Hank

> *.‘'*
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> *Hank’s description*

***Hank*** is a playable character in *IndieVisible*, being the first representative of the Madness Combat series. In ‘’IndiVisible’’, despite originating from a web series, Hank mainly uses the various abilities he uses in the various games based on his series.

## Playstyle

Hank is best described as a rushdown character, quickly racking up his opponent’s damage and heavily relying on combos to KO opponents. Much like the webseries he originated from, as well as several of the Madness Combat games, Hank is somewhat easy to KO, but his high mobility and deadly attacks make him hard to pin down reliably. He has some of the best air and grounded speed in the game, and many of his attacks are fairly quick and combo into each other reliably.

What assists Hank in this playstyle is his unique mechanic, the TAC-Bar. At the beginning of each stock, Hank has 3 TAC-Bars next to his HUD, which also appears above him when damaged. When Hank is damaged, a TAC-Bar will absorb half of the damage he would’ve taken, alongside half of the knockback he would’ve endured. For example, with a TAC-Bar, if Hank were to take an attack that would’ve given him 10% of damage, the TAC-Bar would absorb 5% of it, ultimately making him only take 5% of damage. All 3 TAC-Bars can take up to 20% of damage each, and when one of them takes 20% of damage, they are destroyed. If all 3 TAC-Bars are destroyed, then Hank will no longer have the ability to reduce the damage and knockback until he loses a stock, in which he regains all three TAC-Bars.

Hank’s neutral special, FN-P90, is a fairly versatile move. When used, Hank fires a rapid-fire round of bullets forward, with some good range and fast damage output. From afar, opponents take small, non-flinching damage, but when close in front of Hank, they will take rapid-fire flinching damage before being launched away on the final hit. Hank can fire his gun for 2 seconds before he runs out of ammo, and has a brief cooldown before being able to use this attack again, though the attack can be canceled by letting go of the special button, jumping, or using a normal attack. Hank can also aim the gun up or down, allowing him to change his firing location and pressure opponents from nearly anywhere in front of him. Hank can also use this attack in the air, allowing him to float in the air while firing in any direction, assisting in recovery or mixing up his landing. The firing range in the air is reduced, however, though at point blank can still be useful for combos.

Hank’s side special, Bullet Time, is another one of his more versatile moves. On the ground, Hank rolls a very long distance, making it a decent approach option to get from one area to another. What’s more, while rolling, Hank is completely immune to all projectiles, meaning that this move is great as an anti-zoning or camping tool, allowing Hank to quickly get close to his opponent without having to worry about being pressured by projectiles. The first few frames also have some invincibility on them, allowing Hank to avoid any type of damage in general. In the air, this move makes for a great horizontal recovery, especially when used in conjunction with neutral special, allowing him to recover from very far off-stage.

Hank’s up special, Jetpack, is a fairly basic recovery move, allowing Hank to fly in any upwards direction, damaging opponents on contact. Once Hank reaches peak height, the jetpack will fall off of him, putting him into freefall, though by pressing up at peak height, he will float the air for a bit before the jetpack falls off. While floating, Hank can use neutral special to fire his FN-P60 forwards in any direction, allowing him to defend himself while recovering. In conjunction with neutral and side special, this gives Hank some great recovery options, with him being quite hard to knock off-stage without the use of combos or strong KO moves.

Hank’s down special, TAC Counter, is a basic, yet interesting, counter move. When used, Hank enters a short stance which, if he were to get hit by a physical, non-projectile attack, he will slash back with his signature Dragon Sword, dealing large damage and knockback, serving as a near-instant KO at high percentages. However, when successfully landed, one of Hank’s TAC-Bars are instantly destroyed, meaning that at most, he can only use the maximum power of this move three times per stock. Hank can still use this move without the TAC-Bars, but it won’t deal nearly as much damage and knockback as it would with them. Overall a high-risk, high-reward move when used in the right situations.

Despite his many strengths, however, Hank does have his flaws. Despite being a mid-weight, Hank is surprisingly easy to launch, and while his mobility does mitigate this to a degree, much like his home series, once his opponent pins him down and gets a good move on him, it can be quite easy for them to take him out. Also, Hank is fairly reliant on his TAC-Bars for survival, and if they are all drained, then it can be even easier to take him out, especially if he wastes all three of them on his down special.

Overall, Hank is a great example of a glass-cannon, with some powerful abilities, combo potential, and great mobility, he can be one of the most threatening characters on the roster when taking into account his unique TAC-Bar mechanic, making his opponents think about how to take him out without leaving themself vulnerable.

## Moveset

### On-screen Appearance

* Hank walks onto the stage while firing through a doorframe, with several unseen people firing back at him. He quickly turns around as the door behind him closes and disappears.

### Taunts

* **Up Taunt** - Hank fires a warning shot into the air. Capable of damaging opponents if they are angled above him.
* **Side Taunt** - Hank takes a cigarette and lights it with his thumb before putting it out.
* *Down Taunt'* - Hank puts on a police hat and takes out a clamp as he whacks it around, yelling unintelligible noises.

### Block Animation

* Hank takes out a Grunt as he uses them as a meat shield.

### Idle Poses

* Hank checks his surroundings while aiming his gun.
* Hank quickly reloads his weapon.

### Victory Pose

* A MAG Agent is shown on screen before being quickly taken out by Hank, posing for the camera on top of his body.

## Arcade Mode Route

Hank's Arcade Mode route is titled ***TRUE MADNESS*** .

Like all other Arcade Mode routes for other characters, there is unique pre-fight banter before each fight.

## Trivia

* Hank's codename is **Fresh**, which is another word for 'New', referring to Hank's website of origin, Newgrounds.
* Hank, alongside his Alter Fighter Jebus, are the only characters to not originate from a game, instead originating from a webseries, though much of his moveset is based off of the *Project Nexus* games and *Madness Accelerant*.