special causes Hockey Man to skid to a stop afterward, and adds the damage from that move onto the damage from this one. Either way, this move has only average delay on both ends.
Down A 10 Sweep
Crouching low to the ground and extending his hockey stick outwards, the sport-loving robot spins a full 360 degrees. The spin does 8% damage and flinching knockback, but more importantly, opponents who are running, dashing, or suffering from lag of any kind are tripped by the blow.
This is even more potent on ice- Hockey Man spinning around twice in the same amount of time he normally spins once. Following the punishable start up and ignorable ending lag trend, this move is notable for its shockingly long reaching disjointed hitbox. Using this move while coasting grants Hockey Man a short window of time in which he may turn instantly and without losing speed at the very end.
Up A 10 Cheer
Lifting his stick into the air, Hockey Man waves it to and fro in a celebratory gesture. Though it may seem more appropriate for a taunt, this does indeed serve as an attack. Opponents directly above the large robot take repeated hits of 3% damage and light knockback up and forward from the disjointed move.
Holding the A button allows Hockey Man to continue past the standard four waves of his stick, but he will still have to end the move after the seventh swing.
Contact with the stick will deflect falling or thrown items, though that will rarely come into play. Noticeable lag on both ends makes this somewhat situational, but its reach is perfect for catching opponents attempting to go over the hulking wall of metal. The obvious purpose of this move is to combine it with Hockey Man's Down Special, catching opponents attempting to jump over him and 'pulling' them with him with repeated hits.
Dash Attack 10 Slush
Hockey Man skids to a stop, kicking up a shower of shaved ice in front of him. This disjointed hitbox is as tall as he is, but as narrow as a pokeball, moving forwards about twice its width as gravity reclaims its hold on the slush. This move does no damage. What it DOES do is stun anyone hit by the slush for half a second; more than enough time for the large robot to throw out a tilt or other fast move.
While on ice, the distance the attack travels forwards is doubled, giving it an actually half-decent reach. All in all, its short start up and only slightly longer ending lag makes it an effective way to cap off an approach. Sadly, Hockey Man cannot use this during his Down Special, but he gains a different move for that...
Coasting Attack 10 Puck Control
In place of his Neutral A or Dash Attack, pressing 'A' without a directional input when using Hockey Man's Down Special activates this move. Straightening his posture ever so slightly, the giant of steel lowers his stick to the ground like he were playing his namesake game. He uses the stick to maneuver any item or puck it comes in contact with along with himself, steering it about as he pleases.
A puck caught in this manner has its 5 second duration reset, only ticking down again once it leaves Hockey Man's control either by him taking a hit or pressing A again to shoot it like in his Side Special. Items are preserved in this state, but ultimately they're affected the same way. Puck Control has no lag of note, and does no damage.
10 === Smashes === 10
Forward Smash 10 Freezing Crash
After running in place to build momentum, Hockey Man launches himself forwards as fast as he can manage. He matches Captain Falcon's dash speed for a total distance of two battlefield platforms, until he hits a wall, or until he reaches a ledge, his body serving as a hitbox that deals between 16-25% damage and above average knockback. At the end of his charge, the sportsman slams the ground to stop himself (if a wall hasn't done the trick already).
Hockey Man does more than build speed while he's charging this attack.
Once he's past the halfway point, a ring of snowflakes like those from his Neutral Special manifest around him, assuming said special is not already in effect. As he ends his bum rush by hitting a wall of slamming the ground, those 8 snowflakes scatter a battlefield platform in each direction at the same speed as the charge itself, each dealing 7-12% damage and stunning the victim for half a second.
The charge time of this move is cut in half if the Neutral Special and/or Down Special is in effect, or if Hockey Man is standing on ice, though it automatically ends the effects of either of the former. The lengthy end lag is covered by the projectiles created at higher charges, making it a relatively safe finishing move.
Down Smash 10 Shiver Breath
Lifting his mask by an inch, Hockey Man leans forwards and exhales a thin fog of freezing air. The cloud is as high as he is tall, measuring anywhere from 0.5 to 1.5 battlefield platforms in length depending on charge time. Opponents in range of this attack are pushed back to the edge of the blistering wind.
In addition to acting like Mario's F.L.U.D.D.,
the fog sustains any ice patches within it for its 5 second duration. Any opponents who make contact with the cloud have their movement speed to 3/4th the norm, and their attack lag is similarly lengthened by 1/4th. The starting lag of this move is fairly extensive due to its animation, but the ending lag is nothing of note and the range prevents most enemies from realistically being in a position to counterattack anyways.
Up Smash 10 Crushed Ice
Heaving his stick over his head, Hockey Man hesitates for just a moment before bringing it crashing down against the ground. Anyone unlucky enough to be above or in front of him is embedded into the ground in front of him, unable to move until they escape with grab difficulty or are knocked out by a move with medium or greater knockback.
The swing does a not-too-shabby 18-27% damage.
However, if the attack strikes an icy patch of ground instead of an opponent, shards of ice spray over a Bowser-sized radius centered on the exact spot. These shards deal half the damage of the swing itself, along with flinching knockback. Short start up and lengthy end lag in a reversal of the norm, but the cloud of icy pain lingers just long enough to prevent attacks from the front.
10 === Aerials === 10
Neutral Aerial 10 Stick Check
Hockey Man extends his arms, using the whole of his reach with his hockey stick- roughly as long a reach as he is tall.
As long as the player holds the A button, his stick acts as a solid wall that he may rotate around himself a full 360 degrees. Opponents are pushed by the hockey stick when they make contact with it, allowing the large robot to push them up, down, and away from himself as he pleases. It takes very little time to enter or exit this stance, and its uses are many: spacing, positioning, gimping, and blocking. Hockey Man is no slouch in the air, just as capable of driving the foe back there as he is on the ground.
Forward Aerial 10 Slashing
Because he knows the difference between a hockey game and a fight (or maybe he just noticed there's no referee around), Hockey Man is not afraid to dip into moves illegal in the former during the latter. Probably his simplest attack, Hockey Man swings his stick like a club, creating a long-reaching but narrow hitbox that deals 10% damage and below average knockback. The very tip of his weapon is a sweet spot, dealing 14% damage and moderate knockback. While he can't count on the opponent putting themselves in precisely the right spot for this attack to land, he has ways of forcing them into position, such as the above move.
Down Aerial 10 Heavy Snow
Cold air shoots from Hockey Man's skates as the player holds the A button, forming slush and snow below him as he glides through the air. The area directly below him is a hitbox as wide as he is, extending downward a range equal to Kirby's height and dealing both 5% damage and a weak downward knockback to those who come in contact with it.
As he passes overhead, clumps of snow gently fall in his wake, surviving a battlefield platform in distance before melting.
The soft slush will freeze the ground it comes in contact with, but more importantly, it will weigh down those caught beneath it. This reduces their jump height by 1/3rd and slightly increases their fall speed for 5 seconds. Applying more snow will only refresh the duration- you can't stack its negative effects with itself. There is essentially no lag on either end of this move.
Back Aerial 10 Kicking
With a great deal of effort and a large blast of pressurized air from his skates, Hockey Man swivels around with one leg outstretched, aiming to slash the opponent with his skate. The attack does 7% damage and flinching knockback, the former of which is increased to 14% if the sweet spot (the tip of his skate) is the part of the hitbox that connects.
The attack portion of this move isn't the main reason to use this move.
While he moves quickly through the air, Hockey Man has a hard time changing direction, and his momentum from Coasting will carry him forwards a few seconds even if the player is mashing the control stick the other way. This would normally leave him very vulnerable to any opponents that get behind him in the air, but by using this move to turn and face them, he can at least fight them off as he continues along his arc.
Up Aerial 10 Hooking
Much like his up tilt and up smash, Hockey Man raises his weapon over his head, then brings it down in an arc. 12% damage, light downward knockback, moderate start up contrasted by short ending lag. What makes this special is the moment before the swing.
By holding the A button, the player may delay the attack. While its held over his head like this, the tip of his stick drags anyone who touches it down along with the large robot.
Though he can take damage and knockback in this stance, hitting Hockey Man will not knock him out of the move. The only way to escape from the hitbox is to fast fall, have a higher fall speed than him to begin with, or move in the direction he's facing... all of which will place them within range of at least one of his other aerials. The strike itself will even place the victim in the perfect position for his Forward Aerial or Side Special.
10 === Throws === 10
Grab/Pummel 10 Unsportsmanlike Conduct
With tremendous strength, Hockey Man lifts his opponent off the ground by their throat,
skidding to a stop if he was coasting. Each press of the A button causes him to suddenly slam his head into the opponent's, doing 5% damage per hit at a fairly slow rate.
If his Neutral Special is active, they also take a passive 3% damage every second. This grab has a good reach, but is a bit slow to come out. It's nothing too unique.
Forward Throw 10 Power Strike
Hockey Man casually drops the the enemy onto the ground in front of him, giving them just enough time to register the sight of his hockey stick raised high before they are smacked away. Though it does one of the lower damage percentages of any of his throws- a not-to-be-scoffed-at 14%- it has above average horizontal knockback
that is augmented if used on an icy floor, the opponent skidding across the ground uncontrollably with the length of the ice patch added to their knockback.
Down Throw 10 Heavy Slam
Just as easily as he pulled them up, Hockey Man slams his victim into the ground head-first. This throw does a whopping 17% damage, leaving the opponent prone. He pulls away a bit from the opponent, giving him time to throw up a shield and keeping him out of the reach of retaliation.
Back Throw 10 Drag Along
Throwing his opponent over his shoulder, Hockey Man leans forwards and activates his Down Special. This acts along the lines of Donkey Kong's own Down Throw, with the opponent attempting to struggle out of the grab's remaining duration. Hockey Man can move about at his full speed, tilting the control stick gently moving him in a direction or slamming it like you would for a smash attack causing him to use a throw. Using this input again causes him to skid to a stop and resume his normal grab.
Up Throw 10 Fisticuffs
Releasing his hold on the foe, he yanks his now free hand back and sends it flying into the opponent's jaw. In addition to 15% damage, the attack does moderate knockback that sends them flying forwards in an arc. Their air time gives Hockey Man the chance to throw up a shield and continue his pursuit, while the arc helps get the enemy around any pesky barriers that would impede the sportsman's constant offensive.
10 FINAL SMASH 10
Teamwork
Hockey is first and foremost a team sport. Over the course of its history, changes to the game have been made with this in mind, every tweak taking the focus off individual players. So when Hockey Man grabs the Smash Ball, he calls upon the power of teamwork.
5 robotic hockey players, each dressed in uniforms matching Hockey Man's own, appear spread over the stage.
The players have 45% stamina each and weigh roughly the same as their teammate, making them difficult to KO before their 15 second duration ends.
Though they lack Hockey Man's ice-related moves, they have very intelligent AI, and work excellently in tandem with each other and Hockey Man himself. Four bum rush the opposition one after another, one dressed in additional padding like a Goalie staying back in case an opponent slips through.
10 === Playstyle === 10
It's said that the best defense is a good offense. Hockey Man embraces the opposite philosophy; he's not your average bruiser who throws his weight around wantonly. His ultimate goal is to act as an advancing wall, constantly pushing the opponent back until they run out of ground to stand on. His main problems in this endeavor are obvious at a glance- he's a big target, his speed isn't that hot even on ice, and while he can fix both those problems with his Down Special, Coasting, that just worsens the third and main issue- atrocious attack lag.
The answer? His Neutral Special.
Ice Shield is the MVP and central focus of his set. In addition to acting as a long lasting and passive attack, it protects him a whopping four seconds. Not long when you say it out loud, but more than enough time to get in a few attacks without worry. His other specials supplement this effect; Slapshot creates lingering hitboxes that circle back, forcing them to split their attention between your slower, deadlier moves and evading the speedy projectiles. Coasting gives him a temporary speed boost, allowing him to quickly close the distance on an opponent before the duration ends and even letting him attack on approach; the extended lag being balanced by his immunity to any form of interruption.
To an extent, Hockey Man wants to be an advancing wall, cornering opponents so they can't evade his attacks. His air game and even a few of his tilts are based around providing lengthy disjointed hitboxes that act as walls. Pucks from his Side Special force the opponent into the air to evade, where he can use a number of moves to either throw them back down or go for the kill.
Once his Ice Shield wears off, Hockey Man goes right back on the defensive.
He can't throw up his shield on the move, can't attack to keep the opponent pinned as he activates it, and it suffers the lengthy starting lag all of his moves do. Playing as Hockey Man involves learning when it wears off and timing his numerous high knockback or stunning moves to ensure the opponent isn't around to capitalize on it.
This is where his other attacks shine. Most of his moves have a secondary effect (usually granted by the very ice his Neutral Special created) that can be used to give him the breathing room required. Tripping, stunning, pushing, embedding, lingering projectiles, knockback, all are tools in his arsenal to render the opponent immobile or otherwise unable to prevent the next shield from going up. If all else fails, his Up Special is just as efficient at
escaping from the opponent as clearing the distance, and will likely knock a pursuer on their duff if they attempt to cross the ice he made.
His best bet is landing a high knockback attack or grab before the first shield wears off, then activating the second as the reeling opponent is sent tumbling head over heels. Once done, he can approach again and repeat the process.
10 === Closing Comments === 10
It's been a while, hasn't it? My last set was Cacturne way back at the mid point of MYM8, which is roughly where I burned myself out. For a while now I've been trying to make a comeback, but every set I worked at was either overambitious and daunting or not ambitious enough and disappointing to work on.
Eventually, though, I stumbled across a freeware flash game called 'Rokko Chan', a fantastic homage to the Megaman series. Seeing Hockey Man reminded me of the contest's many Megaman Robot Master movesets, and struck me as having potential. I gave it a try, and before I knew it, I had half a set finished and ideas for half of the remaining inputs. I'm considering doing more sets for the game, Forest Man and the Mad Sisters being ones I currently have my eyes on. I highly recommend the game, which can be found
here.
It's no Scarmiglione, but I believe this set is at least passable. One way or another, I need to clean out the cobwebs and get back into the contest, and that's only gonna happen if I post a set for once.
Edits:
5/08/12: Modified Hockey Man's mechanic after Katapultar's comment gave me an idea. Ice attacks that hit ledges now create low ice walls on that ledge. Useful for gimping AND for his wall-related attacks, without breaking his ability to continuously charge.
5/08/12: Reworded the playstyle slightly. I rushed through the initial draft of the writing, and I don't want to give the impression that his only trick is approaching. Expect a better write up when I get the chance.
5/09/12: Cut the duration of the ice created by Hockey Man's attacks in half. Fixed coasting to increase starting lag and reduced its duration slightly, in hopes of taking the focus off coasting and putting it on Ice Shield as I had originally hoped to. Rewrote the playstyle to reflect these changes.