Cold Man

an ice-themed Robot Master appearing in Mega Man & Bass. Cold Man was originally a refrigerator used to preserve prehistoric D.N.A. from dinosaurs at absolute zero in Dr. Light's laboratory before being modified into a guard robot by King.

Overview
General breakdowns of passive abilities, gimmicks, and their movement + health.

Main
Ice Wall

Cold Man opens his chest and creates an Ice Wall out of thin air. Initially, this just seems like a stationary wall, existing only to soak up shots for a little bit and die. Of note however, is that unlike Junk Cube, it's actually a solid object. This means you and your allies can jump on it to get up to higher places. Also of note is that much like Junk Cube, it can be pushed with Altfire, but loses blocking ability by doing so. This will send it moving in a straight line, where it will bounce off of walls up to 4 times(Cracked Ice Walls are pushed harder with faster speed by the Cold Shoulder). You can place 6 of these on a full ammo bar, so be smart about what you do with them.

Alt
Cold Shoulder

Cold Man uses his shoulder to bash anything (or anyone) unlucky enough to be in the way. This does a whopping 35 damage every time it hits, and Cold Man can throw his weight around surprisingly fast. If any Ice Wall is currently active, it will be shoved away the direction you were looking. If you're looking up or downwards, however, the wall will be thrown up with you.

Reload
Cold Field

Cold Man will focus all of his energy to summon the Cold Field, a decently fast projectile that when it hits the floor (or ceiling/enemy) will create a stunning AOE on the floor. It's important noting, is that unlike most other stuns in the game, Cold Man's field fully stuns on hit for 1.5 seconds and will send any flyers or airbone victims straight to the ground with a direct hit. This move has a slow regen rate, use it carefully.

Basic Tips & Strategy
General strategy

Gondola V1.3

 * Bouncecount for Ice Wall 7 > 4

Gondola V2.4

 * Ice Wall ammo cost 40 > 60
 * Cold Field damager no longer lingers
 * Cold Field dunking damager 2 > 4

Gondola V2.4.1

 * Fixed Cold Field not dunking properly
 * Cold Field skinsprites ported from V-Classes

Gondola V2.5

 * Ice Wall health 95.0 > 50.0
 * New HUD by A-Chan

Gondola V2.6

 * Ice Wall ammo count 4 > 6
 * Ice Wall health 50 > 75
 * Ice Wall base damage 18 > 15
 * Ice Wall ripper damage 3 > 2
 * Ice Wall now has +FORCEALLYCOLLISION
 * Fixed Ice Wall FX being displaced
 * Ice Wall now has passive SFX
 * Cold Shoulder damage 30 > 32
 * Cold Field ammo regen doubled
 * No longer fullstuns on hit, now fully stops enemies velocity repeatedly
 * Cold Field also applies 35% slowdown that lingers for a 50 tics after hitting
 * Updated FX
 * Cold Field initial projectile radius 8 > 12
 * Cold Field damager now spawns every tic instead of every 3 tics
 * Cold Field damager damage 1 > 2
 * Cold Field now has 2 tics of powerprotect on hit
 * Delay inbetween FX spawning 3 tics > 2 tics
 * Reactiontime 3 > 1

Gondola V2.6.1

 * All instances of ColdBossAmmo doubled, ammo regen tripled (effectively increases ammo regen by 50%)
 * Cold Shoulder damage 32 > 35
 * Now has 13 more tics of endlag, RoF reduced 22 tics > 30 tics
 * Now has light knockback on hit
 * Hitting enemies frozen by Cold Field grants double knockback
 * Can place Ice Walls/use Cold Field after 8 tics into endlag
 * Cold Field CD increased by 150% (4 sec > 10 sec)
 * Direct shot stun brought back, lasts 1.5 seconds
 * Now has Mokumokumo cloud sprite to indicate initial projectile size
 * Lingering damager applies current hitstun effect

Trivia

 * His pre-2.6 version of cold field was one of the best stun tools in the entire game, unfortunately it got changed because of "balancing purposes".


 * Ice Wall did not had "+FORCEALLYCOLLISION", so you could do a little trolling trapping your teammates inside of it.


 * You can spawn Ice walls through thin windows.