R0BO-[1NK M4RKz THR33
H3R3 W11 G0 4GA1N
Robo-Link MKIII is pretty much the only one of his kind. MKIII was once a standard MKI model who became one of the Principality of Neo-Hyrule's top scientists. He then proceeded to upgrade himself to the point where he's considered the top percentage of Robo-Links. Along with his penchant for science, he's also one of Neo-Hyrule's deadliest mercenaries. Among enemies, he's considered a dangerous threat, mostly for his abilities to manipulate perception, energy, and incredibly complex machinery.
Oh, and MKIII himself? He's kind of a jerk. That, and quite terrifyingly chaotic. Not a very fun guy to hang around with.
0v3+RV13=W
Lately, movesets have gotten far too simple. People now think putting all the creativity into specials gives them the right to leave everything else stupidly sakuraish. WELL WE CAN'T HAVE THAT! What does that say to those who put all their time and effort into such brilliant sets like Will and Freedan? TOBBYROT I SAY! Instead of following the horrible ways of the Sakurai and Colonel Sanders, Robo-Link MKIII shall be the new standard from whence all movesets shall be judged.
Apart from that little tangent, MKIII is a rather complex little robot. It's hard to say if he has a mechanic or not, because whatever mechanic he may have can be broken down into many little mechanics. In fact, I might even go as far as to say
almost every move of his has a mechanic! That's like, more than 20x the average moveset's! So that means MKIII counts as like, 20 characters, meaning he'll take over about 35% of the top 50. SCIENCE!
57475 R P01NTL3ZZ?!
/size- 8
/weight- 5
/movement- 3
/jump- 3
/traction- 7
/power- 3
/priority-2
/range-7
/attack speed- 7
Wow, what mediocre stats, huh? So far seems like a pretty crappy character, right? Oh who am I fooling. You probably know exactly where this set is going, so let's get it over with.
5H1ELD
MKIII has no shield. At least for now. More on this later.
THR0WZ
MKIII can only do a basic short-ranged grab, which is what he uses to pick up items with, as opposed to the A button. Grabbing an opponent with it allows MKIII to carry him/her around, and throw them, though it does no damage, and he can't pummel. Wow, this is turning out to be a pretty crummy moveset so far, huh?
5P3C14LZ U S4Y?
B- /GUNSWORD
See that sword not-robo-sol-badguy-i-swear is holding up there? You better love it now, because this is one of the 2 times it'll ever get used.
With near-instant lag time, MKIII will take his sword out, and hold it like a large gun. His sword now has holes in it, allowing hot lead to pass through and into the opponent's cranium/scrotum.
MKIII with his gun out is pretty much a whole mode all it's own. Once he takes out that bad boy, a number will appear over his head, displaying the numbers 1-5. So what are these numbers supposed to mean? They're meant to represent
levels. Y'know, levels like in an RPG or something. Here's how this leveling system works:
When you deal damage, no matter if your gunsword is out or not, you gain invisible points that increase your level. Y'know, like experience points. You start off at level 1, and can make it all the way to level 5 if you dish out enough punishment. Even though your actual points are invisible, measuring them is quite easy: The amount of points you've earned is directly proportionate to the amount of damage % you dealt to the foe.
However, there is one twist to this whole thing.
Taking damage decreases your points as well. And to rub even more salt into the wound, it takes much more points to gain levels then it does to lose them. Basically, the scaling works like this-
LEVEL 1- You start off this way.
LEVEL 2- It takes 20 points to gain this level and -10 points to lose it
LEVEL 3- It takes 30 more points to gain this level and -10 points to lose it
LEVEL 4- It takes 40 more points to gain this level and -5 to lose it
LEVEL 5- It takes 50 more points to gain this level and only 1 hit to lose it. (and for a **** good reason too.)
Now that we've gotten that crap out of the way, let's get into what these points are meant for-
more weapons. Once you have your gun out, you can press L or R to cycle through various weapon types MKIII's gunsword can transform into. A fires the gun and B puts it away. Naturally, weapons that require more points are just better.
LEVEL 1 WEAPONS-
STANDARD
We'd call this a pistol, but this just isn't a very 1-handed weapon at all. Nonetheless, it acts pretty much the same. MKIII will let out a pretty quick, low-priority shot that deals 3% damage with minimal knockback and goes about as far as half a battlefield platform. Yeah, MKIII's gun isn't really quite that well-ranged. Each shot has about the same lag in between as Falco's laser pistol, and holding down A will let him fire it continuously, though he can't move while shooting it.
SHOTGUN
The gunsword will stretch itself to look longer and thinner as the words "SHOTGUN" appears over MKIII's head, so now you know you're playing with shotgun power baby! The shotgun is a lot slower than the pistol, having about .6 seconds of downtime in between shots. To make up for this, MKIII can actually move while firing the shotgun, though he's slowed down considerably. The shotgun goes as far as a battlefield platform ahead of MKIII, and deals 3%~8% damage, depending on how close the opponent is to the blast. (The closer they are, the more damage they get.) Likewise, a long-range shot only has minimal knockback while a close-range one knocks them straight to the ground. Also, priority ranges from poor to average, as per usual depending on range.
And of course, both level 1 weapons don't drain points, so they're at least somewhat useful to have around.
LEVEL 2 WEAPON-
MACHINE GUN
Now we're REALLY talkin! A large ammo belt will appear on the gunsword as the words "MACHINE GUN" appears overhead. While MKIII must stay stationary while firing this, the gun fires an incredibly quick stream of bullets that can even be aimed! Each bullet does only 1% damage, but they fire at the incredible speed of 1 bullet per .1 second! Also, like Fox's blaster, this does no knockback.
HOWEVER, as good as this sounds, you may want to gain a few more points before going crazy with it. Just like all other guns up ahead, it costs
$400,000 points to keep on firing. For this one, the cost is 1 point per shot, meaning it takes 10 points to fire for 1 minute. Better gather those points then!
(Also HOWEVER, the guns don't drain points at the same rate actual hits toward MKIII do. It just goes backwards at the rate MKIII gains points, in case you needed clarification.)
LEVEL 3 WEAPON-
SNIPER RIFLE
Kind of an oddball gun. The gunsword becomes long and slender whilst the words "SNI- okay, you get this crap already. Upon using it, MKIII crouches down while you change his direction with the control stick. Pressing A again will make him fire a quick, medium-priority bullet that costs 10 points to fire. This gun is pretty slow as well, having about a 1 second downtime in between shots. So what's so great about this gun? Well, it can be pretty deadly if your aim is right.
Hitting an opponent in the body is quite small-time, only doing 4% damage. What you WANT to do though is get a HEADSHOT! Each character has a small hitbox in their head, (About the same size as a normal head, just to be fair to those big-headed *******.) and that's what you want to hit at all times. Getting a headshot makes the foe take a pretty deadly 20% damage, but no knockback. (The victim just falls to the floor.)
LEVEL 4 WEAPON-
BAZOOKA
Quite the doozy of a weapon. The gunsword now looks kinda like a cracker launcher, albeit held over the shoulder. Pressing the A button makes MKIII charge the bazooka for up to 2 seconds, which determines the arc and how far the bob-omb-sized rocket goes. (The more you charge, the farther it goes, going up to half of final destination.) It costs a pretty hefty 30 points to fire, but in exchange, it deals a nasty 25% damage and good knockback. The rocket is also pretty high-priority in comparison to most projectiles, only being beaten out by anything as strong or stronger as one of Samus' fully charged shots.
LEVEL 5 WEAPON-
RAILGUN
Quite impressed you managed to make it to level 5. You at least deserve something good. Hence why for his most powerful shot, MKIII uses the mighty
Railgun! Wait what's that? When MKIII is about to use the Railgun, he actually
puts his gun away! What's up with that?
When MKIII is ready for his Railgun, he starts flashing red, as if something big is going to happen. And boy, is there ever.
Upon pressing A, MKIII takes out a coin and flips it in the air. Wait, why the hell does he have a coin? His world doesn't even use coins as currency! You have no time to ponder such questions as I have no idea how to follow this overused joke.
There's a pretty heavy 1 second of lag during the coin flip, but in exchange, MKIII has super-armor throughout the whole attack. Once the coin lands, MKIII catches it with the edge of his fist and flicks it with his thumb. This then somehow causes an
enormous surge of energy to flow through the coin, making it shoot a giant beam.
This beam is quite thin, slightly thicker than a ray gun shot, but
extremely long, about as long as the Zero Cannon. However, it moves very fast, lasting on screen for only .6 seconds.
This hits about 4 times, doing 10% damage each (Adding up to 40% damage) and has great knockback. However, it completely drains MKIII of all of his points, so you better aim well.
DOWN B- /SHOP
Here's where we introduce a pretty major aspect to MKIII's playstyle:
RuP33z!
RuP33z are the currency of Neo-Hyrule, and if MKIII wants any backup help from them, he'll need to pay the RuP33z to fund it.
Upon pressing Down and B, a small spherical robot slowly hovers down from the sky. He drops down at a random location on the stage (as long as it's on the ground) and sets up a holographic stand about a battlefield platform in width. Bascially, what MKIII wants to do is go to the shop the Shopkeep-bot set up and buy some stuff. In order to buy stuff, you'll need to get some Rup33z, which are obtained via his Smash attacks, Side B, and some other things.
Green RuP33z are worth 1,
Blue RuP33z are worth 5,
Yellow RuP33z are worth 10,
Red RuP33z are worth 20, and
Purple RuP33z are worth a mean 50. You typically have to knock them out of your opponent(Sans the Side-B), leaving them lying around. Basically, you have to go up and touch a RuP33 in order to collect one, just like in the Zelda games!
HOWEVER, as much as you may want to collect these, you'll have to be really careful with them for 2 reasons- Your opponent can easily knock the RuP33z out of you with a Smash Attack (and only a Smash attack, unless you're up against another MKIII), AND they can re-collect the RuP33z you knocked out of them/they knocked out of you. Now why on earth would your otherwise unrelated foe want to collect RuP33z? Well, RuP33z are made out of a somewhat different material than Rupees. They're completely comprised of energy, and they usually have a very positive effect on anyone who isn't Robo-Link MKIII.
Green RuP33z heal the foe by 5%,
Blue RuP33z heal the foe by 10%,
Yellow RuP33z increases the foe's speed by 20%,
Red RuP33z beef up the attack power of the foe by 20%, and
Purple RuP33z heal/increase everything above by 50%. You pretty much never want the opponent to collect your RuP33z, but those strategies are for another time.
Now, onto the shop itself! Once you make it up to Robo-Shopkeep's stand, a giant holographic catalog will automatically appear over it, allowing you to select your choice with L and R. (No, you can't block while shopping.) The magnificent choices you have are-
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A-SHIELD
30 RuP33z
Just like everything good in life, you have to pay extra in order to get the full gam-er, moveset. Such also rings true for MKIII's shielding systems. Being one of the 2 shields you can obtain, this one is probably the most efficient, but riskiest.
While you have this shield out, every attack that hit's the shield's main red part is instantly negated. It never breaks either!
However, there is one major drawback to this near-invincible shield: There's a small little green ball orbiting the shield in all directions, as you can see. If any attack hits that ball, the shield instantly breaks. Also, you take x3 damage and knockback of whatever attack broke the shield. It's easy for small attacks to miss the Shield's green ball, but it has a much harder time evading larger hitboxes. Use at your own risk!
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B-SHIELD
30 RuP33z
If the A-Shield just ain't your thing, you can always go with it's redheaded, twice removed, chain-smoking stepcousin, the Type B. Akin to shields in many-a-shmup, the type B consists of 2 small red spheres orbiting around MKIII on an XY axis. Upon taking the shield out with L or R, you can still run around with it out, although you can't attack.
The obvious flaw to this shield is that it leaves quite some room around MKIII for opponents to attack. However, it doesn't have the glaring risk factor of Type A, and is generally more versatile.
Also, you can't have both shields at the same time; Buying one while having the other will make you replace the other with the one. I really hope that was proper english.
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MINI LINKS
60 RuP33z
Haven't seen these guys in a while, huh?
These brand of Mini-Links are actually consumer models, thus not as good as the ones deployed by common Robo-Links. You can deploy a Mini-Link one at a time using Side B, and have up to 3 of them out at a time. Upon being sent out, Mini-Links move toward your opponent at a relatively slow pace.(think the Advance Wars army) When out, they'll try to attack the enemy with a basic jumping attack. This attack makes a Mini-Link leap through the air, going through a battlefield-platform long arc that goes as high as Mario. Contact with a hopping Mini-Link makes them latch on to the foe for .5 seconds and deals 5% damage and makes them steal either a Green, Blue, or Red RuP33 from their body. (The higher the value, the rarer the chance a Mini-Link will pick one up.)
Contact with a Mini-Link holding a RuP33 will transfer it to MKIII, and the Mini-Link will go on about with it's usual business. However, the Mini-Links only have 20% HP to go around with, so enjoy their assistance while you can.
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BOMBS
60 RuP33z
Just like any good shop of any worth, Robo-Mart sells enough bombs to make Allah proud.
With this, you get a stock of 10 bombs for the throwing. They work a lot like the bombs all 3 Links use: MKIII will simply take out a bomb and use it as an item. They're slightly more powerful than Link's, dealing 16% damage and average knockback.
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BOOMERANG
80 RuP33z
'tis a Boomerang, 'nuff said. A rather old-fashioned model, meant to resemble authentic Boomerangs used in ancient times. It's about the same size as Toon-Link's 'rang, and goes about as far as half of battlefield. It deals a neat 9% damage and small knockback each hit, has okay priority, and it has the added bonus of bringing RuP33z on the ground towards you. Just hit a pile of RuP33z with your Boomerang, and they'll come riding on it, back to you!
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BACKUP
100 RuP33z
Being of the top-percentage of Robo-Links, MKIII can freely call lesser Robo-Links for backup.
These obviously aren't the same Robo-Links from MYM6, being more standard models. Buying their support actually only nets you a simple walkie-talkie: You have to use it in order to call out the Robo-Links. They each come out 1 at a time, similar to the Mini-Links, and act pretty much like an assist trophy.
They move around rather slowly, always facing and strafing around the opponent, similar to an enemy in a beat-em-up. They each have 4 attacks to pull from:
1-They run forwards and swing their swords wildly. Think Samurai Goroh. Each hit does 2% damage and minimal knockback, but they can preform it for up to 5 seconds.
2- They shoot a single, long missile from their arms. This missile is pretty thin, and about as long as half a battlefield platform. It goes about 1/2 of FD far, and upon exploding, it deals a nice 10% damage with average knockback. It explodes pretty easily upon contact with anything however.
3- They do a short-ranged grab. If they succeed, they'll punch the foe in the stomach 2 times and slam them on the ground. This as a whole does 12% damage.
4- They stand their ground and throw a barrage of punches. They can punch for up to 5 seconds and each punch does 3% damage with small knockback.
As the backup Robo-Links are all computer controlled, they're rather unpredictable in their tactics. They'll sometimes keep punching even if the opponent escaped from their range, or only attack for 1 second even if they could have benefited from attacking for 5. Basically, they're pretty stupid.
Each Robo-Link has 80% HP, and are rather heavy.
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POWER BRACELETS
150 RuP33z
Unlock the wrestler in all of us with the POWER of the Power Bracelets.
These bracelets allow MKIII to now have a throw that isn't completely useless.(Sort of.)
GRAB- MKIII grabs the foe with such tremendous force and intensity. Yeah, it looks exactly the same as his usual grab, but it has POWAAAAH.
PUMMEL- MKIII uses his newfound arm strength and makes the absolute best of it with his pummel: He headbutts the foe, dealing 1% damage.
FORWARD THROW- MKIII throws them forward across a battlefield platform. You may think this is just a lazy variation on his normal throw, but you'd be wrong, since this throw has 98.9% more POWWAAAAHHHHHH. Deals 10% damage and average knockback.
DOWN THROW- MKIII somehow transforms into a small wrestling ring about the size of 2 battlefield platforms and puts the foe inside of it. Right after, a Mini-Link pops out from the side of the ring and does
this to the opponent. MKIII then transforms back. This deals 17% damage but very small knockback.
BACK THROW- MKIII does a succession of 3 German suplexes on the opponent. This does 9% damage and average knockback. What do you mean I'm just getting lazy with this throws? Why don't I get lazy on your face huh!?
UP THROW- MKIII throws the opponent real high up. Like, really high. 5 seconds later, the opponent comes out from the bottom of the screen and plows through the stage, getting stuck on the surface. This only deals 5% damage, but has the added bonus of inducing the pitfall effect. Why? Because POWAH.
Be careful though. With great power comes some pretty great drawbacks as well, as you'll find out soon.
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<3
40 RuP33z
A <3 heals up your energy like Frosted Flakez. Frosted Flakes have also been scientifically proven to heal you by 30%.
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After 15 seconds of waiting, or right after MKIII uses it, the Robo-Shopkeep closes his stand and slowly flies off away. Now cannot call him again for 30 seconds.
Also, be warned that you can easily be attacked while shopping, so you better make your little spree quick.
SIDE B- /SWING
Compared to all of MKIII's other specials, this move is quite the oddity. It's odd in the fact that it's actually somewhat simple. Now just hang on before you start pelting me with rocks.
Simply put, MKIII will do an overhead swing with his left arm. It's a pretty fast move, with lag comparable to the Raptor Boost. MKIII can either preform this move standing still or dashing, though doing it while dashing will cause him to stagger for .4 seconds.
Hitting the foe with this only does 1% damage, so it isn't anything to write to mommy about. What it is good for though, is acquiring RuP33z. When hitting a foe with this, MKIII will randomly steal 5-10 RuP33z from their bodies. The RuP33z won't fall on the floor, MKIII will just automatically grab them, leaving no risk of the opponent re-gaining them.
As handy-dandy as this move is, if you really have an insatiable desire to use a Boomerang, you won't be seeing this move for long. Buying Boomerangs, Mini-Links, Back-up Robo Links, and Bombs will instantly replace this move with said weapon. So no, you can't have both Bombs and Mini-Links at the same time, as they all inconveniently occupy this same spot, as buying one of those items while holding another will replace that item with the one you bought. This move will instantly revert to normal after MKIII either loses a stock, runs out of bombs, or after all the Robo/Mini-Links die. So you're kind of out of luck with the Boomerang if you really wanted this move back. STUPID BOOMERANG!
UP B- /ROCKARINA OF TIME
Lo and behold: the one other time MKIII will ever use that giant sword of his in this moveset.
In mere microseconds, MKIII takes out his gunsword and holds it like a guitar. Press B to put it away, or press any directional button and A to rock out! While you won't be shredding like anyone who got high during the '80s, you will be using this guitar to play out some tunes from N64 darling The Legend of Zelda: Ocarina of Time.
Basically, you can play any of the non-warp songs from OoT to get crap done. You could try to improvise by somehow playing
Through the Fire and Flames and posting it on youtube, but it won't do you any good in battle.
Once you play the exact notes of a song, MKIII will briefly float all holy-like in midair while the rest of the song plays. MKIII has complete super-armor frames during this 1-1.5 second float. (Meaning he can still take damage, moron.)
ZELDA'S LULLABY
A classic piece going back to ancient times, it's said that this song was passed down from generations of the Royal Family of Hyrule.
Playing this piece will cause
7 blue orbs to scatter out of MKIII's body. They hop out 1 at a time, starting RIGHT after MKIII succeeds to play the song, and stops right after MKIII stops his floating animation, which lasts 1 second. They scatter roughly a few inches from his feet, and go on from there.
What these orbs do is heal 2% of your damage each. Well, not
your's per se, you selfish little twanger. These orbs are all-loving, healing both thou and mortal adversary. Yeah, basically, you really don't want your opponents around whilst preforming this attack. On the other side of the RuP33, these orbs can also heal any minion you send out, to the point where they'll even huddle around you while you're finishing playing this song.
EPONA'S SONG
Epona was supposedly some kind of Horse. Why the hell a horse got a song is still a mystery amongst modern Scholars.
Playing this song produces a slightly different effect than most other songs. During the time MKIII would normally be all floaty, MKIII instead turns his bottom half into a mechanical horse as is left arm transforms into a jousting lance.
For about 3 seconds, MKIII can run around in this horsey format, moving about as fast as Charizard's run. Contact with this knightly apparition will deal 8% damage and knock them back roughly .5 battlefield platforms away. But when all said is done, all of MKIII's horsey business is retracted back into his body in an instant.
SARIA'S SONG
It's popularly believed Saria was some immortal forest sprite who was so f*cking bored one day, she decided to write a song in hopes of getting laid by some pedophile in green.
Tangents aside, playing this song will bring out a
Robo-Fairy. Of course, if you're feeling particularly greedy, you can play this 2 more times, as you can have 3 fairies out at once.
Basically, a fairy hovers around you, and occasionally grabs RuP33z for you once they're on the field. Emphasis on occasionally. Robo-Fairies were meant to be a distraction at most, and thus are pretty cheap and unreliable. Oh, and speaking of cheap, just one hit by the opponent to a Robo-Fairy instantly destroys it. Blaaaaah.
SUN'S SONG
Let's get this through really quick: ever have one of those times where the screen goes all dark, like with one of Togepi's attacks? Or how about that one move from that one set in MYM 1/2/3/4/5/6/7/8/9 where the screen goes all dark? I don't know what set it is, but I'm sure it exists somewhere! Well upon playing this song, MKIII starts to glow real bright-like, making him look almost like the sun. He stays all bright for 1 minute, and while in this form, MKIII is visible all the time, no matter
how dark it is.
....Why yes, this is indeed the most useless move I've ever written, but
something had to be written for Sun's Song. Now shut your penile-filled traps and move on to the next song.
SONG OF TIME
Here's the main event folks: the entire point why this move even exists. Ever wonder why this boring move is mapped to Up B? Here's your answer.
Playing this song causes MKIII to reverse everything he's ever done for the past 5 seconds, not counting the playing of the guitar-sword. If he did some wicked-*** combo that lasted 5 seconds, playing this will let you relive the glory all over again. (Though it's certainly limited, as you can't really summon anything or make mad rup33 all over again. Just use your common sense.) But most importantly, if you're falling, playing this song will let you fall backwards right back on the stage again, just like you're really playing some pretentious hipster game from 2008.
This is MKIII's only recovery option in addition to his rather poor jump, and likewise, it's also pretty unwieldy. Not only to you have to play this song extremely fast before falling upon the lines of death, you better also pray to whatever deity you grovel at that your ascent is shorter than 5 seconds. (MKIII goes into helpless mode instantly after using this, just so you know.) If you can manage that, you shouldn't have too much of a hard time with this move.
SONG OF STORMS
Right after the floating animation for this song ends, a solid cloud about the size of Randall (That's the Melee Yoshi's Island cloud, for you dirty casuals) appears over MKIII's head. That's pretty much it really. The cloud acts as a solid platform for you to stand on for exactly 20 seconds. MKIII can bring out 3 of these useless little clouds as support whenever the hell he feels like it. Just want to have the high ground? It's yours my friend! Just don't expect much else for this pathetic song. Still, useful to have around at least.
57&ARDZ R GDLK
NEUTRAL COMBO- /HOLOGHOSTIC MEMORY
A lil' bit different from the Neutral Combo best, this move is quite possibly the most broken Neutral combo in the long and proud history of Neutral Combos. Of course, this is offset by the fact that it requires a smackload of patience to bring it out to it's fullest. Hell, I doubt you'll even bother trying that, meaning this move could just be an inefficient piece of crap. But for those willing to take the challenge, you'll be rewarded quite heartily....
BUT ALL TANGENTS ASIDE, here's how this move works: MKIII shoots a projector-like ray of light out of his eyes, with about .5 seconds of startup lag. About a Battlefield platform in front of him form these 2 little buggers-
Who the hell are these things? That's top-secret information fella, I'm afraid I can't let your peasant mind know. What I can tell you however is that these 2 ghost-like creatures, about kirby-like in size, continuously bob themselves back and forth like idiots. Each bob does 1% damage, almost no knockback, little priority, and go at a slightly slower rate than most Neutral Combos. As crappy as this sounds, the POINT here is to make the ghosts hit the opponent 5 times.
Why 5 times? What's the point? What's the point of this move anyway? What's the point of this set? Why are you reading this? What is the meaning of your existence? Why do you see the world from your point of view? Why does the universe exist? Are we all just an illusion- OH GOD, WHILE TRYING TO SET UP ANOTHER GRABBED A SMASH BALL JOKE, THOSE GHOSTS HIT ME 5 TIMES AND NOW THIS HAPPENED.
Now what kind of godforsaken creature is that abomination? What? What do you mean it's just some crappy figure made in MS Paint? I'VE HAD JUST ABOUT ENOUGH OF YOUR FOOLERY!
Anyway, upon getting 5 hits in on the foe, both the ghost bros fuse together and transmorgify into that....thing up there. He's about the size of Ganondorf, and unlike the ghost bros, who just act as an extended neutral combo, the ghost man will actually moves and attacks on his own accord, like a CPU. But unlike most CPUs, it acts extremely aggresively, with no regards for it's own protection. Which it shouldn't, because it can't be damaged at all. Ghost Man attacks only with a single quick punch that does 2% damage; if said punch connects, it'll try to follow up with 2 more punches that do 2% as well and some knockback.
Now, if you don't like Mr. Ghost Man here too much, then your goal will be to get him to hit the opponent 10 times, which from then he'll transform into...
Yes, he upgrades from crappy MS Paint man to crappy MS Paint dog.
This dog is about the size as 2 kirbys stacked horizontally. Unlike Ghost Man, the Ghost Dog actually stands his ground, so it's best to get near him once he transforms.
Dog acts more like a guard-type figure, meaning he tries to bite the living crap out of anything that gets near him. He has 2 attacks in his arsenal: A single bite attack, and a leaping pounce. The bite attack is pretty much what it says; any foe that gets too close gets bitten. Each bite does 5% damage, some knockback, and good priority. It has rather short range of course, since it's just a stupid little bite.
Now what you're probably going to want more is his leaping pounce attack. Dog can leap as far as 2 battlefield platforms, and if he lands on the foe, he'll land on top of him/her/it/potatoe and bite/claw their faces off, before jumping off their scarred body. This attack does 10% damage, and should be well-revered for it's range. Sound so much better right? Well don't get too comfy, because Dog only likes to perform that technique randomly. About 1/4 times to be exact, which isn't too bad.
Likewise, if you're dedicated enough to make this dog hit the nearby 'tards 10 times, he'll proceed to transform into....
An ugly MS Paint girl, natch.
The girl isn't quite like the others. In all her Sadako-like glory, she floats around the stage in a plain white rag at the speed of Ganondorf's run. Likewise, she wants to make contact with the poor foe to unleash a truckload of grave misfortune upon the fool. And upon making contact with them she....
Kisses them on the cheek?
Yup, all she likes to do is kiss people apparently. The kiss does no damage at all, it's just a stupid little kiss. So what's the point of that? Well first off, I'm going to have to smack you if you keep asking all these god**** questions. Second off, you're going to want to kiss the other combatant 5 times if you want anything good to happen. And that thing that....happens IS:
Basically, Sadako screeches and turns into a giant black hole. This black hole turns into a more comprehensible tear in the background, revealing a bunch of horrific eyes peeking out from the newly formed dimensional hole in the wall. And out from it come 2 disembodied hands, out only for the flesh and blood of the fools who defy the law of MKIII. It lets out a piercing roar that means nothing, if nothing sounded a lot like "You will all die."
What you'll notice first is that MKIII no longer needs to keep pressing A in order to keep this particular beast out; It now acts like an assist trophy more than anything....
This beast takes up a section of the background about the size of Palutena. (Which is to say, quite huge.) Each of it's 2 hands is slightly smaller than Master Hand. However, this beast has much less variety than most bosses, only having 3 attacks-
1- A large group of lasers, 10 to be specific, fire out from it's many eyes, attempting to home in on the foe. Each laser does 2% damage. They fire at a very quick rate, meaning if you get hit by one, you'll be stunned long enough to get hit by all the ones that follow, along with great knockback. Easily the beast's most devastating attack, so it's likewise the one it spams the most.
2- A sweeping attack with one of it's hands. Basically, the beast tries the grab the foe, and crush them within it's palms for massive damage, said massive damage actually just being 30% damage with hefty knockback to go along with it when he slams the crushed foe back onto the ground. However, he sweeps the entire playing field pretty slowly, so this attack is pretty easy to dodge. Naturally, he doesn't use this as frequently, for that would be far less annoying.
Now, how do we stop this horrific beast? Actually it's quite easy: You have to either KO MKIII or damage either of it's hands up to 100% damage. After that, he'll disappear into blackness and everything will go back to normal. Also, MKIII can't use this attack for the rest of his stock anymore.
Now before you get too excited, lemme break this description right here to say some technical stuff ahead of time: In order to keep these holographic abominations on the stage, MKIII has to keep mashing the A button. While he still can move, as if holding a super scope or something, he's mostly helpless otherwise. Naturally, if MKIII takes any damage while performing this, he can't project anything, stopping any Holographic beast from existing then and there. On the bright side, all the progress you made with your holo-monster will remain with your throughout the stock, no matter what ******** thing you accomplish throughout.
DASHING A- /NIGHTMARE DIMENSION
A pretty strange move with a deviously simple startup: While dashing, pressing A will make MKIII completely stop in his tracks and swiftly swipe his arm, attempting to grab a foe. If he misses, he'll suffer quite a deal of ending lag, so watch your *** on that.
If you DO grab the opponent though, then be prepared for quite the showdown. Upon grabbing the poor victim, MKIII, being the smug basterd he is, begins to talk down the opponent while holding them by the neck. Now this may seem odd, but while he talks the foe down, a little invisible button-mash-of-war goes on for roughly 4 seconds. Basically, the foe can break out of MKIII's kung-fu grip by mashing buttons harder than MKIII's player whilst the animation goes on. Once you do manage to get the poor sucker of an opponent in your grasp for 4 seconds, pure freaking NIGHTMARES happen, as MKIII cackles maniacally as he fires an intensely bright beam from his eyes to the opponent's eyes.
Once that's all done, Robo-Link cryptically tells his opponent "Thanks for volunteering in my experiment! Be sure not to hurry and take your time!"
Oddly enough, nothing interesting seems to happen. The opponent takes absolutely no damage and the match continues as usual. But of course, something is clearly off....
If the other player fails to heed MKIII's advice and travels a total of about 5 battlefield platforms of distance, the music ever so slightly slows down, as the opponent's character puts on a somewhat saddened face. While your opponent is probably busy going all "JESUS CHRIST, THIS CAN'T BE HAPPENING! *head explodes*", he probably won't notice that his character's speed has been cut by a quarter. Maybe that'll teach him not to hurry too hard!
Of course, philistines will be philistines, so if they stupidly cover 5 more battlefield platforms in total distance, the opponent's character will go all
MONOCHROME, with the exception of their eyes, which are now bright red. This has no real status effects, but it'll probably cause your opponent to go all "JESUS CHRIST, THIS CAN'T BE HAPPENING! *head explodes again*"
Once they glue themselves back together in hell, and likewise proceed to go 5 more battlefield platforms, their arms just SUDDENLY GET CUT OFF!
(No, not in real life, but rather their characters, which cuts their attack in half. Yes, they can still do the actual arm-based attacks without the actual arms, don't ask how that works.)
If they muster up the balls to go 3 more battlefield platforms, their LEGS get magically hacked off, leaving the opponent as a monochrome floating torso that also has it's speed cut in half. At this point, the background music is now nothing more than a creepy rumble, and the background itself starts blurring and blurring itself.
And at last, if the opponent is an idiot and goes 5 more battlefield platforms in distance, it's all over as the foe is
decapitated on the spot, leaving the other character's now-inert monochrome torso spurting blood everywhere, and taking 50% damage.
Once that's over, a bunch of surreal colors and images overtake the screen, and transition into a scene where MKIII has the opponent by the neck...in the exact same position as a while ago, before MKIII fired the beams into the opponent's eyes. Yes, it turns out the entire attack actually took place in the foe's head, and once they snap out of it, MKIII throws them on the ground for 3% damage and small knockback.
Getting caught in this move seems hopeless at first, but don't worry; you can still escape the Nightmare Dimension by dealing 50% damage to MKIII while the dimension is in progress.
And just because this fit nowhere else, another neat thing MKIII gains from the Nightmare Dimension is that his Hologhosts from his Neutral attack now has the ability to steal Rup33z from the opponent! The amount is quite random, mostly just being green or blue Rup33z per hit.
FORWARD TILT- /TSUNDERE NIGHTMARE BLISS
With small amounts of lag, a giant ray that looks exactly like the one pictured above folds out of MKIII's manly chest. It then fires a huge, thin ray that goes about 3 BF platforms in length and fires in a straight line. This all comes together for about 1.5 seconds of startup lag, making this move a bit difficult to land.
Once you DO catch your adversary in the ray though, MKIII takes a hint from a certain Fightan gaem vampire and one other of my sets nobody read, and
Midnight Blisses the opponent! (That is, turns any male character into a female. Female characters usually just change into skankier clothing, with some odd exceptions) Before you all start going Freud on my *** though, you must take mind that at this point, the game changes up a bit.
While the opponent is in gender-bender mode, she can still preform her entire moveset, and generally acts exactly the same as before sans the obvious aesthetic change. MKIII, however, changes quite a bit. In the blink of an eye, the robot changes his clothing to a tuxedo, and his sword is replaced with a fancy bouquet of flowers. In this form, MKIII can only use one move: A simple chargable projectile, in which he fires a giant
Heart
from his chest. The heart projectile's size and speed vary based on how long you charge it, being as small as a super scope shot and as slow as Mario's walk with minimal charging, to as large and fast as Samus' fullly charged Charge Shot at full charge. (Sadly, that isn't the most times I've ever said "charge" in one sentence.)
Of course, no matter how long you stored it up for, the ultimate goal of this sequence is to hit the opponent with hearts no more and no less than 5 times. Of course, your rather Tsun-tsun opponent will obviously try to attack your defenseless *** in the meantime, as the only way for them to break out of this sequence is KOing you. Hitting your foe with 5 hearts, however, will make them go all Dere-dere, as the opponent is now
in love with MKIII!
In this "in love" state, the other player can no longer attack, and their speed is cut in half. Of course, this love sadly cannot last forever, as MKIII changes much for the worse. Suddenly, a sequence of screeching violins and cellos play, as MKIII suddenly stains his fancy tuxedo with
blood and his Bouquet is changed to become a
bucher's knife!
This scenario is essentially what this entire move is leading up to. At this point, MKIII now hunches his back over much like MKII, and has only one move:
STABBY STAB STAB!
Stabby is a basic move where Robo-Link swings his knife into the opponent's flesh, causing a rush of blood to come gushing out. It's a fairly fast move that deals 4% damage per hit, and while it has little range, keep in mind that the opponent's speed is halved, making them more of a sitting duck. Strangely, you can't actually knock any opponent out with this move, since it has no knockback whatsoever.
This entire sequence goes on for 18 seconds, and depending on how fast the opponent is, this can easily rack up damage in the 100s. And likewise, everything reverts back to normal once those 18 seconds are up, the screeching violins quiet down, and everyone starts looking at me with the intent of calling for some serious mental health.
DOWN TILT- /EXPERIMENTAL SYNERGY PILL
A (relatively) simple move, MKIII does something of a pounce, similar to Snake's dash attack. Unlike that move though, this one is technically a grab. Once the robot pounces an enemy, he'll hold them down with his arm and take out a tiny pill from his pocket. He holds the pill up all dramatically in the air while saying "Now who said I wasn't a nice unit?!" and shoves the pill down the enemy's throat. He then jumps off the foe, as the effects of the pill go into motion.
And what this pill does is that....it heals the opponent by 100%. The hell is up with that then?
See, while the opponent is healed up, the pill has the rather annoying side effect of giving all of the opponent's moves healing properties. Yes, not only do none of the foe's attacks work against MKIII, but they actually
heal him! (The amount being exactly the same as the attack's normal damage.) Their attacks don't even have knockback! This pill's effect last for no more than 9 seconds, making it a perfect move for stalling while using the shop.
UP TILT- /MEDICINAL TORTURE MODE
Another (relatively) simple operation, MKIII yells out "MEDICINAL TORTURE MODE!" as he stomps the ground and glows a greenish color. A short animation plays where MKIII slightly changes his form so that thin braces erect themselves around his limbs and he gets decked out with purely aesthetic drills around his body. The animation is about 1.3 seconds long, leaving a rather wary opponent quite capable of knocking you out of the move.
When you do accomplish your transformation, MKIII's attack power goes up a whopping x3! This neat power boost lasts for about 10 seconds, and I shouldn't be the one to tell you that you should be wailing the crap outta your enemy during this time.
Well this sounds nice and all, but surely this must have some sort of drawback, right? Why yes, you would be absolutely right! Once your 10 seconds are up, not only will MKIII require "cooldown time" for this move, meaning you can't use this move again for about a minute, but at 5 seconds after the sequence finished, your opponent will start....
regaining health?
Yes, all the damage and suffering you put your opponent through with this move will slowly be reversed over the course of 30 seconds. But upon closer inspection, it turns out they actually heal up TWICE the amount of damage you gave them! So yes, if you really want this move to be effective whatsoever, you better kill 'em off quick.
5MA5HEZ
FORWARD SMASH- /EXPERIMENTAL WINDUP PUNCH
So yeah, in case you were a lazy *** and didn't read the description for Rup33z up top, you should know that all of MKIII's smash attacks have the properties of knocking out Rup33z from the opponent, leaving them lying on the ground. However, easily the most notable thing about his Smash attacks is that them, his Neutral B, bair, and sometimes his Side B and Neutral attack are pretty much the only "Straightforward" attacks MKIII has in his arsenal. Yes, throughout this gigantic moveset, the only truly generic attacks he has round out to about 7. Why? Because Science, *****.
For his forward Smash, MKIII first deals himself 5% damage, because hell why not, all the cool kids are doing it. He leans back and winds up his arm, getting ready to throw an incredibly mean punch of some sort. So in case you needed me to tell you, this is one of those "how long you charge the move decides the outcome of the attack" type attacks I love so much that I try to invite it out on a date but it keeps turning me away every time I use that same "Are you a parking ticket? Because you've got FINE written all over you" pickup line so I just keep bombarding it with random lines I got from quick google searches on my phone until she eventually snaps and hits me in the back of the head with a steel pipe by which I proceed to die a horrible, bloody death but not really as I get back up 50 years in the future where Sarah Palin and Kim Kardashian have taken over the Galaxy and I find refuge in a secret robot village that proceed to make me their messiah and task me with defeating the evil Sarah Palin and Kim Kardashian who have since fused together to form a gigantic dragon named Carl, but on my way to Carl's secret underwater volcano planet lair, I come across Xenu's home planet where I confront omega cyborg Tom Cruise and battle him to the death with my Holy platinum SlapChop crafted by Zeus and Mr. T, or at least I would have, but then my mom got scared and said "You're moving with your Auntie and Uncle in Bel-Air", so I whistled for a car and when it came near the license plate said "FRESH" and it had dice in the mirror. If anything I would say that this cab was rare, but I thought "nah, forget it, YO HOLMES, TO BEL-AIR!" I pulled up to a house about 7 or 8 and I yelled to the cabbie "Yo holmes, smell you later!", but then it turned out the Cabbie was actually Daigo Umehara and the cab was actually the disappointing final boss of Metal Slug 1, and I was actually a bear so I went to the woods where I tried to catch fish with my mouth, but then it turns out I wasn't a bear so I cried myself to sleep while Daigo looked at his kingdom, he was finally there, to sit on his throne as the prince of Bel-Air but then he punched Bel-Air in the face, and that is the story of how Harrison, New Jersey was made.
-Charging this move up for 1 measly second will only net you a simple punch, which does about 4% damage and some okay knockback. Has somewhat average priority, and yields about 2-4 green rup33z.
-Charging it up for 2 seconds will make MKIII step forward and do a rising SHORYUKEN! Sadly not as spammable as the original deal. Rises up a short distance and deals 6% damage with alright knockback. Average priority and knocks out 4-6 green rup33z.
-Charging this bad boy up for 3 seconds gives you a series of 5 rapid-fire mach punches! Each mach punch does only 2% damage, do little knockback, have low priority, but boy do they hurt once they're stacked up like that! And each punch also knocks out 1-2 green rup33z each!
-Of course, that doesn't compare to what happens when you charge it up for 4 seconds; MKIII thrusts his arm forward as it stretches itself out! This extendo-punch goes 2 BF platforms in length, but only his fist does damage. It dishes out 7% worth of pain, has okay priority, and little knockback. But hey, it gives out 1-2 green rup33z, along with 1-2 blue and/or yellow ones!
-And if you were patient to charge this up for an unruly 5 seconds, you're rewarded with a move where MKIII does a series of 3 Shoryukens, the last one going quite a ways up. Yes, it's his own personal
SHORYUREPPA! The first 2 punches do 6% per hit, while the final amazing impact does 9% damage! The move has good priority, and decent knockback on the final hit. But what's most important is that it has a high chance of giving 1-2 of every kind of rup33! Better grab em all!
DOWN SMASH- /BLACK VACUUM
Pretty easy move to wrap your tiny brains around. MKIII curls into a ball in midair while a black, spherical force-field wraps around him, and stays like that.(That's a 1 second animation right there) So yes, for no more than 5 seconds, you can run around as this flying black ball. The ball, even though it's clearly hovering in midair, is still confined by the laws of gravity, and thus moves no faster or jumps no higher than MKIII usually can. The real only real benefit to this is that contact with this kirby-sized ball deals 5% damage, and knocks the opponent back a decent distance. And of course, this also hits rup33z out of the poor opponent. It starts out as 3-5 green rup33z a hit, but this amount gradually increases based on how many times you hit the opponent in one go.
UP SMASH- /QUARTER TURNABOUT EXPOSITION
And now a far more complex move to make up for the previous.
MKIII winds up a vigorous uppercut, which upon execution deals 2~4% damage. It has small-but-noticable startup lag, but some rather deep ending lag if you miss. So you're probably thinking that's kind of wimpy for a smash attack, no? Well first off, if you keep asking questions like this, I'm going to stuff your urethra with roundworms. Second off, this punch has yet another stupid twist to it. Once you smash your opponent upwards with this short-ranged uppercut, your foe will fly upwards.....and upwards.... and upwards. They fly pretty much all the way up, but they don't get knocked out for some reason! But before we can ask "what's the deal with that!?", MKIII swiftly jumps all the way up to the flying opponent, and the camera pans up to follow the action.(If you're playing a 3-4 player match, the action will just appear in a little bubble on the top of the screen.)
The flying opponent regains their composure, and the background is now moving so fast, it's now just a bunch of speed lines! As MKIII and his enemy look each other in the eyes while soaring in the air,
a series of button prompts appear on the screen! Why yes, a blantant quick time event battle, who saw this coming?
These QTE showdowns come in 3 waves: the first wave consisting of only 3 buttons, the 2nd consisting of 4, and the 3rd consisting of 5. The rules are simple; whoever completes the button prompts first will get a hit in on their opponent, each hit imparting 6% damage. MKIII does have one small advantage though, as successfully hitting his opponent will give him 5~10 green rup33z; a luxury the foe doesn't really get if he succeeds.
Once this God of War dumbf**kery is finally over, both of the players jump back down to solid ground, their positions reset to opposite sides of the stage. And as painful as it sounds, I swear the actual sequence itself isn't as long as you'd imagine it.
U S4Y MY 43R14LS R G3N3RIC, D0 U?!
NEUTRAL AERIAL- BEHOLD MY TRUE POWER
MKIII suddenly folds his legs in midair and holds out a tea cup, fancily sipping a bit from it, pinky up and all. This animation is quite brief, only being a smidgen shorter than Marth's counter state by the time he puts the cup away. Huh? Yes, MKIII's nair is in fact, a counter move. Pretty dumb, but just play along. Once hit in this state, MKIII falls clumsily to the ground, rubs his cheek, and angrily yells out "YOU UNCOUTH B
ASTARD!" while his delicious Darjeeling tea spills on the floor. He gets back up and then...nothing happens. The only real benefit to this is that any damage the offending attack would have dealt has been reduced to 1%. But that's not really all there is to the move. What you actually want to do is catch the foe in the counter another time; by then he falls to the ground once more and screams, "HOW DARE YOU! NOT EVEN MY OWN FATHER HIT ME!" And the big payoff is....nothing happening again. Woo.(pty)
But no, for real, what you want to REALLY do is get hit one more time in the counter state, following the ever-essential rule of threes. When MKIII falls to the ground yet again, he doesn't say anything, but puts on an extremely strong face that clearly states that he's sick of the foe's s**t.
Then the real fireworks happen- the screen starts to dim, only MKIII being left illuminated. The robot lifts up his coat and puts on a psychotic grin, boldly exclaiming, "Behold my true form, and DESPAAAAIIIIR!" The immediate vicinity billows with smoke, briefly obscuring MKIII while he undergoes a grueling transformation. Now what happens from hereon out depends on how much damage you've taken. Depending on that amount, MKIII will transform into an entirely different form for the rest of the stock.(And also completely heal up as a result!)
________________
0%-50%
So you somehow managed to counter the opponent 3 times while having less than 50% damage points. Don't know how you did it, but here's your reward anyway:
Out from the smoke, MKIII will transform into his TRUE form!......
the standard Robo-Link MKI. Yes, the one that started it all. You probably don't remember it. But hey, you're stuck as it for the rest of the stock, so you better damn well enjoy it!
________________
51%-199%
This should be the standard result you'll get, and as you'll see soon, is quite hit-or-miss depending on how lucky you are.
Out from the smoke, MKIII will transform into his TRUE form!......
A completely random moveset from MYM6-8 sans Valozarg, Mewtwo, and Ultimate Chimera. "WHAT!?" you may say. But yes, and as a result, this is one of MKIII's most wild card moves. You could either be something completely **** like anything made by Warlord, or you could just end up as a lowly Negative Man. Your call either way.
________________
200%
Jesus, you're truly in the final stretch now! You somehow managed to overcome all odds and activate this trap card at your finest hour! So as a result, you'll be rewarded quite handsomely, and perhaps turn this game around.
Out from the smoke, MKIII will transform into his TRUE form!
From the clearing steam rises a horrific shadowy figure. A figure to be feared and renowned the world over. An ominous Latin choir sings ever so subtly as the true power of the forbidden Robo-Link arises....yes, MKIII has traded it all to become the terrifying, unholy
DARK ROBO LINK. A powerful and near-unbeatable work of forbidden science, your foes stand little chance of defeating this completely broken and overpowered monstrosity. This mighty beast is not only stupid powerful, it even has an entire moveset!
So likewise, it can be read in all it's cheap, broken glory here.
UP AERIAL- MISSION SELECT
Brace thineself, because this one's a biggie. Almost instantly, MKIII sits in midair as a he projects a holographic select screen onto the TV with his eyes. Yes, a select screen. Specifically, this screen is actually a digital bulletin board, which is littered with 8 different requests... or as they're referred to, "Missions." Yes, you can task yourself with a mission in the middle of battle-MKIII is a pretty busy guy after all. Worry not though, since completing each challenge rewards MKIII with a perk that lasts all throughout the match (besides mission 8), along with some handsome rup33z to go along with them. Once you accept a mission, you have to go through with it for the rest of the stock; losing a life during one means the mission has failed, by which everything goes back to normal.
You can read the missions here!
DOWN AERIAL- ATOM HEART FATHER
First question here: Is your health over 100%? If not, then pressing the down aerial command has no effect whatsoever. Not even a simple animation, just nothing happens. Jeez, I've heard of generic aerials, but this is downright redonkulous!
But no, no, the real party begins when MKIII starts taking some real pain. If you do the Down Aerial once MKIII starts prancing around with 100% damage, MKIII will put on a "Pfft, I've had enough of this s**t" face and calmly jump into the background. Shortly thereafter, he presses a button on his wrist that replaces his position with an entirely different character altogether.
Meet MKIII's precious
experiment prostitutes daughters. While most of the weapons and machinery MKIII makes is strictly for the Neo-Hyrulean government, he was able to make a pair of robot servants for himself out of spare parts lying around from top-secret projects. Their names are
Nitro and
Devsys, respectively, and on occasion MKIII will force them to handle objectives he doesn't feel like bothering with. So now you get to control them for the rest of the match! Nah, not really, once any of them die, you can't use them anymore for the rest of the match. So lol.
You can read their moveset, along with other vital details, here!
And obviously, once they die, MKIII is back in play, with no repercussions whatsoever. What a deal, huh?
FORWARD AERIAL- SOLID STATE SCOUTER
MKIII spontaneously freezes in midair as his eye starts shining brightly, and a clearly visible targeting reticle appears in front of him. These crosshairs can then be controlled in any direction for 1 second, and they move pretty fast too. The main purpose, at least for now, is to place those targets directly over the opponent. Once you do, MKIII will yell "I've got the target!" and a separate disembodied female voice says, "Launching missiles now."
While all seems peaceful at first, once 10 seconds go by, sudden
HIDDEN MISSILES will rain down on the stage and home in on the foe. The missiles come strictly in threes, and do 4% damage with low knockback each. Otherwise, not much else to this attack.
BACK AERIAL AERIAL- RIGHT TO BAIR ARMS
What kind of Bair is this supposed to be? I mean, MKIII doesn't even to a backwards kick! Instead, something much more strange happens. A blue, holographic image of a completely random character (This can be a character from Smash or any MYM) will appear in the middle of the stage and start running and jumping around like crazy! They run about as fast as they'd usually run, but otherwise don't do anything whatsoever. They're not even solid objects silly! This is pretty obscure, but what you want to do here is catch the hologram in the crosshairs of your Solid State Scouter, using the Fair. Once you scan the projection, the hologram will disappear. Congratulations, now you have obtained that particular character's bair! Yes, it can be anyone's bair whatsoever, MKIII will now be able to do it-or at least some imitation of it. Nonetheless, the bair is yours.
But things get even stranger. Once after you absorb a bair and hold the bair command for .6 seconds,
another hologram appears! After you scan that hologram's, their bair is also yours! No, your first bair doesn't get replaced like you'd expect- instead, he simply randomizes which Bair he uses every time you press the bair command. It's a total bair mixup!
As you'd suspect, MKIII can keep doing this process forever....haha, actually, no. He can only do this gimmick 5 times. On the 6th time, once he absorbs that 6th hologram, MKIII will start flashing a bright yellow. What, you wanna try pressing Bair again in this state? Once you do, MKIII will start curling up in pain,
all hell breaks loose! A gigantic amalgamation of bairs will fuse together and form to create one gigantic backwards pillar comprised of pure bair-iness so bair-like, it'll be one bairy unbairable bair of a bair! This mega-bair goes 2 battlefield platforms long and does 18% damage with great knockback! (Because I can't seem to put it obviously, just imagine
this, but in bair format...and made of bairs.)
After that madness, everything about this move will reset.
F1N4L SM45H? F1N4L SM45H?! 0HH4H4H4H4H4H4!!!!
For his Final Smash, MKIII takes out his daughters, Devsys and Nitro, and sets them on an operation table. He says, "This'll be my greatest work yet!" as he begins to work on them behind a curtain. Loud drilling and welding noises can be heard, and the animation finally ends with an explosion that ends up...well, exploding MKIII. MKIII is now reduced to not much more than a disembodied head, where he proudly announces that his latest and greatest work is achieved! SUPER CYBORGDROID DEVSYS AND PUNISHING NITRO!
SCD and PN are generally exactly the same as their counterparts with a few key differences: Their attack power and speed are doubled, they no longer have Stamina in effect(So they have to be knocked out normally), and killing Nitro won't make Devsys defect. (Though she can't do any of the moves reliant on Nitro.) With that, you play as them for the rest of the stock; once they die, MKIII builds himself a new body that costs himself a whole stock.
D0N'T PUT D0WN SC13NC3
You may look at MKIII's dizzifying moveset and simply be overwhelmed. Overwhelmed by the sheer amount of
options you have. But know above all else, MKIII's main asset is a simple one: Control. By all means, a really good MKIII really needs to be
in control of the situation. MKIII is clearly an extremely difficult character to fully grasp 100%, and he seems a bit off-putting to most. After all, the only good kill move he has is a single Smash attack, unless you're tenacious enough to upgrade his guns or holo-ghosts or whatever super-laggy attack there is. But for those who want to stick around, you'll be sure to find that this robot is a very open-ended character.
One way of going about things is simply collecting as much rup33z as you can. One easy way to collect plenty of rup33z quick is to task yourself with one of the easier missions. They're a bit difficult to slog through, but the payoff is pretty high, and even give MKIII some much-needed battle advantages! I'd say mastering the missions are actually key to top-rank MKIII play. But if you just need a little bit of rup33 goodness, I'd say spamming the forward B and Down Smash should be easy enough.
Once you obtain those rup33z, it should be in your best interest to go on a little shopping spree. You better get used to the exact positions and placements of everything in the shop as well, since shopping for items right in the middle of mortal combat is exactly as hard as it sounds. Now once you get that down, you can buy various consumer crap to give MKIII a real edge in battle. Along with the ever-essential shield, I'm personally fond of the backup Robo-Links and Mini-Links. They'll provide MKIII with some much-needed distraction and general chaos to do his more fancy attacks. The bombs and boomerang are less important, but provide some defnitely beneficial variety.
And don't think I'm just doing a throwaway mention to distraction and chaos being key to his fancier attacks, because this is very important. MKIII is all about being in control and catching the enemies off-guard. It's most efficient to
make your oppurtunites for attack, since most of MKIII's moves are very awkward for straightforward combat. One move like this is the Ftilt. Very difficult to land and pull off, but an amazing damage-racker otherwise. Another great move like that is the Dash attack, which might be even harder to pull off, but perhaps allows an even greater pull off. Likewise, all these strange moves can potentially be strung together and mixed up; Most of them probably won't hit, but it's good for one thing: Overwhelming the opponent. Some good mixup can make you incredibly unpredictable, and most of all, rack up tons upon tons of damage. Surely that makes up for the lack of killing moves, right?
Also, I know what you're thinking: "Fffffuuuuuuk that crap, I can just let myself go to 100% or 200% and summon the much better Devsys+Nitro or Dark Robo-Link! YEEE HAAAW! *Does square dance*"
First off, while your Dair is certainly a good option, it's really only a 1-per-match thing. It's best to think of the girls as an extra stock for MKIII...but she's likely gonna die a lot, so it's more like half a stock, LOL. Second off, Dark Robo-Link is no freaking Dark Phoenix. MKIII's counter is very, very fickle, and can easily be botched. Plus, your HP is now
over freaking 200% and MKIII isn't exactly a very manuverable, nor heavy, character. You can die
very easily at percentages over 100, so how did you even get to 200% anyway?
With that goodness in mind, the overall gist of MKIII is that he's a character who needs definite getting used to. His Neutral B is certainly tempting for projectile spammers, but you'll need some real ingenuity to get your guns to the more useful levels. Certainly the same with his Neutral combo, which most may just write off as a mere gimmick, but can be very deadly with enough, say it with me,
control. Basically, you HAVE to know what you're doing with this robot, or else you'll get destroyed, quick.