Editing R.O.B. (SSBB)
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:''This article is about R.O.B.'s playable appearance in Super Smash Bros. Brawl. For his non-playable appearance in | :''This article is about R.O.B.'s playable appearance in'' [[Super Smash Bros. Brawl]]. ''For his non-playable appearance in The Subspace Emissary, see [[Ancient Minister]]. For other uses, see [[R.O.B.]]'' | ||
{{Infobox Character | {{Infobox Character | ||
|name = R.O.B. | |name = R.O.B. | ||
|image = [[File:R.O.B. SSBB.jpg|250px]] | |image = [[File:R.O.B. SSBB.jpg|250px|R.O.B.]] | ||
|game = | |game = Brawl | ||
|ssbgame1 = SSB4 | |ssbgame1 = SSB4 | ||
|availability = [[Unlockable character|Unlockable]] | |availability = [[Unlockable character|Unlockable]] | ||
|tier = C- | |tier = C- | ||
|ranking = 18 | |ranking = 18 | ||
}} | }} | ||
'''R.O.B.''' ({{ja|ロボット|Robotto}}, ''Robot'') is a [[newcomer]] in ''[[Super Smash Bros. Brawl]]''. His full name is '''Robotic Operating Buddy''' and he | '''R.O.B.''' ({{ja|ロボット|Robotto}}, ''Robot'') is a [[newcomer]] in ''[[Super Smash Bros. Brawl]]''. His full name is '''Robotic Operating Buddy''' and he's based on the R.O.B./Robot [[nwiki:NES|NES]]/[[nwiki:Famicom|Famicom]] peripheral. He was unveiled in a mass [[leak]] prior to the Japanese release of ''Brawl''. R.O.B. was confirmed on the ''DOJO!!'' March 6, 2008. | ||
R.O.B. | R.O.B. currently ranks 18th on the [[tier list]] at the bottom of the high-mid tier. R.O.B. possesses a strong [[camp]]ing game with two very effective projectiles; one is a fast [[transcendent]] [[projectile]] that can travel across entire stages while going through any hurtbox it connects with, and a powerful item-based projectile that produces a lingering [[hitbox]] when it lands, while being able to be picked up and [[glide toss]]ed with. He also has one of the best [[recoveries]] in ''Brawl'', that gains incredible distance while giving R.O.B. nearly free reign to act out of. R.O.B. additionally possesses great [[tilt]]s and effective [[aerial]]s, with them having great [[reach]] or large hitboxes. However, R.O.B. has significant problems [[KO]]ing opponents, at least without racking up well in excess of 150+% damage; his finishers aren't powerful (with most having low knockback scaling, making it especially difficult for R.O.B. to KO heavier characters), while having slow start-up, poor hitbox placement, or both, that makes them difficult to land. Additionally, R.O.B. has a large hurtbox, which when combined with his heavy [[weight]] and slow aerial mobility, leaves him vulnerable to [[juggling]]. R.O.B.'s hurtbox also accentuates his problems dealing with projectile camping from characters like {{SSBB|Falco}}, especially since he lacks a reliable [[reflection|reflector]]. The hurtbox combines with his below-average mobility to create difficulty in initiating [[approach]]es when he lacks a [[Gyro]] to glide toss. Another problem R.O.B. has is his poor [[momentum cancelling]] options, giving him among the worst endurance for a character of his weight class. Overall, R.O.B. has average [[matchup]]s, where he holds an advantage over nearly every character below borderline tier, but loses the majority of matchups with several {{b|counter|matchup}}s against characters above (including a notoriously poor matchup against {{SSBB|Meta Knight}}). R.O.B. has achieved above average [[tournament]] results regardless, especially in Meta Knight-banned tournaments. | ||
==How to unlock== | ==How to unlock== | ||
Complete one of the following: | Complete one of the following: | ||
*Play 160 [[VS. match]]es. | *Play 160 [[VS. match]]es. | ||
*Collect 250 different [[trophies]]. | *Collect 250 different [[trophies]]. | ||
*Have R.O.B. join the player's party in [[ | *Have R.O.B. join the player's party in the [[Subspace Emissary]] ([[The Subspace Bomb Factory (Part II)]]). | ||
With the exception of the third method, R.O.B. must then be defeated on [[Mario Bros.]] | With the exception of the third method, R.O.B. must then be defeated on [[Mario Bros.]] | ||
==Attributes== | ==Attributes== | ||
R.O.B. plays the role of a long-range attacker very well, with projectiles and means to keep opponents at bay. His base up close is a blind spot, making it important to keep foes away. Many of his attacks balance moderate power and range with short lag-time. His moves with actual KO potential, though, have considerable start up lag or keep him airborne longer than desired. R.O.B. is also prone to [[Stale move negation]] on his KO moves (notably his down smash which, due to its low knockback scaling, can have trouble KO'ing heavier characters even at around 200%) rendering him unable to KO at times (however, his up throw can KO reliably at above 160%). He can easily set up an edgeguard using a forward or back throw, but his most powerful aerials are difficult to land. Despite his moves boasting only moderate knockback, R.O.B. can generally keep knocking his opponent away with superior range and combine any of his moves together fairly easily. The resulting damage adds up rather quickly with an experienced player. R.O.B. is decently heavy and floaty (making R.O.B | R.O.B. plays the role of a long-range attacker very well, with projectiles and means to keep opponents at bay. His base up close is a blind spot, making it important to keep foes away. Many of his attacks balance moderate power and range with short lag-time. His moves with actual KO potential, though, have considerable start up lag or keep him airborne longer than desired. R.O.B. is also prone to [[Stale move negation]] on his KO moves (notably his down smash which, due to its low knockback scaling, can have trouble KO'ing heavier characters even at around 200%) rendering him unable to KO at times (however, his up throw can KO reliably at above 160%). He can easily set up an edgeguard using a forward or back throw, but his most powerful aerials are difficult to land. Despite his moves boasting only moderate knockback, R.O.B. can generally keep knocking his opponent away with superior range and combine any of his moves together fairly easily. The resulting damage adds up rather quickly with an experienced player. R.O.B. is decently heavy and floaty (making R.O.B, {{SSBB|Samus}} and {{SSBB|Yoshi}} the only floaty heavyweights), but he is also a large target. He has two projectiles, both with decent knockback and unique properties, which usually mess up the opponent's approach. The major flaw with these projectiles is that they are not spammable (as they must be charged/recharged). His aerial game is also good, with his forward aerial being fast and having moderate knockback, his neutral and back aerial being powerful but difficult to land, and his down air acting as a [[Meteor Smash]] (although it has a very slow start-up). His back aerial can also aid his exceptional recovery, both his back and down aerials push R.O.B. up slightly when using [[Robo Burner]]. With the addition of [[Robo Burner]], he is quite interesting to experiment with on certain combination of attacks and techniques such as a [[Wall of Pain]]. In fact, a technique sometimes called "burner flashing," which is initiated by first using Robo Burner and then repeatedly pressing B, has been proven to be the farthest vertical traveling recovery move in one go. R.O.B.'s recovery does have its problems. He can't air dodge out of Robo Burner, making his recovery predictable for some characters and he can be juggled because he is floaty in both jumping and recovery, notably by {{SSBB|Meta Knight}} and {{SSBB|Fox}}. His slow [[falling speed|fast falling]] also makes his momentum canceling poor, getting KOed vertically at relatively low percentages, especially for his weight class. R.O.B.'s side special reflects projectiles, but characters with more spammable projectiles can easily overwhelm R.O.B. from afar, and it isn't useful as an attack. Overall, with a very flexible ranged game, R.O.B. can be a dangerous foe for many characters in the game. | ||
==Moveset== | ==Moveset== | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSBB | |game=SSBB | ||
|neutralcount=2 | |neutralcount=2 | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=3% | |neutral1dmg=3% | ||
|neutral2dmg=3% | |neutral2dmg=3% | ||
|neutraldesc=R.O.B. does a quick swing with each arm. | |neutraldesc=R.O.B. does a quick swing with each arm. | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg=8% (arm tip), 6% (arm), 5% (body) | |ftiltdmg=8% (arm tip), 6% (arm), 5% (body) | ||
|ftiltdesc=Leans forward and punches with an impressive range. Can be aimed up or down. | |ftiltdesc=Leans forward and punches with an impressive range. Can be aimed up or down. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=3% (early), 5% (arms tip), 6% (arms base) | |utiltdmg=3% (early), 5% (arms tip), 6% (arms base) | ||
|utiltdesc=R.O.B. throws both arms upwards. Can hit twice, with the first hit having [[set knockback]] and second hit launching opponents upwards. | |utiltdesc=R.O.B. throws both arms upwards. Can hit twice, with the first hit having [[set knockback]] and second hit launching opponents upwards. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=5% (arms), 4% (arms tip) | |dtiltdmg=5% (arms), 4% (arms tip) | ||
|dtiltdesc=Quickly pushes his arms forward along the ground. Quick, produces opportunity for multiple hits. Can cause tripping. | |dtiltdesc=Quickly pushes his arms forward along the ground. Quick, produces opportunity for multiple hits. Can cause tripping. | ||
|dashname= | |dashname= | ||
|dashdmg=6% (arms), 5% (arms tip) | |dashdmg=6% (arms), 5% (arms tip) | ||
|dashdesc=R.O.B. thrusts both his arms forward. | |dashdesc=R.O.B. thrusts both his arms forward. | ||
|fsmashname=S3 | |fsmashname=S3 | ||
|fsmashdmg={{ChargedSmashDmgSSBB|14}} (base), {{ChargedSmashDmgSSBB|13}} (mid), {{ChargedSmashDmgSSBB|12}} (tip) | |fsmashdmg={{ChargedSmashDmgSSBB|14}} (base), {{ChargedSmashDmgSSBB|13}} (mid), {{ChargedSmashDmgSSBB|12}} (tip) | ||
|fsmashdesc=Shoots a short beam from his eyes. Can be directed up and down like a shorter [[Robo Beam]]. May be considered a projectile, due to the fact that it can't break a [[Metal Box]]. Does average knockback. | |fsmashdesc=Shoots a short beam from his eyes. Can be directed up and down like a shorter [[Robo Beam]]. May be considered a projectile, due to the fact that it can't break a [[Metal Box]]. Does average knockback. This move was officially named "S3" in [[Super Smash Bros. 4]]. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSBB|12}} (base), {{ChargedSmashDmgSSBB|13}} (mid), {{ChargedSmashDmgSSBB|14}} (tip) | |usmashdmg={{ChargedSmashDmgSSBB|12}} (base), {{ChargedSmashDmgSSBB|13}} (mid), {{ChargedSmashDmgSSBB|14}} (tip) | ||
|usmashdesc=R.O.B. plants his hands on the ground and does a handstand, shooting boosters out of his base upwards. Very high knockback (R.O.B.'s strongest move in terms of knockback) but is slow and predictable. High vertical range but has no horizontal range, making the move difficult to use, especially on stages without platforms. When sweetspotted and fully charged, it KOs at 70%. | |usmashdesc=R.O.B. plants his hands on the ground and does a handstand, shooting boosters out of his base upwards. Very high knockback (R.O.B.'s strongest move in terms of knockback) but is slow and predictable. High vertical range but has no horizontal range, making the move difficult to use, especially on stages without platforms. When sweetspotted and fully charged, it KOs at 70%. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSBB|2}} (hits 1-4), {{ChargedSmashDmgSSBB|5}} (hit 5) | |dsmashdmg={{ChargedSmashDmgSSBB|2}} (hits 1-4), {{ChargedSmashDmgSSBB|5}} (hit 5) | ||
|dsmashdesc= Lowers torso on his spine and extends arms, spinning them. Low damage and knockback, but decent range and multiple hits. It is the fastest down smash, tied with Zelda's. | |dsmashdesc= Lowers torso on his spine and extends arms, spinning them. Low damage and knockback, but decent range and multiple hits. It is the fastest down smash, tied with Zelda's. | ||
|nairname= | |nairname= | ||
|nairdmg=10% | |nairdmg=10% | ||
|nairdesc=Pauses for a second, then fires his boosters as he spins vertically. | |nairdesc=Pauses for a second, then fires his boosters as he spins vertically. | ||
|fairname= | |fairname= | ||
|fairdmg=10% (clean), 6% (late) | |fairdmg=10% (clean), 6% (late) | ||
|fairdesc=Extends his arms forward. Has low lag, and is good for starting up aerial combos and [[edgeguard]]ing. At low percentages, it can set up for a neutral or down aerials on heavyweights. | |fairdesc=Extends his arms forward. Has low lag, and is good for starting up aerial combos and [[edgeguard]]ing. At low percentages, it can set up for a neutral or down aerials on heavyweights. | ||
|bairname= | |bairname= | ||
|bairdmg=11% | |bairdmg=11% | ||
|bairdesc=Aims his base behind him and fires his boosters. Pushes R.O.B. forward a little bit, although while he keeps the knockback after getting hit, it does nothing to increase or reduce momentum. The hitbox affects targets both in front of and behind R.O.B. each with decent knockback. This can be used for recovery in between Robo Burners, creating virtually the longest horizontal recovery move in the game along with [[Pound]] and [[Glide]]. | |bairdesc=Aims his base behind him and fires his boosters. Pushes R.O.B. forward a little bit, although while he keeps the knockback after getting hit, it does nothing to increase or reduce momentum. The hitbox affects targets both in front of and behind R.O.B. each with decent knockback. This can be used for recovery in between Robo Burners, creating virtually the longest horizontal recovery move in the game along with [[Pound]] and [[Glide]]. | ||
|uairname= | |uairname= | ||
|uairdmg=4-5% (hits 1-4), 3% (hit 5) | |uairdmg=4-5% (hits 1-4), 3% (hit 5) | ||
|uairdesc=Raises arms repeatedly above his head, hitting multiple times with good damage if used right. About 20% damage if all hits connect. | |uairdesc=Raises arms repeatedly above his head, hitting multiple times with good damage if used right. About 20% worth of damage if all hits connect. | ||
|dairname= | |dairname= | ||
|dairdmg=12% (base), 13% (booster base), 11% (booster mid), 6% (booster tip) | |dairdmg=12% (base), 13% (booster base), 11% (booster mid), 6% (booster tip) | ||
|dairdesc=R.O.B. fires a blast downwards. Boosts R.O.B. up a little bit, shooting his boosters down where he was. It's powerful, yet slow and can [[meteor smash]]. Keeps him stationary in the air shortly, although he can fast fall with it as long as he's in knockback after getting hit. When [[Poison Mushroom|tiny]], R.O.B. can use this move instead of Robo Burner to recover. Provides him an unlimited [[recovery]] move, because it pushes him upward and can be used infinitely to fly up the upper [[blast line]] infinitely without getting Star KO'd, making it also the only unlimited non-[[bomb recovery]] and the only infinite recovery (when tiny) of every ''Smash Bros.'' installment. Can also perform every [[Hyrule Jump]] (only when tiny) | |dairdesc=R.O.B. fires a blast downwards. Boosts R.O.B. up a little bit, shooting his boosters down where he was. It's powerful, yet slow and can [[meteor smash]]. Keeps him stationary in the air shortly, although he can fast fall with it as long as he's in knockback after getting hit. When [[Poison Mushroom|tiny]], R.O.B. can use this move instead of Robo Burner to recover. Provides him an unlimited [[recovery]] move, because it pushes him upward and can be used infinitely to fly up the upper [[blast line]] infinitely without getting Star KO'd, making it also the only unlimited non-[[bomb recovery]] and the only infinite recovery (when tiny) of every ''Smash Bros.'' installment. Can also perform every [[Hyrule Jump]] (only when tiny). | ||
|grabname= | |grabname= | ||
|grabdesc= | |grabdesc= | ||
|pummelname= | |pummelname= | ||
|pummeldmg=2% | |pummeldmg=2% | ||
|pummeldesc=Squeezes opponent with his hands. Very fast and no ending lag. | |pummeldesc=Squeezes opponent with his hands. Very fast and no ending lag. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=10% | |fthrowdmg=10% | ||
|fthrowdesc=Tosses opponent forward. Very fast. | |fthrowdesc=Tosses opponent forward. Very fast. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=10% | |bthrowdmg=10% | ||
|bthrowdesc=Quickly swings his opponent backward. Can KO around 165%, if used very close to the ledge. | |bthrowdesc=Quickly swings his opponent backward. Can KO around 165%, if used very close to the ledge. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=10% | |uthrowdmg=10% | ||
|uthrowdesc=Grabs opponent, flies them into the air a short distance, turns them upside down, then crashes them into the ground (Similar to {{SSBB|Olimar}}, {{SSBB|Kirby}} or {{SSBB|Meta Knight}}'s up throw). This is R.O.B.'s strongest throw along with his back throw, knockback wise. Can KO around 165%. | |uthrowdesc=Grabs opponent, flies them into the air a short distance, turns them upside down, then crashes them into the ground (Similar to {{SSBB|Olimar}}, {{SSBB|Kirby}} or {{SSBB|Meta Knight}}'s up throw). This is R.O.B.'s strongest throw along with his back throw, knockback wise. Can KO around 165%. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=10% | |dthrowdmg=10% | ||
|dthrowdesc=Drills opponent into the ground in front of him | |dthrowdesc=Drills opponent into the ground in front of him. | ||
|floorbname= | |floorbname= | ||
|floorbdmg=6% | |floorbdmg=6% | ||
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|edgesdesc=Slowly climbs onto the stage and lunges his left arm forward. | |edgesdesc=Slowly climbs onto the stage and lunges his left arm forward. | ||
|nsname=Robo Beam | |nsname=Robo Beam | ||
|nsdmg=5% (uncharged), 7% (charged), 9% ( | |nsdmg=5% (uncharged), 7% (charged), 9% (fully charged) | ||
|nsdesc=Fires a long-range laser from his eyes that will pierce through opponents. The laser can be directed, and if the laser makes contact with a floor, ceiling, or wall, it will bounce off at an angle. Attempting to use the Robo Beam again immediately after using it will result instead in R.O.B. using a weak attack that only affects the area directly in front of him. After not using the Robo Beam for a minimum of 20 seconds, the attack will be powered up and become a Super Robo Beam. This Super Robo Beam has enhanced power and knockback when compared to the regular Robo Beam, and is visually wider. | |nsdesc=Fires a long-range laser from his eyes that will pierce through opponents. The laser can be directed, and if the laser makes contact with a floor, ceiling, or wall, it will bounce off at an angle. Attempting to use the Robo Beam again immediately after using it will result instead in R.O.B. using a weak attack that only affects the area directly in front of him. After not using the Robo Beam for a minimum of 20 seconds, the attack will be powered up and become a Super Robo Beam. This Super Robo Beam has enhanced power and knockback when compared to the regular Robo Beam, and is visually wider. | ||
|ssname=Arm Rotor | |ssname=Arm Rotor | ||
|ssdmg=1-2% (loop), 3-4% (last hit) | |ssdmg=1-2% (loop), 3-4% (last hit) | ||
|ssdesc=Spins his arms like a rotor. The move has a light push and also lifts him into the air by a small amount, and can also be directed up and down, causing the rotor's hitbox to move along with it. The move hits multiple times and finishes off with a weak attack that has decent knockback. It also works as a reflector that sends any projectile back towards the user at x1.5 the power. However, as the hitbox of the attack changes depending on the position of the rotor, in addition to the start-up lag of the move, the usefulness of this move as a reflector varies. | |ssdesc=Spins his arms like a rotor. The move has a light push and also lifts him into the air by a small amount, and can also be directed up and down, causing the rotor's hitbox to move along with it. The move hits multiple times and finishes off with a weak attack that has decent knockback.It also works as a reflector that sends any projectile back towards the user at x1.5 the power. However, as the hitbox of the attack changes depending on the position of the rotor, in addition to the start-up lag of the move, the usefulness of this move as a reflector varies. | ||
|usname=Robo Burner | |usname=Robo Burner | ||
|usdmg=0% | |usdmg=0% | ||
Line 117: | Line 112: | ||
|dsname=Gyro | |dsname=Gyro | ||
|dsdmg=7-18% (shoot), 2-5% (idle), 8% (thrown), 9% (smash & dash thrown), 3-7% (dropped) | |dsdmg=7-18% (shoot), 2-5% (idle), 8% (thrown), 9% (smash & dash thrown), 3-7% (dropped) | ||
|dsdesc=Produces a Gyro that he begins to spin. The Gyro can be fired off by using the move again while charging or when fully charged. The Gyro can be picked up after hitting foes or landing on the ground, and can continue to damage foes in this state, as it will deal slight damage to foes who contact it while the Gyro is spinning. When a Gyro on the ground stops spinning, it will disappear. As an item, foes can pick it back up to throw back at R.O.B., or he can pick it up to throw again himself, but the Gyro cannot be charged again if picked up. The Gyro can be [[glide toss]]ed, and is generally considered one of the more powerful glide tosses in ''Brawl'', due to | |dsdesc=Produces a Gyro that he begins to spin. The Gyro can be fired off by using the move again while charging or when fully charged. The Gyro can be picked up after hitting foes or landing on the ground, and can continue to damage foes in this state, as it will deal slight damage to foes who contact it while the Gyro is spinning. When a Gyro on the ground stops spinning, it will disappear. As an item, foes can pick it back up to throw back at R.O.B., or he can pick it up to throw again himself, but the Gyro cannot be charged again if picked up. The Gyro can be [[glide toss]]ed, and is generally considered one of the more powerful glide tosses in ''Brawl'', due to it's high range and knockback. | ||
|fsname=Diffusion Beam | |fsname=Diffusion Beam | ||
|fsdmg=2% (close range) 4% (long range) 15% (hard hit laser) | |fsdmg=2% (close range) 4% (long range) 15% (hard hit laser) | ||
|fsdesc=Begins firing a spiral-shaped beam from his eyes. The Diffusion Beam is unique in that it operates like the [[Superspicy Curry]], as his entire moveset, excluding the Robo Beam, is usable during this Final Smash, in addition to items. Foes caught in the beam will take damage, but the beam itself has no knockback. However, there is also a powerful laser that appears instead of the spiral-shaped beam at points, which has strong knockback, and will usually KOs opponents hit by it. As the move's hitbox is directly related to the space in front of R.O.B.'s eyes, the beam can be directed at foes through the use of unorthodox methods, such as taunts. R.O.B. himself also gains [[invincibility]] while the Diffusion Beam is active. | |fsdesc=Begins firing a spiral-shaped beam from his eyes. The Diffusion Beam is unique in that it operates like the [[Superspicy Curry]], as his entire moveset, excluding the Robo Beam, is usable during this Final Smash, in addition to items. Foes caught in the beam will take damage, but the beam itself has no knockback. However, there is also a powerful laser that appears instead of the spiral-shaped beam at points, which has strong knockback, and will usually KOs opponents hit by it. As the move's hitbox is directly related to the space in front of R.O.B.'s eyes, the beam can be directed at foes through the use of unorthodox methods, such as taunts. R.O.B. himself also gains [[invincibility]] while the Diffusion Beam is active. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
Line 186: | Line 134: | ||
{{Idle | {{Idle | ||
|desc-1=Looks toward his right side, and then looks towards his left side. | |desc-1=Looks toward his right side, and then looks towards his left side. | ||
|desc-2=Slowly tilts | |desc-2=Slowly tilts its head downwards and then lifts it back up. | ||
|image-1=R.O.B. Idle Pose 1 Brawl.png | |image-1=R.O.B. Idle Pose 1 Brawl.png | ||
|image-2=R.O.B. Idle Pose 2 Brawl.png}} | |image-2=R.O.B. Idle Pose 2 Brawl.png}} | ||
Line 199: | Line 147: | ||
|pitch-us=Group chant | |pitch-us=Group chant | ||
|pitch-jp=Group chant}} | |pitch-jp=Group chant}} | ||
===[[Wii Remote selection sound]]=== | |||
{{SelectSound|char=R.O.B.|desc=Makes a pair of whirring noises.}} | |||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
Line 204: | Line 155: | ||
|victory-theme=ROBTheme.ogg | |victory-theme=ROBTheme.ogg | ||
|victory-desc=A cover of the track that would play when starting up Memory mode in ''{{s|wikipedia|Stack-Up}}'', the first game that the [[R.O.B.]] accessory was compatible with. | |victory-desc=A cover of the track that would play when starting up Memory mode in ''{{s|wikipedia|Stack-Up}}'', the first game that the [[R.O.B.]] accessory was compatible with. | ||
|desc- | |desc-1=Spins his arms and moves them in a strongman pose while turning his head. | ||
|desc- | |desc-2=Spins around up a slight inch in the air, then lands, then puts his arms down and brings them back up again while turning his head. | ||
|desc-3=Shoots sparks from his eyes, then flexes his upper body, like his side [[taunt]]. | |||
|char= | |char=R.O.B}} | ||
==In [[competitive play]]== | ==In [[competitive play]]== | ||
===Matchups=== | |||
{{SSBBMatchupTable|rob=yes}} | |||
===Notable players=== | ===Notable players=== | ||
:''See also: [[:Category:R.O.B. professionals (SSBB)]] | |||
:''See also: [[:Category:R.O.B. | *{{Sm|8BitMan|USA}} | ||
*{{Sm|8BitMan|USA}} | *{{Sm|Chibo|USA}} | ||
*{{Sm| | *{{Sm|Dill|USA}} | ||
*{{Sm| | *{{Sm|HolyNightmare|Canada}} | ||
*{{Sm| | *{{Sm|Luminous|Japan}} | ||
*{{Sm|Luminous|Japan | *{{Sm|NinjaLink|USA}} | ||
*{{Sm| | *{{Sm|OCEAN|Japan}} | ||
*{{Sm| | *{{Sm|Stingers|USA}} | ||
*{{Sm|t0mmy|USA}} | |||
*{{Sm|Stingers|USA}} | |||
*{{Sm|t0mmy|USA}} | |||
===Tier placement and history=== | ===Tier placement and history=== | ||
Line 229: | Line 180: | ||
==Role in [[The Subspace Emissary]]== | ==Role in [[The Subspace Emissary]]== | ||
[[File:ROB Subspace Emissary.jpg|thumb|300px|R.O.B. in ''[[SSE]]'' | [[File:ROB Subspace Emissary.jpg|thumb|300px|R.O.B. in ''[[SSE]]'']] | ||
The race of R.O.B.s appear under four roles in ''Super Smash Bros. Brawl''. During | The race of R.O.B.s appear under four roles in ''Super Smash Bros. Brawl''. During [[Adventure Mode: The Subspace Emissary|the Subspace Emissary]], they are a unit of the [[Subspace Army]] and are used to activate the [[Subspace Bomb]]s, as well as guard the [[Ancient Minister]] and come in different variations; [[R.O.B. Sentry]], [[R.O.B. Launcher]] and the [[R.O.B. Blaster]]. The bodyguards for the Ancient Minister are called "The [[R.O.B. Squad]]". When a pair of R.O.B.s are used to activate a Subspace Bomb, they are destroyed in the explosions. | ||
In | In the Subspace Emissary, it is revealed that the Ancient Minister is actually R.O.B. and the whole reason he was destroying the [[Super Smash Bros. (universe)|Super Smash Bros. World]] was because [[Tabuu]] had destroyed a lot of R.O.B.s, which upset the Ancient Minister. Tabuu then threatened to extinguish the rest of the R.O.B. race if the Ancient Minister would not aid him in his plan. It is also revealed that R.O.B., the Ancient Minister, was once the ruler of the world and he lives on a [[Isle of the Ancients|floating island]] along with the other ministers. {{SSBB|Samus}}, {{SSBB|Pikachu}}, {{SSBB|Captain Olimar}}, {{SSBB|Captain Falcon}}, {{SSBB|Donkey Kong}} and {{SSBB|Diddy Kong}} were able to get on this same island. However, [[Subspace Bomb Factory (Part II)|when they arrive]], the Ancient Minister refuses to battle with them. | ||
A hologram of {{SSBB|Ganondorf}} appears and commands the R.O.B. minions to detonate all the Subspace Bombs in the building, only to have the Ancient Minister tell him off. Ganondorf then orders the R.O.B.s to attack | A hologram of {{SSBB|Ganondorf}} appears and commands the R.O.B. minions to detonate all the Subspace Bombs in the building, only to have the Ancient Minister tell him off. Ganondorf then orders the R.O.B.s to attack the disobedient Minister. They burn the Minister's robes away to discover that their target is a R.O.B. himself. At that point, R.O.B. decided to stop destroying the [[World of Trophies|world]] and joined the heroes. After he and his friends defeat a flock of [[Auroros]] sent in by Ganondorf, he mourned at the fact that the Subspace Bombs are about to selfdestruct, along with the R.O.B.s that set them off. Realizing that they cannot pull the R.O.B.s away from the bombs, Captain Falcon calls in the [[Falcon Flyer]], DK grabs the melancholic R.O.B. and the Smashers depart, despite [[Meta Ridley]] getting in their way. | ||
Captain Falcon drives the Falcon Flyer straight | Captain Falcon drives the Falcon Flyer straight into the {{b|Subspace|Part I}} along with everyone else. Unfortunately, Tabuu uses his [[Off Waves]] to reduce them all into [[Trophy|trophies]]; R.O.B. among them. {{SSBB|King Dedede}}, {{SSBB|Ness}}, {{SSBB|Luigi}} and {{SSBB|Kirby}}, who were revived by the [[Dedede Brooch]], find them and bring them back to life. With all heroes reunited, they endure [[the Great Maze]] and fight Tabuu. | ||
R.O.B. is one of the few characters who has two names displayed [[ | R.O.B. is one of the few characters who has two names displayed [[Subspace Cutscenes|throughout the story]]. The [[Midair Stadium|first time]] is as the Ancient Minister and the second time as R.O.B. {{SSBB|Zelda}} and {{SSBB|Samus}} also have different names displayed, labelled at different times as "{{SSBB|Sheik}}" and "{{SSBB|Zero Suit Samus}}", respectively. | ||
===Playable appearances=== | ===Playable appearances=== | ||
R.O.B | R.O.B appeared several times in the Subspace Emissary as the [[Ancient Minister]] until he was finally revealed to be a friendly R.O.B unit. He appeared in [[Midair Stadium]], [[The Plain]], [[The Battlefield Fortress]] (where he was seen being attacked by {{SSBB|Ike}} to prevent him from dropping a Subspace Bomb), [[The Cave]], [[The Wilds (Part II)]], & finally in [[The Subspace Bomb Factory (Part I)]]. | ||
*[[The Subspace Bomb Factory (Part II)]] | *[[The Subspace Bomb Factory (Part II)]] | ||
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*[[The Great Maze]] (if rescued in [[Subspace (Part II)]]) | *[[The Great Maze]] (if rescued in [[Subspace (Part II)]]) | ||
==In | ==In [[Event Match]]es== | ||
===Solo Events=== | |||
*'''[[Event 24: Come On! Blue Falcon!]]''': {{SSBB|Captain Falcon}} must use his [[Final Smash]], [[Blue Falcon]], to defeats two R.O.B.s on [[Port Town Aero Dive]] before one full lap is complete. | |||
*'''[[Event 27: Three-Beast Carnage]]''': A tiny R.O.B must defeat a giant {{SSBB|Bowser}}, a giant {{SSBB|Donkey Kong}}, and a giant {{SSBB|Charizard}} on [[New Pork City]]. | |||
*'''[[Event 24: Come On! Blue Falcon!]]''': {{SSBB|Captain Falcon}} must use his [[Final Smash]], [[Blue Falcon]], to | |||
*'''[[Event 27: Three-Beast Carnage]]''': A tiny R.O.B | |||
*'''[[Event 39: All-Star Battle x2]]''': R.O.B. is one of the eight opponents fought in this event along with {{SSBB|King Dedede}}, {{SSBB|Ike}}, {{SSBB|Lucario}}, {{SSBB|Toon Link}}, {{SSBB|Snake}}, {{SSBB|Sonic}}, and {{SSBB|Wolf}}. | *'''[[Event 39: All-Star Battle x2]]''': R.O.B. is one of the eight opponents fought in this event along with {{SSBB|King Dedede}}, {{SSBB|Ike}}, {{SSBB|Lucario}}, {{SSBB|Toon Link}}, {{SSBB|Snake}}, {{SSBB|Sonic}}, and {{SSBB|Wolf}}. | ||
===Co-op Events=== | |||
*'''[[Co-Op Event 10: The R.O.B.'s of Tomorrow]]''': Lucario and the {{SSBB|Ice Climbers}} must defeat five R.O.B.s of varying sizes on [[Summit]]. | *'''[[Co-Op Event 10: The R.O.B.'s of Tomorrow]]''': {{SSBB|Lucario}} and the {{SSBB|Ice Climbers}} must defeat five R.O.B.s of varying sizes on [[Summit]]. | ||
*'''[[Co-Op Event 18: The New Weapon of Shadow Moses]]''': Snake and R.O.B. must defeat two other R.O.B.s on [[Shadow Moses Island]]. | *'''[[Co-Op Event 18: The New Weapon of Shadow Moses]]''': {{SSBB|Snake}} and R.O.B. must defeat two other R.O.B.s on [[Shadow Moses Island]]. | ||
*'''[[Co-Op Event 21: The True All-Star Battle]]''': Both players select a character and take on the entire roster on {{SSBB|Battlefield}}. | *'''[[Co-Op Event 21: The True All-Star Battle]]''': Both players select a character and take on the entire roster on {{SSBB|Battlefield}}. | ||
== | ==Trophies== | ||
R.O.B.'s main and [[Final Smash]] trophies can be obtained by clearing {{SSBB|Classic Mode}} and [[All-Star]] mode respectively with R.O.B.. | |||
R.O.B. | |||
R.O.B. | |||
== | ===Trophy descriptions=== | ||
R.O.B.' | :'''R.O.B.''' | ||
::''R.O.B. sporting his Famicom colors. R.O.B. debuted in Japan as Robot in 1985 as an add-on for the Famicom. He could be combined with a "gyro set," etc. for two types of play. The player controlled Professor Hector, the TV emitted light, and R.O.B. responded to the light by moving. At the time, it was epoch-making game play. Recently, R.O.B. appeared in Mario Kart DS.'' | |||
{{Trophy games|console1=NES|game1=Nintendo Entertainment System|console2=none|game2=Robotic Operating Buddy}} | |||
:'''Diffusion Beam''' | |||
::''R.O.B.'s Final Smash. He emits a beam from his eyes that spreads across the spectrum and undulates in great variety as it travels. What makes this technique different is R.O.B.'s ability to move while using it. This allows him to use it in combination with his other moves to increase his Final Smash's effectiveness.'' | |||
{{Trophy games|console1=Wii|game1=Super Smash Bros. Brawl}} | |||
<center> | |||
<gallery> | <gallery> | ||
R.O.B. - Brawl Trophy.png|Classic Mode trophy | |||
Diffusion Beam - Brawl Trophy.png|[[Diffusion Beam]] trophy | |||
</gallery> | </gallery> | ||
</center> | |||
==[[Alternate costume (SSBB)#R.O.B.|Alternate costumes]]== | |||
[[File:R.O.B. Palette (SSBB).png|frame|center|R.O.B.'s alternate costumes in ''Brawl'']] | |||
==Trivia== | ==Trivia== | ||
*The entirety of R.O.B.'s "voice" is composed of NES-style noises, although this is difficult to discern during a fight. R.O.B., {{SSBB|Mr. Game & Watch}}, {{SSBB|Olimar}}, and {{SSBB|Samus}} are the only characters that do not have voices. | *The entirety of R.O.B.'s "voice" is composed of NES-style noises, although this is difficult to discern during a fight. R.O.B., {{SSBB|Mr. Game & Watch}}, {{SSBB|Olimar}}, and {{SSBB|Samus}} are the only characters that do not actually have legitimate voices. | ||
*R.O.B. is the only character in ''[[Super Smash Bros. Brawl]]'' without a stage representing [[ | **Also, R.O.B. is the only non-talking character to have KO screams. | ||
*R.O.B. is the only character in ''[[Super Smash Bros. Brawl]]'' without a stage representing [[Robot (universe)|his universe]]. Instead, [[Mario Bros.]] is used as his home stage. [[Delfino Plaza]] is used if Mario Bros. has not been unlocked yet. | |||
**In addition, R.O.B. and {{SSBB|Ganondorf}} are the only characters that are unlocked on a stage that does not hail from their respective [[universe]]. | **In addition, R.O.B. and {{SSBB|Ganondorf}} are the only characters that are unlocked on a stage that does not hail from their respective [[universe]]. | ||
*R.O.B. is the only character in ''Brawl'' who can hold 4 consecutive charges at the same time; a smash attack, a fully charged [[Gyro]], [[Robo Beam]] and the automatic replenishing of his fuel capacity for [[Robo Burner]]. | *R.O.B. is the only character in ''Brawl'' who can hold 4 consecutive charges at the same time; a smash attack, a fully charged [[Gyro]], [[Robo Beam]] and the automatic replenishing of his fuel capacity for [[Robo Burner]]. | ||
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*R.O.B. is the only character to spin horizontally when using a {{b|Screw Attack|item}}. Despite this, the graphical effect continues to spin vertically. | *R.O.B. is the only character to spin horizontally when using a {{b|Screw Attack|item}}. Despite this, the graphical effect continues to spin vertically. | ||
*On the base of R.O.B. it reads "FAMILY COMPUTER ROBOT". However, when using the gray palette swap, it reads "R.O.B. Robotic Operating Buddy", a reference to the English-language version of R.O.B. | *On the base of R.O.B. it reads "FAMILY COMPUTER ROBOT". However, when using the gray palette swap, it reads "R.O.B. Robotic Operating Buddy", a reference to the English-language version of R.O.B. | ||
*When spawning items on [[training mode]] with R.O.B., the items will spawn much farther than with other characters. This makes it specially difficult to spawn multiple [[Smart Bomb]]s continuously in order to rack up the combo meter. | *When spawning items on [[training mode]] with R.O.B., the items will spawn much farther than with other characters. This makes it specially difficult to spawn multiple [[Smart Bomb]]s continuously in order to rack up the combo meter. | ||
==External links== | ==External links== | ||
*[http://www.smashbros.com/wii/en_us/characters/hidden07.html Smash Bros. DOJO!! Page on R.O.B.] | *[http://www.smashbros.com/wii/en_us/characters/hidden07.html Smash Bros. DOJO!! Page on R.O.B.] | ||
*[http://www.smashboards.com/showthread.php?t=183492 R.O.B. Character Guide on SmashBoards] | *[http://www.smashboards.com/showthread.php?t=183492 R.O.B. Character Guide on SmashBoards] | ||
{{SSBBCharacters}} | {{SSBBCharacters}} | ||
{{SubspaceArmy}} | {{SubspaceArmy}} | ||
{{R.O.B. universe}} | {{R.O.B. universe}} | ||
[[Category:R.O.B. | [[Category:R.O.B. universe]] | ||
[[Category: | [[Category:R.O.B. (SSBB)]] | ||
[[ | [[Category:Subspace Army]] |