Warning, Challenger Approaching!
Childish henchmen, The Servbots have joined the Brawl!
(~~History~~)
The Servbots first appeared in Megaman Legends as members of the Bonne family. Created by Tron Bonne, these 40 legomen-like robots do most of the sky pirate family's dirty work. They attempt time and time again to block Megaman's way, but with little success. While Tron tends to berate them constantly, she has a mother and children relationship with her creations. Each of the 40 servbots look identical to eachother, but have slightly different abilities and personalities. Servbots are made of extreamly tough stuff; in game you can't destroy them no matter what you try, be it balsting them with Megaman's Shining Laser weapon in Legends 1 or 2, or stepping on them with a massive mech in The Misadventures of Tron Bonne. The Servbots on a whole are childish, innocent, and determined to help Miss Tron and their family no matter what. Their popularity among fans has led to cameo after cameo, and they've become one of the most popular minion characters, only rivaled by Prinnies from Disgaea, dood!
(~~Some Music While You Read~~)
http://www.youtube.com/watch?v=PINLmK8Nf2g (Police Chase in Downtown, MML1)
http://www.youtube.com/watch?v=KlLPOtUp3w8 (Balcon Gerald Battle, MML1)
http://www.youtube.com/watch?v=uFiIs10kQTs (Flutter vs. Gesselshaft, MML1)
http://www.youtube.com/watch?v=CimhoPRw_Ww (Fockerwolf Battle, MML1)
http://www.youtube.com/watch?v=rPXt2ZMoiWs (Bruno Battle, MML1)
http://www.youtube.com/watch?v=H0TwzFbH2Zc (Bola Battle, MML2)
http://www.youtube.com/watch?v=R76Vd6kPsWM (Nino Island-Roof Battle, MML2)
http://www.youtube.com/watch?v=8OKhIS6ITsk (Gemeinshaft Battle, Phase 1 & 2, MML2)
http://www.youtube.com/watch?v=XJGbhgjAoaA (Calinca Ruins Boss Battle, MML2)
http://www.youtube.com/watch?v=LVKUWMW3pP8 (Geetz Battle, MML2)
(~~Special Mechanic: 40 Strong~~)
This set involves all 40 servbots, but only Servbot #1 is in the fray. Servbots #2, #3, #4, #5, and #6 follow #1 in the background to assist him, while #7~#40 wait on standby, ready to provide covering fire with one of the Bonne's many machines or jump in to help when 6 isn't enough. Servbot #1 can create Beacons with his Neutral Special, which will be targeted by certain attacks and is an important part of Servbot's grab. Servbots #2~6 will stay very close to Servbot #1, and if they are KOed in any way, they will respawn directly behind #1 with no penalty or ill effect.
One very important note: If Servbots #2~6 are busy with something, attacks involving them can't be used unless it specificaly states they drop whatever they're doing.
(~~Introduction~~)
Servbot's very light, and not very strong. He has to call in his allies or make use of the Bonne Family's inventions to deal damage, and use several attacks to boost his recovery and make him harder to knock around. Servbot should never fight toe to toe with his opponent; with his light weight, he's going to have severe problems if he can't get away. Servbot players should focus on two things: Dealing damage. Survival.
(~~Stats~~)
Size: 2.5/10
Each Servbot is slightly bigger then Squirtle. The only factor keeping this from being a 1/10 is their large heads.
Weight: 2.5/10
Servbots don't have much meat on them. Or any, really. Robots and all. *Cough*. Anyways, you aren't going to go toe to toe with an opponent.
Walk Speed: 3/10
He takes his time, strolling ahead leisurely.
Dash Speed: 4/10
Short legs do not a great sprinter make.
Traction: 2.5/10
With their childish dispostion and akward weight distribution, Servbots have trouble turning and trip a bit more often then normal.
Power: 8/10
Huh?! How can a SERVBOT have a power rating that good?! Well, one unarmed servbot is defenseless, yes. Many Servbots, with all kinds of equipment, however... The only hole in this is that Servbot, on his own, doesn't have much 'oomph' to his attacks.
Attack Speed: 5/10
Completely and utterly average.
Range(Melee): 3/10
With their stubby arms, it's a sinch they won't reach very far. The neat gadgets they can call upon really save them.
Range(Projectile): 7/10
The only female of the Bonne family and the Servbot's creater/'mother' Tron Bonne has created many weapons and devices for her family. Her inventions include a wide variety of projectile weapons, all of which are very well made.
Priority: 6/10
Servbot's attacks either have pathetic or great priority, with a few more leaning towards great then bad.
First Jump: 4/10
Hey, that's pretty good with those stubby legs!
Second Jump: 5/10
Miss Tron must be proud of you, Servbots!
Aerial Movement: 4/10
With their big heads and wide chests, it's unsurprising that wind resistence comes into play. It's a testament to their creater that they move through the air as well as they do.
Overall Recovery: 7.5/10
Servbot has below average jumps and Aerial Movement, but their Up B is excellent and several of his attacks boost his Recovery even further. Still, Servbot is very light and all of his recovery options, varied as they are, are easily gimped.
Fall Speed: 4/10
No where near floaty, but their light weight helps them for once.
Landing Lag: 6/10
While Servbot has some things going for him, grace isn't one of them.
Crouch: 1.5/10
Servbot lowers his head by a hair and puts his hands on each 'cheek', looking teary eyed and scared. His hitbox is only a hair smaller, so he doesn't gain any benefit at all by crouching, except having one or two more kinds of attacks slip over his head. If that.
Crawl: 2/10
Only slightly less pathetic then his Crouch. He moves very slowly and is still a decent ways off the ground, but it's better then nothing.
Wall Jump: N/A
Wall Cling: N/A
Glide: 5/10
Servbot gains a momentum glider, trading poor stearing for good speed and a decent glide attack.
Hover: N/A
(~~Animations~~)
These are so you can see some of Servbot's personallty, and aren't vital to understanding the set. Feel free to skip it, if you want.
Entrance:
A large platform attached to a pole lowers onto the field. Servbots jump off of the crane as it retreats back off the top of the screen. Megaman Legends players will recognise the crane as the Gesselshaft's; the Bonne Family's HQ, home, and giant airship. (Let's go!)
Standing:
Servbot stares blankly ahead, swinging his arms idlely. (*Staaaaaaarrrreeeee*)
Idle:
Servbot #1 takes out an icecream cone and starts eating. #2 works on a paper airplane. #3 takes out a comic book, #4 and #5 turn to eachother and make motions as if conversing, and #6 falls asleep. If #1 is hit while eating his icecream, the icecream falls off the cone and splats onto the ground. #1 stares at it, looking as though he's about to cry. (You heartless jerk.)
Walking:
Servbot's face is more neutral now. He tilts his head up and walks forward, swinging his arms. The movement looks a little too stiff to be natural. ("Miss Tron said to look confident, and that's what I'll do!")
Running:
Servbot picks up the pace, leaning back slightly and letting his arms fall to his sides. He seems stressed. ("Think confident think confident think confident-")
Dashing:
Servbot squeezes his eyes shut and leans forward, swinging his arms in a genuine, full out dash. ("Waaah! I can't do it Miss Tron!")
Jump 1:
Servbot leans forward and throws his arms behind himself, then jumps with all his the might his little legs contain. (Up and away!)
Jump 2:
Servbot flails his little arms and legs in a panic, desperately trying to claw his way skyward. He somehow manages to gain altitude, as if the laws of physics are taking pity on him. (Really, that's just sad.)
Falling:
Servbot moves his arms in circles as he falls. His legs stay aimed at the ground below but sway slightly. (You guys should try to come up with flavor text for moves like this. It's not easy.)
Landing:
He squats as he lands, then stands tall with his arms to his sides and a proud smile on his face. (He sticks the landing, ladies and gentlemen! The judges are really going to like that!)
Ledge Balancing:
#1 stares down the ledge nervously. In the background, #2~6 push and shove to get a good look. ("Ouch!""Hey! Are you guys trying to get me killed?!")
Ledge Hanging:
#1 keeps his clamps on the ledge, showing no signs of exertion or struggle. #2~6 grab on the ledge (in the background, so as not to block #1,) and immediately pull themselves onto the stage where they perform the Ledge Balancing animation. ("Umm... A little help guys?")
Shield:
Yellow. Servbot squats down, lowers his head, and glares ahead of himself, growling. (How adorably vicious.)
Sidestep:
Servbot stumbles and nearly falls into the background, waving his arms to steady himself. ("Wah!")
Forwards Roll:
Servbot rolls onto his head, then pushes himself over onto his duff. (I can see how his big head could cause that kind of problem, yeah.)
Backwards Roll:
Servbot jumps back and lands on his duff. He slides backwards from the momentum. (Graceful, he's not.)
Air Dodge:
Servbot spins around twice, frowning and looking genuinely determined. (It gives me shivers, seeing someone so cute trying to play the tough guy.)
Floating:
Servbot somehow manages to get an innertube around his waist. He enjoys the water, kicking lightly and setting his arms on the innertube. (Reminds me of those photos of little kids in swimming gear you always see in commercials nowadays.)
Swimming:
Servbot kicks as fast as he can, paddling with his arms to the best of his ability. He has that familiar vacant grin again. (I can't tell if he loves swimming or if he's just like that.
Drowning:
The innertube pops and starts to deflate. Servbot desperately tries to save his floaty, but it deflates despite his efforts. He sinks, eyes brimming with tears over his loss. (I feel bad about doing this to him, but it's all I can think of.)
Flinch:
Servbot squeezes his eyes shut and his mouth changes to a zigzag shape. His head snaps back and he loses his balance just for a second. ("M-m-m-miss Tron!")
Trip:
Servbot puts his foot down, which slides out from underneath him. Servbot lands flat on his face, then pulls himself into a sitting position. He looks visably embaressed. (You made Servbot cry. Satisfied now, Sakurai?)
Sleeping:
Servbot's eyelids droop and he lands on his rear. He finally closes his eyes and starts to snore, a bubble coming from where he would have a nose if he was human. ("zzzzzz...")
Waking Up:
Servbot's eyes slide open. He climbs to his feet, eyes still have closed and his face still groggy. ("Ugh... Time to get up already?")
Standing Up:
Servbot bounces to his feet, ready for round 2! ("We ain't gonna lose dis time!" -#2)
Dizzy:
Servbot sways back and forth. Both of his hands clamp onto his head, and his eyes are replaced with swirls ala anime. (I know I've made my adoration for the little legomen clear, but just in case: D'aaaaaaaawwww!)
(~~Specials~~)
Neutral Special - Beacon Bomb:
The player Servbot lifts a cartoonish black bomb over his head, with a sniper's crosshairs painted onto it's side. The Servbot may walk around while carrying the bomb, but cannot run and can only jump once. When the player presses A or B, the Servbot stops, and with visible strain, throws the bomb like a normal item. The bomb explodes on contact with something, dealing 10% damage and medium knocback. High priority, with short starting lag, no ending lag, and medium lag when the Servbot throws the bomb.
When the bomb explodes, a Beacon (sniper's crosshairs of the color of the Servbot's team or a rainbow colored one for Servbots not on a team), appears over the spot of the explosion, or on a character if they were hit by the bomb itself. There is a maximum of 3 crosshairs per Servbot. If a fourth crosshair appears, the oldest crosshair vanishes. On a moving stage, the Crosshairs remain in the same position on the screen, regardless of how fast or slow the screen moves. 15 seconds after it's creation, a crosshair will disappear.
---This attack is fairly weak on it's own. It slows Servbot #1 to a crawl, and while it does some damage, it's very little for the amount of lag presented. Throw the bomb away as early as you can to create a Beacon. Try to hit an opponent, if you can.
Side Special - Mischief:
Servbot #1 takes out a stereotypical burgler loot bag. Servbots #2~6 run into the background (jumping into doors/windows, climbing down the side of the main platform, etc.) for 3 seconds. They reappear on stage with cheering joyfully and carrying loot. Servbots #2~6 follow #1 around until they are hit by an attack or they catch up to their leader. If hit, they drop their loot and return to the background. If they reach #1, they stuff their stolen goods into the bag. The bag inflates with every item put into it, holding a max of 6 pieces of loot.
As the bag expands, it gains weight. Servbot's weight category increases by .5 for the bag + every item, a max of 5.5/10. However, every time Servbot takes medium or higher knockback, one of the items in his bag fall out. When all of his loot is lost, Servbot #1 grows teary eyed and puts the bag away. If Servbot uses this while holding a bag, he throws it. The sack travels the same speed and distance as a normal thrown item. The throw deals 3%~18% damage and flinching~above average knockback, depending on the number of loot.
Short starting lag when Servbot #1 takes the bag out and when he throws it, and medium ending lag if he puts the empty sack away. Servbot #1 cannot be knocked out of this move and will continue to move and attack normally as he holds the bag, and can even hold items and grab his opponents. If an opponent grabs a thrown bag, they gain all the benefits of holding the bag that Servbot would.
For fun, here's a list of the loot Servbots collect. Feel free to PM me item ideas for wherever your sets are from or any place you want, and I'll include it and give credit:
Code:
Any stage/Generic Stage:
Refractor Shards: Shards of a Refractor, a large crystal that acts as a battery when spun (machines that use a Refractor as a battery are known as Holon Machines, though you only find that out through some flavor text in the game's unimportant Library). The shards can't be used to power anything, but are used as currency. Come various colors and sizes.
'Comic': A paper back comic that isn't really a comic, but the localization team for The Misadventures of Tron Bonne decided to censor it. It's not for kids, and let's leave it at that. If you pause and zoom in, you can see the picture on the cover has been blured by the censors as well, and that the Servbot carrying it has wide eyes, a small smile, and a faint blush. Servbot #1's expression will change to this as well for as long as he holds the bag it's in. If another character obtains the bag with this item in it, they'll show signs of elation /embaressment /curiousity /notcaring /whathaveyou. Very Rare.
Toilet Paper: A basic roll of Toilet paper. Very Rare.
Megaman Legends: A copy of Megaman Legends? OMG Paradox! Very Rare.
Mario/Yoshi/Wario:
Dried Mushroom: Wilthered completely. A useable item In the Paper Mario games, eating one would heal 1 HP, and promt a disgusted reaction from Mario.
Spiny Shell: A red sphere covered in yellow spikes. Thrown by one of Mario's enemies, and upon landing would turn into an enemy that would hurt him if he stepped on it.
E. Gadd's Glasses: A pair of very thick glasses, with a swirl on each lens. Belongs to the escentric E. Gadd, a genius inventor who first appeared helping Luigi save Mario in Luigi's Mansion.
Lakitu Fishing Pole and Camera: A fishing pole holding up a camera. Used by the Lakitu that followed Mario around in Super Mario 64 as the game's 'camera'.
Yoshi Egg: White shell with green spots all over. Laid by a... okay, if you can't guess from the name, you need to stop reading this and hop back on the short bus to kindergarden. Really.
Boots: Footwear that Yoshis always wear. Come to think of it, Yoshis seem to be born with these boots. And their saddles, too. Are they really just scales that happen to resemble those things? What the hell is all that about, Nintendo?
Shy Guy Mask: Why do Shy Guys always wear masks? What are they hiding? And where did Servbot get this? Is there a Shy Guy running around without a mask? *Sigh* I give up.
Mona's Pizza: A box of delicious pizza, from a pizzaria owned by the famous singer of the same name.
Inflating Cake: A tasty slice of cake so fattening it tripples the girth of whoever eats it in a matter of seconds.
Eggplant: Waluigi's favorite food.
Legend of Zelda:
Rupee: Hey, that's not a Refractor! Oh well. Rupees are large gems that are used as currency in the Legend of Zelda series. Come in many colors, which determines value.
Wooden Shield: A shiled made of- just guess. The first shield Link recieves in OoT and WW.
Metroid:
Upgrade Container: A small stone orb covered in light orange bumbs. Samus would find these in the grasp of Chozo statues, and could crack them open to gain upgrade or new abilities.
Health Upgrade: A glass tube with metal ends, filled with a green substance. Samus could find these all over during Super Metroid, and finding one would increase her health.
Pokémon:
Rare Candy: A large round candy wrapped in blue paper. In the Pokémon series, feeding this to one of your Pokémon would increase it's level by 1.
Old Rod: Beaten up, worn out fishing rod. The paint is chiped in places, and the line has several knots tied in it where it broke previously. You could use it for fishing, but why would you?
Kirby:
N-Z: A small black enemy from the Kirby series with no limbs other then two white feet. They provided Kirby with no powers when eaten, serving as the poorman's obsticle during early stages of each game.
Crystal Shard: That's not a refractor, either. This is a shard of a large Crystal whose power was needed to defeat 02, the Big Bad Evil Guy of Kirby 64. Completely clear and sparkling with mysterious power, it's allure is hard to resist.
Star Fox:
1/144th scale Arwing: A sacle model of an Arwing, the fighter Team Starfox uses. Praised for it's excellent mobility and speed. It has an All Range mode, which sacrifices some speed for even better handling and is much more useful for dogfights.
Silver Ring: From Starfox64. Collecting three of these would boost the Arwing's health for the rest of the level.
Fire Emblem:
Heal Staff: A long rod with a glowing bule orb at the tip. In the Fire Emblem series, the Priest class could use this to heal the HP of their allies; important, since a character who runs out of HP dies. Gone. Poof. No second chances. It pays to have a good healer.
Master Crown: A gorgeous golden crown, encrusted with jewels. In Fire Emblem: Radiant Dawn, this was used to promote Teir 2 units to Teir 3.
Donkey Kong Country:
Bannana: A simple, yellow bannana. The Kong family's favorite snack. During the course of Donkey Kong Country, King K. Rool stole DK's bannana horde, promting DK and Diddy to tear through his minions to get it back.
DK Coin: A massive, spinning gold token. In the DKC series, these were hidden amongst each level as an extra challenge to the player.
Earthbound:
Mr. Saturn Bow: A pink bow popular with the Mr. Saturns.
Happiness Box: Box said to bring happiness that appeared in Mother 3. What is the secret contained inside?
Kid Icarus:
Eggplant Staff: Used by the Eggplant Wizards to turn Pit into an eggplant. Pit would lose his ability to fight, and need to visit a healer to return to normal.
Leafy Head Thingy: Does anyone know the name for these? Anyways, the Angels from Kid Icarus dress like the Romans did, and this is the leafy head piece thing that goes with the toga, the latter of which is also known as that bedsheet thingy.
F-Zero:
Goroh's Sword: Hey! It's Samurai Goroh's sword. As one of the F-Zero competetors, Goroh considers Captain Falcon his eternal rival.
Goroh's Sunglasses: Looks like the little buggers got his glasses, too...
Pikmin:
Spaceship Part: A piece of Captain Olimar's spaceship. Olimar crashlanded at the begining of the game, and spends the course of the game searching for the pieces with the help of the Pikmin.
5 point piece: A large red coin with "5 pts" on it. I'd say more, but I know nothing of the Pikmin series.
Ice Climbers:
Ice Block: These blocks made up the platforms of the Ice Climber levels. The duo would have to smash through them to go upwards, while being careful not destroy the very ground they stand on. Comes in 3 colors: Green, orange, and blue.
Veggie: A random veggie, from an eggplant to a carrot, this is found by the Ice Climbers as they ascend the mountain. Worth several hundred points each, varrying from veggie to veggie.
Game & Watch:
Treasure Chest: Sunken treasure. Mr. Game & Watch risked life and limb diving for this, while avoiding a large octopus that had taken up residence in the ocean nearby.
Game & Watch: A classic G&W handheld device. Came in a variety of games, now only known by most via Mr. Game & Watch's inclusion in Melee & Brawl. Sadly, the creator of this and the Gameboy was given the window seat after the failure of the Virtual Boy, left Nintendo to create the Wonderswan, and, in a horrible quirk of fate, died as a result of a car accident. Likely why Mr.G&W was put into Melee- to honor it's creator. R.I.P., good sir.
Metal Gear:
'!': ...What the...? Somehow, Servbot has stolen the '!' symbol off of a guard's head. This symbol would appear over a guard's head when he was alerted to Snake or Raiden's presence.
Rations: A resealable can of food, commonly carried by soldiers. Eating these would increase Snake's health a good deal.
Cigs: A carton of cigarettes. Snake constantly smuggles these along with him on missions, and it's his prime addiction. The smoke from these suckers would reveal infered lasers, allowing Snake to move around them. Of course, Snake's health slowly drops as he takes puffs- they are bad for your health, after all!
Sonic:
Ring: A golden ring, bigger then most people's fists. Sonic would gather many of these rings, protecting him from one hit then scattering when he recieves damage. By getting 100 of these rings, Sonic would gain an extra life.
Shield Monitor: A TV monitor depicting a green bubble. Sonic could break these boxes open to obtain multiple different items. In this case, the shield would allow Sonic to take a hit without losing rings/a life.
Megaman:
Extra Life: The Extra Life power up. The appearence depends on which series the stage is from. If the stage comes from the Classic series, or a series that doesn't have extra lives, the Classic series Extra Life with Megaman's face is used. The Z series uses a Z symbol, the ZX series uses the ZX symbol, etc.
Metool Helmet: A near indestructible helmet. Worn by Metools, it allows anything that can duck under it perfect protection. One must wonder why Wily doesn't just make a robot master out of the same materials, instead of a bunch of good for nothing Metool.
---Servbot players should use this as soon as possible. The added weight can mean the difference between life and death. Throw it away when it's down to 1 or 2 items for some quick damage and to grab a new bag. Don't move around too much when waiting for the loot, otherwise the opponent has a larger window of oppurtunity to bar #2~6 from completing their task.
Down Special - Supply Drop:
When the player perfomrs this attack, they may hold the B button to charge it. As the attack charges, Servbot #1 hops up and down. He becomes more frantic as the attack charges, until the player releases the B button or the full four second charge is achieved. A Drach is heard soaring overhead(offscreen), and a crate with the Bonne family symbol (A completely round metal skul) drops down onto the nearest crosshair, breaking on impact. The falling box does the same amount of damage, knockback, and hitstun as being hit by a normal thrown crate. The item that the crate releases depends on the charge time. Servbot cannot call upon an item if one of the same type is already in play.
0%~33% Charge - Bonne Bazooka:
The Bonne Bazooka appears! To the eye, the BB is a pallete swapped, glorified Cracker Cannon. The player points it in a direction, the hits A to fire. However, whoever picks it up first will find it operates differently from the Craker Cannon several ways. For starters, the BB doesn't slow down it's holder, and the cannon automaticly points in whatever direction the analog stick is aimed. Secondly, it's rate of fire is much lower. The BB only gets 1 shot every 2.5 seconds. The Bonne Bazooka never runs out of ammo, making it a useful item if you can keep your hands on it. The last quality is what makes it so special; whenever it's user fires, the recoil launches the holder in the opposite direction of where it was aimed. Servbot is launched 3 Custom Stage Builder Blocks from each shot, with lighter characters going farther and heavier characters moving less, Bowser only being pushed back a hair.
The actual shot moves the same distance, with the same arc, and the same blast radius when it explodes. Does 15% damage and medium knockback, with very short starting lag and long ending lag.
---While bottom rung on this list, Servbot is much better off with the ability to launch himself out of his opponent's reach with the recoil. The damage and knockback is a bonus. Just make sure it's you who grabs it.
34%~66% Charge - Servbot Borer:
(Image was found at
http://shrines.rpgclassics.com/psx/mml2/enemies(withpics).shtml#bonnes )
The box bursts to reveal the Servbot Borer. The borer is 0.75 Stage Builder Block high, and 1.8 SBBs long, the drill being the same length as the cart it's attached to. It has a stamina of 20%. When Servbot or a character it's size category or smaller presses the A button next to the Servbot Borer, they jump into it and take the wheel. The driver's upper half still sticks out of the borer, and if they take more then medium knockback they'll be thrown from it.
Press left or right on the control pad or analog stick to have the borer move at the rate of Pikachu's run in that direction. Press up on the control stick to exit the Servbot Borer. Press the A or B button to start the drill on the Servbot Borer, reducing it's speed by half but dealing 8% damage and medium knockback to opponents on contact. The drill has a short starting lag while it turns on, and a short ending lag when it turns off. The borer may move even when suffering from lag.
The player cannot jump or shield while in the Servbot borer. When the Servbot Borer runs out of stamina, it explodes. Anyone riding in the borer or touching it when it explodes recieve 5% damage and have their shield broken.
---The Borer can smash through obsticles and shields without mercy. Heavy and/or large opponents will be juggled by the drill and recieve heavy damage. Don't let your opponents destroy the Borer while you're in it, and back off when things look bad.
67%~99% Charge - Leopordo:
(found at
http://shrines.rpgclassics.com/n64/megaman64/enemies.shtml )
Tthe crate is tripled in size, and any damage/knockback/hitstun a character suffers from contact with it is doubled. When it breaks, the Leopordo is revealed! The tank is the size of Bowser and has 35% stamina. Any character Ike's size or smaller who presses down on the control stick while on top of the Leopordo drops down the hatch and into the tank. The tank can have only one occupant at a time. A player driving the Leopordo can exit the tank by pressing up on the control stick or the jump button. Entering and exiting the tank has very little lag. The Leopordo cannot shield or jump.
When inside, the player can control the Leopordo. It can move left and right at the speed of Pikachu's walk, and takes 0.5 seconds to turn around. Pressing the A button fires a short burst from the front mounted machine guns, doing 5 hits of 3% damage and reaching 1 Custom Stage Block ahead. Medium priority and no starting or ending lag. Every 5th hit does medium knockback, while the other 4 hits deal flinching knocback. Pressing the B button fires a bomb from the main cannon of the tank, which travels 2 Custom Stage Blocks ahead in a downward arc. The bomb explodes with a blast radius equal to that of a Bomb-omb, dealing 10% damage and high knockback, but having medium starting and ending lag. If the tank falls onto someone, they take 15% damage and high horizontal knockback.
The top of the tank is a platform half the length of a Custom Stage Block. The surface is slippery like ice, making it possible, but very difficult, to stay on top to avoid it's wrath. When the Leopordo runs out of Stamina, it stops responding and flashes red for 1.5 seconds, then explodes with a blast radius equal to 1.3x Bowser's size. The explosion does 15% damage and high knockback, anyone inside the Leopordo when it detonates taking 25% damage and massive knockback.
---Landmaster clone! Landmast-mmph! Sorry about that. The Leopardo is a high risk, high reward attack. The tank can be taken by opponents if they beat Servbot to the punch, and others can avoid it's attacks by jumping onto the top of the machine. On top of that, the tank explodes when it's stamina runs out, being especially lethal to anyone inside at the time of the explosion. Not to mention the Leopardo is worthless on a moving stage, as the entire set up and execution for this attack takes too long to get any real use. However, the player can deal plenty of damage if all goes well, and the tank itself is a good shield thanks to it's stamina.
100% Charge - Servbot #41:
From the wreckage of the crate, out crawls an abscent minded Servbot with a blue head top in place of the normal gray. He is a level 4 CPU controlled ally with his own damage gauge, and can use any attack that doesn't require calling in the other Servbots. He is slightly slower moving, but has slightly higher knockback. When he is KOed, he does not reappear.
---I should explain myself. Servbot #41 was an extra that could only be obtained in the Japanese version of The Misadventures of Tron Bonne, via a bonus disk in a popular gaming magazine. He had perfect stats (4/4 in every category) and appeared out of the blue. Tron doesn't even remember making him. His blue headpart prevented the player from giving him the red headpart(which is used to choose Tron's favorite). No real backstory was ever given to him other then that. The only reference to his existence is in Megaman Legends 2, in a letter from one of the servbots to Megaman asking him to join as Servbot #42.
Up Special - Finkel:
The Finkel is a small, remote controlled, pig-shaped bonne machine. On it's rear, the Bonne family symbol can be seen. On the top of the device, a small helicopter blade keeps it in the air. An antena sticks out of it's rear, in place of a tail. When Servbot uses his Up B, this remote controlled porker appears over his head, and he grabs onto it as best as his claws allow him.
The Finkel can move in any direction, guided by the player's analog stick. The Finkel can stay out for 4 seconds, moves at the speed of Ike's run, and the Servbot riding it losses his grip and enters freefall when that time runs out or he is hit. If the Finkel hits an opponent, they take 3% damage and flinching knockback. The player cannot perform any attacks while holding the Finkel... with one exception. If the B button is used while the Finkel is hovering in place, it's snout splits open and shoots out a Beacon Bomb, with all the same qualities of it's Neutral B counterpart. The Finkel suffers from no starting or ending lag while using the Beacon Bomb, but must wait 2 seconds before it can launch another.
---The Finkel's main use is to hit airborne or far away opponents with a Beacon Bomb. Make sure not to hover over a pit while trying to line up a shot.
(~~Standards~~)
Neutral Combo - Panic Attack:
Servbot squeezes his eyes shut and franticly waves his little claws in front of himself as the A button is held. As his damage increases, so does his panic. Servbot leans forward further and further, increasing his reach, and his knockback decreases proportionately, both stopping at 150%. Each hit does 1% damage, and Servbot will usually land 4 hits per second. Does average knockback at 0%, and very light knockback at 150%. Inversely, Servbot has pitiful reach at 0%, and above average reach at 150%. Short starting and ending lag, and medium priority.
---As Servbot takes more and more damage, this attack becomes more and more valuable. While it's droping knockback may seem to be a weakness, it increases the number of hits Servbot can land with this attack greatly, allowing him to do up to a ridiculous 16% on heavy opponents! Too bad that if Servbot has that much damage, you won't want to get that close in the first place, and that little ending lag makes this easily punished. Use this to chase off opponents.
Forward A - "Charge!":
Servbot #1 stops and shouts "Charge!" at the top of his lungs. Servbots #2~6 leap onto the stage, then run forward, flailing their arms. They dash forward at the speed of Servbot #1's run in a singlefile line 3 Custom Stage Blocks in length until they reach a ledge or obsticle, or are out prioritized. When they can go forward no longer, they jump into the background and rush back to Servbot #1's side. Servbot #1 can move while Servbots #2~6 charge forward, but cannot perform any attacks that involve Servbots #2~6 until they return to his side. Inputting this command again while this attack is already being performed will cancel the attack and call Servbots #2~6 back early.
The Servbots do very light upwards knockback, and hit any opponent they have contact with for 1% damage, landing 4 or 5 hits on average, more to heavier characters and less on ligher characters. Low priority. Medium starting lag, but no ending lag.
---Opponents have less time to avoid this attack when closeby, so use that to your advantage. Another bonus is that, with #2~6 all running ahead, the opponent can't spot dodge this attack.
Down A - "Whoops!":
Servbot #1 loses his balance. If he's standing still or walking when he uses this attack, he'll fall into a sitting position. If running or dashing, he'll fall forward. If turning or landing (and this move can be used during landing lag), he'll fall on his back. Contact does 5% damage and trips the foe. No starting or ending lag, but low priority and below average reach, Servbot's body serves as the hitbox.
---This move allows Servbot to reduce his hitbox even further (making up for his lousy crouch) and gives him at-will access to his Rising Attack Situationals, which helps survive a close quarters fight. The tripping that Servbot deals is only the icing on the cake.
Up A - Servbot Totem:
One by one, each of the available servbots stack themselves on eachother's shoulders. Servbot #1 climbs to the top of the stack, which sways unsteadily. The "Servbot Totem" is one Custom Stage Builder Block tall for every Servbot, and half a Custom Stage Builder Block wide.The servbots remain stacked on top of one another until the player presses a direction on the analog stick.
Pressing up has Servbot #1 jump off the top of the stack. The other Servbots return to the background. Pressing down has the stack collapse in on itself, the Servbots landing witihin 3 Stage Builder Blocks of where the tower was. Pressing left or right has the totem fall over in that direction, landing on anything from the base of the stack, to (# of Servbots)SBBs away. Falling Servbots deal 4% damage and light downwards knockback each. Long starting lag, and medium ending lag if the tower of Servbots fall, but no ending lag if Servbot #1 jumps from his spot on top of the stack.
---Carries #1 out of the foe's reach. Up gives increased hangtime. The side imputs can deal some damage or carry #1 away from his opponents. The down input is harder to hit with, but does more overall damage. Pick whatever fits your situation best.
Dash Attack - "Retreat! Retreat!":
Servbot throws his little arms in the air in a panic, fear overriding his senses. His run speed is doubled until this attack is used again, but his traction is halved, and he falls down as if he was tripped if he runs into a wall or off a ledge. Servbot can't walk while this is in effect, it's full speed or none at all. Any opponents that make contact with Servbot as he runs in this state takes 3% damage and light knockback. Very low priority, with short starting and ending lag.
---Servbot can trap heavy opponents with little air mobility in a string of hits, either chipping away at them until they're too damaged to be kept locked or he trips- and he will, with his already pitiful traction cut in half. Use this for a quick three or four hits, only going for more if you won't be punished if you trip. Remember, equal damage hurts Servbot more then the other guy.
(~~Smashes~~)
Forward Smash - Barrage:
All 6 Servbots stop glare in the direction they're facing. Upon release, Serbots #2~6 produce bombs like from Servbot's Neutral Special, but with the Bonne Family symbol. They throw bombs at the stage directly in front of themselves (or the nearest Beacon), at a rate of 1 bomb each per 1.5 seconds. For 4.5 seconds, Servbots #2~6 will continue this barrage. Each bomb does 12%~18% damage and high knockback, with a blast radius the size of Kirby. High priority. Long starting lag and no ending lag.
---Use this to block opponents while flagging down some supplies via Down Special or charging up for the Down Smash or Up Smash.
Down Smash - Attack Order:
#1 furiously waves his arms up and down. He glares forward cartoonishly and growls. One by one, Serbots 2~6 stop whatever they're doing and mimic his actions. When finished charging, all of Serbots 2~6 who mimiced #1 jump onto the stage for 5 seconds or until damaged. Servbots #2~6 have Level 4 AI and access to all of Servbot #1's moves that don't require another Servbot or Bonne Machine to work. Servbot #1's frantic waving does 2% damage and flinching knockback with each hit, with very low priority. This takes 5 seconds to fully charge.
---This attack is useful at any charge. Minimum charge is a quick distraction that allows you breathing room, and full charge can set up a finishing move.
Up Smash - Launch the Drache!:
(Found at
http://m3.shatterpoint.org/index.php/Bonne_Machines who found it at
http://v4.legends-station.com/)
Servbot #1 squats and scowls as this charges. He leaps up 1 Custom Stage Builder block in height, swinging his arms and legs out until he lands. Pitiful reach and flinching knockback, doing 5~10% damage depending on charge time. Pathetic priority, with short starting and ending lag. If Servbot's damage meter is over 100%, he'll yell "They're too strong! We need air support!"
When #1 completes this attack, a Drache (pictured above) swoops down from the top of the screen, coming down to 2 Stage Builder Blocks above where the Servbot that called it is standing. After a short pause, the Drache flies forward at the speed of Metaknight's run, pelting anything below with shots from it's front mounted machinegun.
The Drache is the size of Bowser and has 20% stamina. It hits anything diagonally down and ahead of it up to 3 SBBs away, doing 3% damage and very light knockback each hit (average 5 hits, more for larger and less for smaller) with high priority. It travels in a straight line until it's stamina runs out or it flies off screen. Servbot #1 can move while the Drache is out, but can't use this attack again until after the current Drache is gone. If Servbot fully charges this attack, the Drache will be gray, deal 4% damage per hit instead of 3%, and cannot be destroyed.
---The full charge is worth fighting for. The normal version of the Drache is easily destroyed by some characters. This is one of Servbot's best moves against fast/weak characters, as they're likely to get hit multiple times and unlikely to destroy the Drache.
(~~Aerials~~)
Neutral Air - Cower:
Servbot curls into the fetal position, halving his hurtbox's size until the player presses the A button again. Servbot may move in the air as usual, but cannot perform any other actions until he exits the fetal position. While in this state, any and all damage, knockback, and hitstun he recieves is reduced by half. Medium starting and ending lag. Does no damage in any way.
---Short hop into this right before a powerful hit, or use it when the opponent is about to gimp your recovery. Exit the state as soon as the moment passes, or else you'll be a sitting duck.
Forward Air - Rocket Bot:
Servbot #1 reaches behind himself and reveals a rocket, the width of a Pokéball and length of 1 Battlefield Platform. #1 mounts the rocket and flies forward at his run speed. Tilting the control stick up or down slowly changes Servbot's direction. Pressing A has the Servbot hop off the rocket and enter freefall, while the rocket flies straight in the direction it was aimed.
The rocket explodes on contact, it's blast radius equal to a Bomb-omb's. Anyone (including Servbot) that is caught in the eplosion takes 15% damage and high knockback. Medium starting and ending lag. High priority. Servbot dismounts the rocket if he's hit, and the rocket turns around and flies off in the opposite direction. Servbot does not enter freefall if dismounted this way.
---Based on the Train battle in Megaman Legends 2. The difficulty in steering and the average movement rate of the rocket make this fairly easy to gimp, but it's useful in an aerial fight and a nice recovery if the foe's busy.
Down Air - Servbot Stomp:
Servbot #2 positions himself underneath Servbot #1, who then jumps off of #2 as if performing a footstool jump. Servbot #2 rockets downwards and plows into anyone below. When a Servbot falls off the screen via this move, they do not respawn until #1 lands on a platform again. If Servbot #2 isn't available, Servbot #3 will take his place. If #3 isn't available, then #4, etc. If none are available, this does nothing. If #2~6 lands on an opponent, he'll bounce off of them for 6% damage and a meteor smash. Above average starting, medium ending lag, and very low priority.
---A wonderful gimper and a decent finisher, but heavily telegraphed, easy to punish, and easy to avoid/out prioritize.
Back Air - High Pressure Fire Extinguisher:
Servbot pulls a fire extinguisher with the Bonne Family symbol out from behind himself. He aims it directly behind him, pulls on the leaver and- BANG! The extinguisher explodes into a burst of foam and shrapnel! The blast radius it the size of Bowser, doing 12% damage and massive knockback. Servbot recieves 18% damage and similar knockback, launching him in the opposite direction. Servbot enters freefall at the end of this move. Low priority, and long starting and ending lag.
---Inspired by the end of the Marlwolf boss battle in the first game, where Teisel demands that the Servbots put out the fire and is told that the automatic fire extinguishers aren't working. This is the least gimpable of Servbot's recovery options and one of his strongest moves. It's also very likely to save Servbot from one boundry and send him right over the other on small stages, so it's a big risk.
Up Air - Bonne Glider:
A hang glider with the Bonne Family symbol on it's back appears in Servbot #1's grasp. As he glides forward, the player can steer Servbot with the analog stick. Up makes Servbot go up, but lose speed as his momentum dwindles. Pushing down steers Serbot downwards, but increases his speed. If Servbot lets go of the glider by air dodging or jumping, the glider keeps moving until it hits something and disappears. Contact with Servbot or the glider does 8% damage and light knockback. Short starting and ending lag. Low priority.
---This recovery is unlikely to KO Servbot by accident and can recover from good distances, but it's easily gimped by ledge guarders. Use this when the opponent is preoccupied with something else.
(~~Grabs/Throws~~)
Grab - 6-on-1:
Servbot #1 shouts "Let's get'em!" as he reaches out to clamp onto a foe with pitiful reach. If there are any crosshairs created by Servbot's Neutral Special, Servbots #2~6 will break away from Serbot #1, dash over to the crosshair(s) and lunge at the spot. If they collide with an opponent, they'll cling to them to restrain them. If #1 grabs someone himself, #2~6 will drop what they're doing and run over to help.
This grab can catch multiple foes. The strength of the grab depends on how many Servbots cling to each. All 6 Servbots have double the normal grab duration, while 1 has only 1/3. If Servbot #1 does not grab an opponent, he is free to move about while the other Servbots hold the foe(s). However, the throws/pummel can only be used if #1 himself grabs a foe. If the opponent(s) button mash out of a grab involving any of the 5 background Servbots, the Servbots that were holding them will be stunned for 3 seconds, and will not attempt to do anything until their stun wears off. If #1 uses his grab again while any Servbots are holding onto someone, they will release their quarry. Servbot #1 may perform his attacks if he isn't personally holding onto someone. On a moving stage, Servbots #2~6 will only leap towards a crosshair at ground level.
---Lure an opponent into one of the crosshairs to restrain and hit them with a fresh Beacon Bomb. Another option is to use one of the attacks involving crosshairs to rack up damage while they're immobilized.
Pummel - Theft:
Each Servbot uses their tiny little hands to bang on the opponent, doing 1% damage per servbot at a slow rate. There is a 15% chance per Servbot every second that Servbot #1 will steal an item the opponent's holding. If the opponent isn't holding an item when this effect kicks in, the Servbots take a personal item from that opponent and stuff it into wherever they keep their equipment when they're not using them. This has no statistical effect, only changing the character's appearence (i.e. stealing ZSS's or Lyn's hairband, letting their hair flow freely, or Snake's bandana, which makes him more irritable looking, etc.) until they respawn.
---A great damage racker if you can get 4 or more Servbots onto the opponent. This move's main purpose is to reclaim a bag from the Side Special or a Bonne Bazooka from the Down Special.
Forward Throw - Servbot Rush:
The player Servbot releases his grip on the opponent and waves goodbye. This attack ends there if he was the only Servbot holding on to the foe. If there are any other Servbots holding onto them, they'll hoist the enemy over their heads and attempt to run off the stage with them, while Servbot #1 and his comrades are free to move and attack.
The opponent must button mash to escape like they would a grab. The strength of the Servbots' hold on the opponent is equal to the remaining duration of Servbot's grab. When the opponent escapes, the Servbots holding onto them fall into the backwards and are unable to do anything for 3 seconds. If the opponent is hit with medium or stronger knockback, they are knocked out of the Servbots' grips. Does no damage, knockback, or hitstun. Very short starting lag, with long ending lag as #1 releases the opponent.
---If you're going to use this throw, use it the moment #1 latches on for maximum effect. In addition to being a decent KO option, Servbot is free to set up Beacons or attack others. Servbot can even attack the opponent being carted off stage for safe damage racking. At the very least, this is the best way to put some distance between you and your opponent.
Down Throw - Gangup:
Every Servbot holding onto the opponent jump on and repeatedly strike them. This attack does (Number of Servbots*2)% damage per second for 2 seconds and no knockback. The foe can button mash to escape early as if this were a grab and can move around at their walking speed, but cannot attack or jump until the end of this throw. Medium starting lag and ending lag.
---This is one of Servbot's worst throws, despite the high potential damage. The opponent will be in the perfect position to counter attack or perform their own throw when this move ends. There are only two times that you should use this; On a foe lacking KO options, or at near 0 damage. Both is best. Otherwise, leave this alone.
Back Throw - Pindown:
If #1 is the only one holding the foe, he'll simply shove them away. However, if any of the background Servbots are clinging to the opponent, they'll take the grabbie from #1's grasp and throw them to the ground next to him for 6% damage. #2~6 will keep the opponent pinned to the floor for the equivalent grab duration, and can be button mashed off like a normal grab. During this time, Servbot is free to do whatever he wishes.
---This is one of Servbot's better throws, despite the low damage. With 3 or 4 of #2~6, Servbot can get enough time to use his Down Special and get some of the higher charge items like the Leopordo or Servbot #41.
Up Throw - Heave-ho!:
Every Servbot that attached themself to the grabbie get underneath them and, with all their might, fling the unfortunate upwards with all the strength in their little bodies. Does 0% damage and varrying knockback, increasing per number of Servbots. Pathetic knockback for 1, very light knockback for 2, light knockback for 3, medium knockback for 4, high knockback for 5, and very high knockback for all 6. Servbot and co. suffer medium starting and ending lag.
---Opponents who just won't back off are prime targets for this move. The massive hangtime promises #1 plenty of time to call for aid.
(~~Situationals~~)
Rising Attack(Lying Facedown) - Backflip:
Servbot props himself up on his hands, then backflips the distance of 1 Stage Builder Block, dealing 7% damage and light knockback to anyone he touches. Servbot lands on his back, putting him in position to use his Lying Faceup Rising Attack. Short starting and ending lag. Low priority.
---This is used in combination with the below to repeatedly toss and turn around the stage. Effective at scaring off opponents, and Servbot's small hitbox is even smaller while lying down. Possible damage racker, and also a decent way to dodge attacks.
Rising Attack(Lying Faceup) - Forward Roll:
Servbot sits up and tumbles forward 1 Stage Builder Block, dealing 4% damage and flinching knockback, as well as long hitstun. Servbot lands Facedown, allowing him to perform the above instantly. Short starting and ending lag. Low priority.
---See above.
Rising Attack(Sitting) - Catch:
Servbot shakely rises to his feet. As he does, he takes out a bomb and lazily throws it 1 Stage Builder Block ahead of himself. The bomb explodes with a Jigglypuff size blast on contact, doing 10% damage and medium knockback. Medium priority, with average starting and ending lag.
---If your opponent is charging towards Servbot to take advantage of his downed state, make'em pay.
Ledge Attack(99% damage or less) - Swinger:
2 of the background Servbots walk over and pull #1 up. Unfortunatly, they overdo it and swing #1 2 Stage Builder Blocks away from the ledge, turning him into a flying projectile that does 6% damage and medium knockback. Low priority. Medium starting and ending lag.
---Not that good, just something for use against annoying ledge guarders.
Ledge Attack(100% damage or more) - Mob Rush:
#2~6 rush over to the ledge to help #1. They group around the ledge tightly, shoving around anyone caught inside it. Does 3 hits of 5% damage, flinching knockback, and medium hitstun. Servbot #1 will be back on the stage after this attack ends. No starting or ending lag. Medium priority.
---This is a bit overpowered, yes, but if you survived long enough as Servbot to get to 100% or more, you deserve a bonus. There's not much to say about this, other then it's a good damage racker and the hitstun lines the foe up for another hit.
Glide Attack - Divebomb:
Servbot swings from his Glider, letting go and flying forward at twice the speed he was moving in the glider via momentum. Until Servbot lands, his body is a hitbox that deals 5% damage and light~heavy knockback (higher speed doing higher knockback). Medium priority, with short starting lag and long ending lag as Servbot faceplants on the ground.
---This is a last ditch effort to get Servbot around a ledge hog or gimp-happy opponent. It's not useful for much else, but it's enough to keep in mind.
!!FINAL SMASH!!
-(Lunch Rush)-
Servbot dons a chef's cap as a large brass pot sitting on a fire appears to his right, just like in Kirby's Final Smash. Suddenly, on one side of the screen, a large platform lowers down holding Servbots #7~40! The little legomen are all holding a tray and dying to eat. All of the Servbots rush by #1 (jumping to get to him if they have to), who servse up plenty of curry rice to his hungry comrades from the safety of the background. #7~40 stream from their starting position to right past #1, then off the opposite edge of the stage.
Contact with Servbots #7~40 deals 10% damage and medium upwards knockback in the direction they're running, likely landing plenty of hits and shoving the foe closer to the edge. The platform that once held the Servbots raises up and off the screen, taking anyone sitting on it with it. Very long starting lag, but no ending lag.
---This attack is more powerful the less platforms there are on the stage. Final Destination is at least two guarenteed hits, but with plenty of platforms you'll have difficulty in landing even one. Go to the highest platform possible so the Servbots run over several high and low areas of the stage and increase the odds of hitting something. Taken from Marvel vs. Capcom 2, which had it's version of the move inspired by a minigame in The Misadventures of Tron Bonne.
(~~Playing as Servbot~~)
Servbot players must balance KOing with survival. Servbot's KO moves will leave him open to attack, and his light frame allows for easy KOing. Focus on moves that increase Servbot's chance for survival, like the Side Special (increases his weight) and the Down Special (provides a vehicle that takes hits for him). Servbot's aerials can also assist in surviving, allowing him to get from one part of the screen to the next quickly, or reducing the effect of the opponent's attacks in the cae of the Neutral Aerial. Servbot's Up Special lets him move around the screen and out of his opponent's reach with ease, and allows him to create Beacons for his other attacks without leaving himself vulnerable. The Up Tilt, Servbot Totem, quickly moves Serbot up and out of a foe's reach and into a good position to go over and around them.
Servbot does best against slow, bulky opponents. Their size makes them easy targets and their slow movement allows Servbot to run circles around them. Servbot can KO any opponent with relative ease, which eliminates slow and heavy opponent's only real advantages. Inversely, light, quick opponents and opponents with great projectile games are the bane of Servbots. Unable to out maneuver these foes, Servbots will be KOed without even getting a chance to fight. In fights against enemies with good range or speed, the Servbot player's focus shifts from survival to all out attacking, as their power is now their only edge.
Servbot can fight at both close and long range, but up front battles are very risky. Focus on fighting from far away and use the Dash Attack to get away or even run through the opponent in a pinch. Servbot's throws are powerful when you can catch an opponent with at least 4 Servbots, balancing the risk of getting close enough to use them. As a result, Servbot's throw game is reliant on hitting an opponent with a Beacon Bomb first.
But most importantly, don't forget to actually attack. As nice as his survival moves are, he's not going to win without putting his high power to use.
(~~Playing against Servbot~~)
The strategy for fighting Servbot is so basic anyone can use it. Attack. Attack. Attack. Of course, button mashing alone won't win. Servbot has plenty of ways to make up for his dismal weight and awkward recovery options, but it's far better to force him to use these then stand and get pelted by his high damage and knockback moves. Avoid using characters that rely on creating obsicles with stamina like Thrall- the Servbot Borer and other high damage moves will just chew right through it. Slow characters are also at a disadvantage. Characters that can outrun Servbot do much better against the little legoman, with long range projectile users doing a decent job as well.
(~~Extras~~)
(Taunts:
Up Taunt - Failure:
All 6 Serbots throw their hands in the air and run in circles. Their faces contort into variations of 'this will hurt' and 'aww!'. The six pathetically shout "Ohhh nooo!"
Side Taunt - Yes sir!:
The Servbots stop and turn to the screen. They salute with a singsong "Roger!"
Down Taunt - Smoosh:
Servbots 1, 3, and 5 jump on 2, 4, and 6, flattening them. 1, 3, and 5 laugh as 2, 4, and 6 shudder for a second before cartoonishly popping back up to normal, angry.
Result Screen Animations:
Win 1:
Servbot 1, 2, and 3 bounce up and down excitedly. 4, 5, and 6 simply smile and wave.
Win 2:
The Servbots are all performing menial tasks, 1 dusting an expensive looking vase on a small pedastol, 2 vacuming a rug, 3 sweeping some dirt underneath said rug, 4 ironing a pink dress, 5 talking on a headset, and 6 stirring a big pot of something. The work of a Servbot is never done!
Win 3:
The six Servbots are slaving over a large pot of curry rice. Each Servbot occasionaly breaks away from it to hand a large plate of the stuff to the other fighters, who seem to be enjoying the cooking. They're good kids at heart, aren't they?
Special Win 1:
If Servbot was holding a bag with a 'Comic' in it (see the list of possible loot under the Side Special), he'll be sitting down and looking through it, drawing the attention of the other Brawlers. The characters will all react differently, depending on their personalities. (Snake/Wolf/Wario will read over Servbot's shoulder with mild intrest, Peach/Zelda will blush deeply and keep their eyes adverted, Metaknight simply crosses his arms and looks away, Falco tries to follow Metaknights example but his eyes keep wandering, Kirby/Pikachu stare at it curiously because they doesn't know what the big deal is, etc.)
Special Win 2:
If Servbot was holding a bag with Toilet Paper in it (see the list of possible loot under the Side Special), three Servbots will be facing to the right of the screen, talking to Teisel Bonne. The Servbot in the center, #1, will hold a roll of toilet paper up for him to see. "What do we do with the toilet paper, Master Teisel?" The eldest Bonne strikes a dramatic pose. "We may be pirates but we're not barbarians!" He returns to his previous stance and continues with a much quieter tone. "We'll let them keep the toilet paper."
Special Win 3:
If Servbot was holding a bag with Megaman Legends in it (see list of possible loot under the Side Special), Servbot and all his buddies will be performing their routine from the start screen of Megaman Legends. It cycles endlessly through the following:
Code:
1.A single Servbot is standing still, staring off screen. A line of 8 Servbots dash towards him in a hurry, and the first Servbot runs off screen to get out of their way.
2.One Servbot walks on screen from the left, and one walks in from the right.
The right Servbot suddenly takes flight in a Supermanish manner, knocking the left Servbot over before turning towards the camera and flying off the top of the screen.
The left Servbot runs off, crying.
3.Four Servbots run in from each side of the screen, turn to face the player, then lean to the side for a second as if passing gas.
*Rolls eyes* Really mature. The eight beat a hasty retreat off screen.
4.A massive, 2D Servbot strolls on screen, pauses to look around and wave to the player, then walks offscreen.
5.4 2D Servbots run in from each side of the screen, pause to wave, then run away.
6. Two Servbots slide in on their bottoms from the sides of the screen, spinning as they do.
They collide in the center, the right Servbot getting up and chasing the other offscreen.
Loss:
The six Servbots applaud the winner with childish energy and vacant grins.
(~~Scrapped Attacks~~)
Neutral Air - Floatation Device:
Servbot #1 reaches behind himself and grabs a red and white innertube, which he fits around his waist. The innertube widens Servbot's hitbox slightly. However, as long as Servbot has the innertube equipped, attacks against Servbot 'bounce' him in a direction a distance equal to the knockback he normally recieves and deal no hitstun. While equipped wth the innertube, Servbot gains an infinate swimming duration.
If Servbot is hit with an attack by a sharp object, that does 12% or more damage, and/or 3 attacks within a 2 second timespan, the innertube tears. The tear releases air at such a fast rate that Servbot is flung in that direction at the speed of Sonic's run for 1 second. Using this attack while equipped with an innertube has Servbot remove the innertube and throw it like an item Anyone can equip the innertube like an item to gain all the benefits and weaknesses it provides. This deals no damage under any conditions.
Snake Codec:
Snake: Otacon, there's a bunch of legomen out here!
Otacon: Those aren't legomen, Snake. Those are Servbots.
Snake: Servbots?
Otacon: Yes, Snake. They were design by a young woman and notorious air pirate Tron Bonne. There are 41 in all, each with their own personalities. They're state of the art!
Snake: I can see what you mean. The way they move, the way they behave... it's remarkably human.
Otacon: They're designed to handle a wide variety of tasks, from cleaning to piloting! And they're amasingly durable, able to recieve a lot of punishment despite their small size!
Snake: Uh, Otacon, you sound a little too exci-
Otacon: While they only have the intelligence of a child, they can act and react as if they were human! That type of AI is amazing!
Snake: Otacon...
Otacon: I have to meet their creator! You know, exchange notes, compare methods-
Snake: Otacon.
Otacon: Maybe she'll be intrested in talking about it over lunch- or maybe a dinner at a nice restraunt-
Snake: OTACON!
Otacon: Huh? O-oh! Sorry!
(~~Closing Comments~~)
This is my first entry in MYM6. I feel very good about this set, which is surprising. From Iji on I felt like I was pumping out MYM4 quality sets in MYM5 and had no idea how to get better. I just hope that having six sets under my belt has helped me improve. One thing that seems to be better is Servbot isn't too wordy compared to Lyn. I've been wondering if I should cut animations from my next few sets or reduce the number of them. What do you think? All I know is I'll be happy to get more then 2 comments per set or better yet place this time around. I wish you all good luck, and hope you all have fun.
Updates:
(7/13/09): Posted set, updated the mechanic description and the Down Special description to make it easier to understand.
(7/14/09): Fixed a few typos. Shortened the lag on Neutral Special from long to medium, and dropped the damage from 15% to 10%. Edited Servbot's size category.
(7/15/09):Updated as per MasterWarlord's suggestions, dropped Up B's duration to 4 seconds, dropped weight boost provided by the Side Special, increased lag on Neutral Aerial, dropped the knockback of the Up Throw and the duration of the Back Throw. Also cleaned up the writing in a few places. Thanks for everything, MW!