Doc Robot

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Author: Renlira

Last revision: 19 Jan at 12:38 UTC (2)

File size: 1.51 MB

On Steam Workshop

Description:

Doc Robot it’s ready for battle!
This forgotten Boss from Mega Man 3 has been upgraded to take on the strongest of foes!

WEAPON SYSTEM MECHANIC

Doc Robot’s Gimmick is WEAPON METER: Holding the Attack button during startup while performing any move makes it throw a projectile at the end! Yes, Every single normal in his moveset has a proyectile version.
These projectiles are thrown at the cost of meter. Each one has unique properties, lifetimes, speeds and behavior. When Doc Robot activates his Projectile Attacks, extra endlag is added to the move.

A special resource meter is displayed on top of their HUD to indicate how much Ammo Doc Robot has avaliable.

AMMO RECOVERY

Doc Robot can recover Ammo instantly by hitting any melee attack or by picking up special Ammo Containers:
Small Ammo Packs spawn when a projectile reaches its max lifetime.
Medium Ammo Packs spawn when a projectile is affected by Dspecial.
Large Ammo Packs swawn when a projectile hits an oponent.


Doc Robot can also Wall-Cling to recover a little bit of extra ammo. Use this is to aid your recovery attempts.
Once per stock, Wood Man (Down Taunt) will generate 6 extra ammo containers regardless of current Ammo, this is to allow Doc to refill an empty Ammo meter. Using this Taunt in Practice Mode fully refills your Ammo meter instead.

No-Flashing Mode
Press the Special "No-Flashing" Button on the Character Select Screen to deactivate transformation flashing effects. Oponents can force this "No-Flashing" mode by holding attack or special.

Taunt: Magnet Man Pull


Pulls in any existing Ammo Containers, can be held down indefinetly.
It can be used both grounded or aerial to quickly gather your Ammo Containers in a pinch.

SPECIAL MOVES

Nspecial: Guts Man

Stomps the ground and spawns a rock from the ceiling to use as a projectile. The stomp hitbox only hits grounded oponents and the rock does not consume any ammo to use: it’s the only projectile that can be used with an empty meter.
If Doc Robot connects the initial stomp, the rock is upgraded into a stronger version at the cost of meter. You can slightly angle the launch direction of the rock by pressing Up or Down.

Fspecial: Heat Man

Uses Heat-Dash after a little bit of startup, it can be extended at the cost of meter by holding down the Special Button.
If used on the ground, fire pillars are left on the floor at the cost of extra meter. Theres a visual indicator for when Doc is grounded. When airborne, you can slightly move up or down while dashing .

Uspecial: Gravity Man

Flips gravity for themselves at the cost of a constant drain of meter. Press Special or Shield again to cancel the move.
Cancelling this move manually ends it without going intro pratfall. Pratfall is only triggered when Ammo runs out.
Pressing the attack button shoots a weak projectile! Doc spends 1 unit of Ammo per shot.
You can straight up walk under Air Armada or any other floating stage! Ammo consumption is actually reduced when Doc Robot is standing instead of falling upwards.

Dspecial: Flash Man
Time Stop is used! Any projectile that the user has active when this move is triggered becomes Frozen in time.
This move has 4 frames of Super Armor duritng its activation. Hitting Dspecial + Attack while Time Stop is active destroys all the actve Frozen Projectiles onscreen. Ammo is drained at a rate of 1 unit every 60 frames.

Frozen projectiles stop in place, become destructible by any hitbox and remain active for as long as Doc Robot has meter to spend. Frozen projectiles can be pulled with Magnet Man Taunt just like Ammo Containers.
If a Frozen Projectile gets parried, Doc Robot is set into parry stun and Time Stop ends. If all frozen projectiles are destroyed, Time Stop also ends.

STRONG ATTACKS

These behave a little differently, every 20 frames of charge time an unit of Ammo is consumed.

Fstrong: Needle Man
Charging this Strong Attack increases the amount of projectiles thrown.
Releases 1 to 3 projectiles depending on the ammount of time charged.
More than 20 Frames: 1 Projectile
More than 40 Frames: 2 Projectiles
Fully charged: 3 Projectiles

Dstrong: Commando Man
Charging this strong attack increases the Horizontal speed of its projectile.
Spending 3 extra Ammo charging this Strong attack results in a Trascendent Projectile.
The max duration of the hitbox is unchanged regardless of charge.

Ustrong: Slash Man
Charging this strong attack increases the Lifetime of the projectile.
Spending 3 extra Ammo charging this Strong attack results in a Trascendent projectile.
Projectile speed is unchanged regardless of charge.

Bair and Uair:
These moves release Multihitting projectiles instead of single hit ones. They generate Small Ammo containers on each hit. When frozen in Time, they turn back into single hit projectiles.

COMPATIBILITY

Doc Robot is currently compatible with the following workshop items:
-Kirby
-Trummel & Alto
-TCO
-Otto
-Feri
-Rat
-Miiverse
-Abyss Runes
-Trial Grounds
-Last Resort
-Fire
-MT Dedede
-Agent N
-Assist Buddy
-Wily Castle (Obviously)
-Pokemon Stadium
-Steve death message
-Final Smash
-Dialogue Buddy

CREDITS

Doc Robot could not have been possible to make without all these wonderful people:
Yawackhary for the ripped Megaman: The Wily Wars Sprites
DEL & Moneyman for the custom Megaman 4/7 – 16 bit sprites.
Rockman & Joseph Collins for the custom Megaman 5/6 – 16 bit sprites.
Mjkrzak for the custom Gyro Man 16 bit sprites.
Izzyvicious for the custom Megaman 10 – 16 bit sprites
SYPHERsaysSTUFF for the original Doc Robot Drawing that I used as a reference for the character portrait.
Snolid Ice and Zetta for giving me great feedback and helping me playtest!

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Revisions:

Old revisions of this mod are available below. Click the link to download.