R.O.B. (SSBU): Difference between revisions

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'''R.O.B.''' ({{ja|ロボット|Robotto}}, ''Robot'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was officially revealed on [https://www.youtube.com/watch?v=L93H7YC-83o June 12th, 2018] alongside {{SSBU|Dr. Mario}}, {{SSBU|Duck Hunt}}, and the rest of the returning roster. R.O.B. is classified as [[Fighter number|Fighter #42]]. R.O.B.'s beeping sound effects from ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]'' were repurposed for ''Ultimate''.
'''R.O.B.''' ({{ja|ロボット|Robotto}}, ''Robot'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was officially revealed on [https://www.youtube.com/watch?v=L93H7YC-83o June 12th, 2018] alongside {{SSBU|Dr. Mario}}, {{SSBU|Duck Hunt}}, and the rest of the returning roster. R.O.B. is classified as [[Fighter number|Fighter #42]]. R.O.B.'s beeping sound effects from ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]'' were repurposed for ''Ultimate''.


R.O.B. is ranked 6th out of 82 on the [[tier list]], placing him at the end of the S tier. This is a significant improvement from his placement in ''SSB4'', where he was ranked 35th out of 54, and is his best placement in the series to date. R.O.B's biggest strengths come from his ultimately improved [[moveset]], allowing him to play both an offensive and defensive playstyle. His entire moveset has received increased utility overall, allowing him to box out his opponents with ease, as well as KOing more effectively and edgeguard opponents with limited [[recovery]] without the risk of himself [[self-destruct]]ing. His attributes of lingering hitboxes and heavy [[weight]] allow him to survive to incredibly high percents, making him among the best zoners in the game due to being able to patiently chip away at the opponent's percentage until finding an opportunity to rushdown and close out a stock. He also possesses arguably one of the best item-generating moves in the form of [[Gyro]], which has several practical applications of usage including KO combos into [[Arm Rotor]], which has been retooled into a potent finishing move at the ledge or offstage.
R.O.B. is ranked 6th out of 82 on the [[tier list]], placing him at the end of the S tier. This is a significant improvement from his placement in ''SSB4'', where he was ranked 35th out of 54, and is his best placement in the series to date. R.O.B.'s biggest strengths come from his ultimately improved [[moveset]], allowing him to play both an offensive and defensive playstyle. His entire moveset has received increased utility overall, allowing him to box out his opponents with ease, as well as KOing more effectively and edgeguard opponents with limited [[recovery]] without the risk of himself [[self-destruct]]ing. His attributes of lingering hitboxes and heavy [[weight]] allow him to survive to incredibly high percents, making him among the best zoners in the game due to being able to patiently chip away at the opponent's percentage until finding an opportunity to rushdown and close out a stock. He also possesses arguably one of the best item-generating moves in the form of [[Gyro]], which has several practical applications of usage including KO combos into [[Arm Rotor]], which has been retooled into a potent finishing move at the ledge or offstage.


While sporting a myriad of strengths, R.O.B. is not without weaknesses. His most well-known one is his large [[hurtbox]]es, which makes him an easy target both on stage and off stage. When combined with his heavy [[weight]] and above-average [[falling speed]], he is extremely susceptible to combos, which is only exacerbated by the slow startup of his aerials (excluding his forward and up aerials) giving him little in the way of combo breakers. Despite being heavily reliant on [[grab]]s to initiate combos, his grab is among the shortest-ranged in the game and can be easily punished if a grab misses. His moveset revolving around several [[projectile]]s means he is under a disadvantage against opponents with a [[reflection|reflector]], and his large hurtboxes and recovery being a finite resource while airborne means he can easily be edgeguarded himself by being highly susceptible to [[2 frame punish]]es and being walled out from until being forced to SD.
While sporting a myriad of strengths, R.O.B. is not without weaknesses. His most well-known one is his large [[hurtbox]]es, which makes him an easy target both on stage and off stage. When combined with his heavy [[weight]] and above-average [[falling speed]], he is extremely susceptible to combos, which is only exacerbated by the slow startup of his aerials (excluding his forward and up aerials) giving him little in the way of combo breakers. Despite being heavily reliant on [[grab]]s to initiate combos, his grab is among the shortest-ranged in the game and can be easily punished if a grab misses. His moveset revolving around several [[projectile]]s means he is under a disadvantage against opponents with a [[reflection|reflector]], and his large hurtboxes and recovery being a finite resource while airborne means he can easily be edgeguarded himself by being highly susceptible to [[2 frame punish]]es and being walled out from until being forced to SD.
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Like in ''Brawl'' and ''Smash 4'', R.O.B. is a zoning-oriented character with versatile projectiles to keep his opponents at bay. [[Robo Beam]] enables him to attack from considerable distance, and becomes the noticeably stronger [[Super Robo Beam]] when it is left idle for 14.3 seconds. While Robo Beam interrupts opponents faster, Super Robo Beam deals more damage and has higher knockback growth. [[Gyro]] is an auto-[[charge]]able projectile that becomes an [[item]] when fired. Compared to Robo Beam, it has a more favorable angle for disrupting opponents, while also being more manipulable as a projectile and possessing greater KO power. Thanks to R.O.B.'s [[item throw]]s being among the strongest in the game, Gyro is also especially useful when [[Item throw#Directions and strength|smash thrown]] as an item.
Like in ''Brawl'' and ''Smash 4'', R.O.B. is a zoning-oriented character with versatile projectiles to keep his opponents at bay. [[Robo Beam]] enables him to attack from considerable distance, and becomes the noticeably stronger [[Super Robo Beam]] when it is left idle for 14.3 seconds. While Robo Beam interrupts opponents faster, Super Robo Beam deals more damage and has higher knockback growth. [[Gyro]] is an auto-[[charge]]able projectile that becomes an [[item]] when fired. Compared to Robo Beam, it has a more favorable angle for disrupting opponents, while also being more manipulable as a projectile and possessing greater KO power. Thanks to R.O.B.'s [[item throw]]s being among the strongest in the game, Gyro is also especially useful when [[Item throw#Directions and strength|smash thrown]] as an item.


Aside from his projectiles, R.O.B's grounded game is also excellent. His [[neutral attack]] comes out on frame 3 and acts as a quick move at low percentages to escape pressuring situations, and it can also [[jab lock]] and combo. [[Forward tilt]] can be useful for spacing at higher percentages since it comes out on frame 7, but its usefulness ends there. [[Up tilt]] comes out on frame 4, and is great for acting as an anti-air and combos into his up aerial. [[Down tilt]] is R.O.B.'s single-best move in his entire kit, as it lowers his hurtbox, has great range, is tied with his jab as his fastest move at frame 3, pressures [[shield]]s, trades with [[shield grab]]s, and its total active frames is only 14, meaning it is one of the safest pressuring moves in the game. It also combos into itself at lower percentages, and at higher percents, it can combo into grab or dash attack, and can send opponents into a jab lock-based scenario for a KO at relatively low percentages. Lastly, [[dash attack]] is useful for punishing landings and whiffs, is extremely fast at frame 7, has relatively long range, and can combo into his forward air at low to medium percentages.
Aside from his projectiles, R.O.B.'s grounded game is also excellent. His [[neutral attack]] comes out on frame 3 and acts as a quick move at low percentages to escape pressuring situations, and it can also [[jab lock]] and combo. [[Forward tilt]] can be useful for spacing at higher percentages since it comes out on frame 7, but its usefulness ends there. [[Up tilt]] comes out on frame 4, and is great for acting as an anti-air and combos into his up aerial. [[Down tilt]] is R.O.B.'s single-best move in his entire kit, as it lowers his hurtbox, has great range, is tied with his jab as his fastest move at frame 3, pressures [[shield]]s, trades with [[shield grab]]s, and its total active frames is only 14, meaning it is one of the safest pressuring moves in the game. It also combos into itself at lower percentages, and at higher percents, it can combo into grab or dash attack, and can send opponents into a jab lock-based scenario for a KO at relatively low percentages. Lastly, [[dash attack]] is useful for punishing landings and whiffs, is extremely fast at frame 7, has relatively long range, and can combo into his forward air at low to medium percentages.


R.O.B.'s air game is also great, thanks to the excellent and disjointed ranges of all excluding [[forward aerial|one]] of his aerials. [[Neutral aerial]] has large, disjointed hitboxes that make it great for covering the opponents' options if lacking the range to deal with it. It is also very hard to punish [[out of shield]] due to its damage, total [[landing lag]] (7 frames) and range. It is also a reliable combo starter at low to medium percentages when [[SHFF]]'d, as well as a useful spacing option and, to a lesser extent, a KOing tool. [[Up aerial]] is a great vertical KO move due to its large and long-lasting hitboxes, fast startup, and the last hit’s high knockback. [[Back aerial|Back]] and [[down aerial]]s are R.O.B.'s most damaging aerials when [[sweetspot]]ted, and they too have large and disjointed hitboxes, much like neutral aerial. However, they also boast their own specific strengths: back aerial has recovery potential thanks to it propelling R.O.B. forward, and it is his only aerial that can KO in neutral due to its incredible knockback and huge hitbox. Not only that, but it is also one of the strongest back aerials in the game. Meanwhile, his down aerial is a powerful [[meteor smash]] that can hit below the ledge and KO very early if done so. It is also active for 6 whole frames, making it difficult to avoid for characters with linear recoveries. Lastly, [[forward aerial]] is R.O.B.'s fastest aerial coming out on frame 6, making it very spammable in neutral due to how low committal it is to use, as it is safe on shield. However, its hitbox has much shorter range and is not disjointed.
R.O.B.'s air game is also great, thanks to the excellent and disjointed ranges of all excluding [[forward aerial|one]] of his aerials. [[Neutral aerial]] has large, disjointed hitboxes that make it great for covering the opponents' options if lacking the range to deal with it. It is also very hard to punish [[out of shield]] due to its damage, total [[landing lag]] (7 frames) and range. It is also a reliable combo starter at low to medium percentages when [[SHFF]]'d, as well as a useful spacing option and, to a lesser extent, a KOing tool. [[Up aerial]] is a great vertical KO move due to its large and long-lasting hitboxes, fast startup, and the last hit’s high knockback. [[Back aerial|Back]] and [[down aerial]]s are R.O.B.'s most damaging aerials when [[sweetspot]]ted, and they too have large and disjointed hitboxes, much like neutral aerial. However, they also boast their own specific strengths: back aerial has recovery potential thanks to it propelling R.O.B. forward, and it is his only aerial that can KO in neutral due to its incredible knockback and huge hitbox. Not only that, but it is also one of the strongest back aerials in the game. Meanwhile, his down aerial is a powerful [[meteor smash]] that can hit below the ledge and KO very early if done so. It is also active for 6 whole frames, making it difficult to avoid for characters with linear recoveries. Lastly, [[forward aerial]] is R.O.B.'s fastest aerial coming out on frame 6, making it very spammable in neutral due to how low committal it is to use, as it is safe on shield. However, its hitbox has much shorter range and is not disjointed.
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==Update history==
==Update history==
R.O.B has received a mix of [[buff]]s and [[nerf]]s via game updates, but has been slightly nerfed overall. The removal of Gyro canceling was significant, as it effectively removed several movement-based options and advanced techniques R.O.B. could perform in previous games. R.O.B was affected more than most of the other characters during update 3.0.0 with the universal reduction to shield damage for projectiles and the down tilt loop became harder to set up in version 4.0.0, with buffs being quality-of-life updates to make moves connect more consistently.
R.O.B. has received a mix of [[buff]]s and [[nerf]]s via game updates, but has been slightly nerfed overall. The removal of Gyro canceling was significant, as it effectively removed several movement-based options and advanced techniques R.O.B. could perform in previous games. R.O.B. was affected more than most of the other characters during update 3.0.0 with the universal reduction to shield damage for projectiles and the down tilt loop became harder to set up in version 4.0.0, with buffs being quality-of-life updates to make moves connect more consistently.


Overall, while faring slightly worse than at launch, R.O.B. remains extremely viable in the competitive scene and is regarded as a high-tier character throughout the game's lifespan.
Overall, while faring slightly worse than at launch, R.O.B. remains extremely viable in the competitive scene and is regarded as a high-tier character throughout the game's lifespan.
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|dairdesc=Activates his thrusters to emit a fiery blast downward. The middle portion of the blast is a powerful [[meteor smash]], which makes it an extremely potent edge-guarding option, especially after an [[Edge-guarding#Ledge trump|edge trump]] if the opponent re-grabs the edge. It auto-cancels in a short hop due to it halting R.O.B.'s momentum for a while. Due to it hitting on frame 20 and having 43 frames of ending lag, it is R.O.B.'s slowest aerial. When coupled with its 12 frames of landing lag, it is punishable if it is not spaced properly and auto-canceled, though not to the same extent as in ''SSB4''.
|dairdesc=Activates his thrusters to emit a fiery blast downward. The middle portion of the blast is a powerful [[meteor smash]], which makes it an extremely potent edge-guarding option, especially after an [[Edge-guarding#Ledge trump|edge trump]] if the opponent re-grabs the edge. It auto-cancels in a short hop due to it halting R.O.B.'s momentum for a while. Due to it hitting on frame 20 and having 43 frames of ending lag, it is R.O.B.'s slowest aerial. When coupled with its 12 frames of landing lag, it is punishable if it is not spaced properly and auto-canceled, though not to the same extent as in ''SSB4''.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=[[wikipedia:Clinch fighting|Clinches]] the opponent. All of R.O.B's grabs are extremely quick (frame 6), at the expense of terrible range.
|grabdesc=[[wikipedia:Clinch fighting|Clinches]] the opponent. All of R.O.B.'s grabs are extremely quick (frame 6), at the expense of terrible range.
|pummelname=CatchA
|pummelname=CatchA
|pummeldmg=1.3%
|pummeldmg=1.3%
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==[[Alternate costume (SSBU)#R.O.B.|Alternate costumes]]==
==[[Alternate costume (SSBU)#R.O.B.|Alternate costumes]]==
As in ''SSB4'', R.O.B.'s default costume switches between the 1st and 2nd costumes listed here depending on the language the game is set to. The Famicom colors are the default if the language is set to Japanese, Korean, or Chinese, while the NES colors are the default color if the language is set to any other language. Newly scanned R.O.B amiibo default to the language's default color instead of the color of the R.O.B amiibo, unlike other amiibo variants.
As in ''SSB4'', R.O.B.'s default costume switches between the 1st and 2nd costumes listed here depending on the language the game is set to. The Famicom colors are the default if the language is set to Japanese, Korean, or Chinese, while the NES colors are the default color if the language is set to any other language. Newly scanned R.O.B. amiibo default to the language's default color instead of the color of the R.O.B. amiibo, unlike other amiibo variants.
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