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{{ArticleIcons|ultimate=y}} | {{ArticleIcons|ultimate=y}} | ||
{{disambig2|R.O.B.'s appearance in ''Super Smash Bros. Ultimate''|the character in other contexts|R.O.B.}} | {{disambig2|R.O.B.'s appearance in ''Super Smash Bros. Ultimate''|the character in other contexts|R.O.B.}} | ||
{{cleanup|Intro is too long. Should be shortened to summarize ROB's strongest and weakest traits}} | |||
{{Infobox Character | {{Infobox Character | ||
|name = R.O.B. | |name = R.O.B. | ||
|image = {{tabber|title1=Famicom| | |image = {{tabber|title1=Famicom|tab1=[[File:R.O.B. (JPN) SSBU.png|x250px]]|title2=NES|tab2=[[File:R.O.B. SSBU.png|x250px]]}} | ||
|game = SSBU | |game = SSBU | ||
|ssbgame1 = SSBB | |ssbgame1 = SSBB | ||
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|ranking = 6 | |ranking = 6 | ||
}} | }} | ||
'''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.''' ({{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. | 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 in 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. R.O.B's biggest strengths come from his largely improved [[moveset]], allowing him to play both an offensive and defensive playstyle. His [[Normal|normals]] have seen increased utility overall allowing him to box out his opponents at ease, with most notably his [[down tilt]] being one of, if not the single best ground move in the entire game due to its frame data, [[combo |combo ability]], [[Setup|setups]], and safety overall. His [[up tilt]] is also useful as a reliable combo starter into itself or his [[up aerial]] at mid to high [[Damage|percents]]. R.O.B.'s [[Smash attack|smash attacks]] have also seen improvement, with his [[up smash]] functioning as a solid [[out of shield]] option, [[forward smash]] as a powerful finisher, and [[down smash]] as a quick grounded option. R.O.B.'s [[Aerial attack|aerials]] have all been buffed as well. Firstly, his [[neutral aerial]] is perhaps known to be his main combo starter and landing option that can start reversals. Second, his [[forward air]] is good out of shield and great for [[edgeguarding]]. Third, his [[back aerial]] has infamously high [[KO]] power, especially at the [[ledge]], KOing most characters under 100%. His up aerial is great as a combo finisher and follow-up from [[down throw]] or up tilt. Finally, his [[down aerial]] is a scary edgeguarding tool that can easily [[spike]] opponents due to its number of active frames. | |||
Despite these weaknesses, R.O.B. has seen | His [[Special move|specials]] have also been significantly buffed to fit his archetype as a [[heavyweight]] zoner. His [[Robo Beam]] is useful for keeping opponents away from him. His [[Arm Rotor]] is a notorious combo finisher and edgeguarding tool that KOs extremely early offstage. His [[Robo Burner]] is one of the best [[recoveries]] in the game due to its large travel distance and his ability to mix up by using up aerial or [[Projectile|projectiles]] to stop reckless edgeguarders. Finally, his [[Gyro]] is among the best projectiles in the game due to its utility. It can be used as a combo starter that can start a [[zero-to-death combo]] offstage, it's a dangerous [[ledgetrapping]] and edgeguarding tool due to its lingering [[Hitbox|hitboxes]], and it's fantastic for general zoning. Finally, R.O.B.'s weight gives him high endurance, allowing R.O.B. to survive to high percents. | ||
While sporting a myriad of strengths, R.O.B. is not without weaknesses. His most well-known one is his large [[hurtbox]], which makes him an easy target both on stage and off stage. When combined with his above average [[weight]] and fall speed, he is highly susceptible to combos, which is only exacerbated by the slow startup of his aerials giving him little in the way of combo breakers. While Robo Burner sports great distance and offers flexibility on approaches, it is slow-acting and on a limited resource of fuel that only replenishes after he has landed, leaving him vulnerable to certain approaches when recovering. The move is also on the easier side of getting [[2 frame punish|2 framed]] at the ledge in spite of its long distance. Taking all these factors into account, R.O.B.'s disadvantage state is host to a few questionable blind spots which he occasionally struggles with to break free from. | |||
R.O.B.'s specials also pose their own unique downsides. Robo Beam and Gyro are both susceptible to [[reflection|reflectors]], and since Gyro acts as an [[item]], opponents can use it against him, on top of preventing him from summoning a new one as he can only create one at a time. Arm Rotor shares an issue endemic to several of R.O.B.'s strongest KO moves in that it is highly whiff punishable. While R.O.B.'s grab is integral to some of his vital KO confirms, he possesses the shortest grab range among the cast. With his stubby range being a prevalent trait across a few other moves, he is liable to getting [[spacing|spaced]] out by certain characters. | |||
Despite these weaknesses, R.O.B. has seen large representation from many players such as {{Sm|Zackray}} and {{Sm|Zomba}}. As a result, he is among one of the most common characters seen in [[Major|majors]] and [[Tournament|tournaments]], consistently ranking in the top 3 for representation in the metagame. | |||
==How to unlock== | ==How to unlock== | ||
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==Attributes== | ==Attributes== | ||
R.O.B. is the [[Weight|eighteenth | R.O.B. is the [[Weight|eighteenth heaviest]] character in the game, being tied with {{SSBU|Snake}} and {{SSBU|Banjo & Kazooie}}, thus making him a heavyweight. R.O.B. sports an above average [[Walk|walking speed]], [[initial dash]], and [[falling speed]], is tied with {{SSBU|Ike}} and {{SSBU|Bowser Jr.}} for the 26th fastest [[air speed]], average [[Dash|dashing speed]], [[gravity]], and [[traction]], as well as the 30th highest [[air acceleration]]. This grants him mobility that is fairly average overall, yet balanced compared to most of his fellow heavyweights. This, along with several of his other attributes, most notably his extremely long-distanced recovery, noticeably set him apart from most of them. | ||
Like in ''Brawl'' and ''Smash 4'', R.O.B. is a zoning-oriented character with | Like in ''Brawl'' and ''Smash 4'', R.O.B. is a zoning-oriented character with very useful 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 having greater kill power. Thanks to R.O.B.'s [[item throw]]s being among the strongest in the game, Gyro is also very useful when [[Item throw#Directions and strength|smash thrown]] as an item. | ||
Aside from his projectiles, R.O.B | Aside from his projectiles, R.O.B's ground game is also excellent. Jab comes out on frame 3 and acts as a quick move at low percentages to escape pressure 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 very good for acting as an anti air and combos into his up air. Down tilt is R.O.B.'s single best move, as it lowers his hurtbox, has great range, is tied with jab as his fastest move at frame 3, pressures shields, trades with shield grabs, 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 scenario for a KO at relatively low percentages. Lastly, dash attack is useful for punishing landings and whiffs, is very fast at frame 7, has decently long range, and can combo into his forward air at low to mid percentages. | ||
R.O.B.'s air game is also great, thanks to the excellent and disjointed ranges of all | R.O.B.'s air game is also great, thanks to the excellent and disjointed ranges of all but one of his aerials. Neutral aerial has large, disjointed hitboxes that make it great for covering the opponents options if they lack the range to deal with it. It's 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 kill move. Up aerial is a great vertical kill move due to its large and long-lasting hitboxes, fast startup, and the last hit’s high knockback. Back and down aerials are R.O.B.'s most damaging aerials when sweetspotted, and they too have large hitboxes, much like neutral aerial. However, they also boast their own specific strengths. Back air has recovery potential thanks to it propelling R.O.B. forward, and it's his only aerial that can KO in neutral due to its very high knockback and huge hitbox. Not only that, but it is also one of the strongest back aerials in the game. Down air is a [[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 isn't disjointed. | ||
R.O.B.'s | R.O.B.'s grab game also has its uses. Forward and back throws are decent for spacing and setting up edge-guards. Back throw can also KO at the ledge at very high percents, and both can combo into dash attack or gyro at very low percents. In comparison, R.O.B.'s up throw is much more useful. It is his most damaging throw, a solid kill move (especially when boosted by [[rage]] or if he lands on a platform), and can even be used for combos at low percentages. His down throw, despite not being a kill move, is also one of his best tools for taking a stock. While it deals poor damage, it buries opponents, allowing for followups into up tilt, up air, or even up smash. However, with mashing, the opponent can typically get out before R.O.B. has any chance to act. As such, it is more of a read-based tool rather than a guaranteed method for taking a stock. | ||
Although R.O.B. possesses a large number of strengths, he does also have a few noteworthy shortcomings. Despite | Although R.O.B. possesses a large number of strengths, he does also have a few noteworthy shortcomings. Despite having a good chunk of moves with respectable KO potential, landing his kill moves can be problematic because of them either being laggy or having unimpressive ranges, or possibly even both. The latter trait is particularly noticeable in regard to R.O.B.'s arm-based attacks, most of which have short ranges. His grab game is also hindered by his overall grab range being the shortest in the game. | ||
In addition to R.O.B.'s issues | In addition to R.O.B.'s hitbox issues, his hurtbox also hinders him, as it is very large and wide, meaning he can get hit by a lot of combos that other characters would have an easier time getting away from. This also means that he has difficulty dealing with combo-oriented characters. This is further compounded by his above average falling speed, as well as his aerials' inability to reliably break combos: neutral and down aerials are very slow in terms of startup, forward and up aerials only hit in front of and above R.O.B., respectively, and back aerial is a mix of both: it has slow startup and only hits behind him. | ||
Overall, R.O.B. is a non-traditional heavyweight zoner. His | Overall, R.O.B. is a non-traditional heavyweight zoner. His decently fast mobility and overall above average frame data allow him to easily pressure unwary opponents, and he doesn’t have too much trouble killing if he can get the advantage. While his overall range is rather small for a zoner like him, it is functional in the long run regardless. However, R.O.B. players must be very cautious, as a single combo can be all it takes to get R.O.B. in an uncomfortable position or possibly even kill him, thanks to his large size, moderately high weight, above average falling speed, and lack of options to break free from combos. | ||
==Changes from ''[[Super Smash Bros. 4]]''== | ==Changes from ''[[Super Smash Bros. 4]]''== | ||
R.O.B. has been significantly buffed overall in his transition to ''Ultimate''. | R.O.B. has been significantly buffed overall in his transition to ''Ultimate''. Similarly to {{SSBU|Mario}}, R.O.B. has received comparatively few major changes in his transition from the previous game; however, most of these changes have majorly improved his toolkit, and he benefits from the changes made to the game's engine as well. | ||
Arguably R.O.B.'s most impactful | Arguably R.O.B.'s most impactful buff is to his Arm Rotor move. Previously universally regarded as one of the worst attacks in ''Smash 4'', it executes faster, with reduced startup lag, much less ending lag, and larger hitboxes with improved angles that connect with each other much better. This not only significantly improves its use as an [[edgeguarding]] option, but when combined with the other changes made to his moveset, it has now become one of the most devastating combo finishers in ''Ultimate'', granting R.O.B. potential [[zero-to-death combo]]s and allowing him to KO opponents at absurdly early percentages. | ||
Several of R.O.B.'s attacks have received quality | Several of R.O.B.'s attacks have received quality of life changes that improve their utility. Forward smash and back aerial deal more knockback, granting them increased KO potential and toning down one of R.O.B.'s previous weaknesses. Up tilt has had its first hit's hitbox from ''Brawl'' restored, increasing its range and reliability. Down smash also launches opponents at a consistent angle, improving its consistency all around. Robo Beam has larger hitboxes and launches at lower angles, improving their effectiveness as edgeguarding options. Lastly, Gyro has been significantly buffed: it can now be returned to the dock once R.O.B. has grabbed it to charge it again and fire it with less startup, as opposed to tossing it once he has grabbed it. It can also now be jump canceled. These changes grant R.O.B. even more potential combo routes and give him more safe options against opponents. | ||
R.O.B. also benefits from ' | R.O.B. also benefits from most of the universal changes to the game's engine. The universal increase in mobility and the ability to use any attack out of a run cancel allows him to close out the distance more effectively and compounds his improved up-close game. The universally increased shieldstun for grounded attacks has also been fairly beneficial to R.O.B., as it makes his very fast and decently-ranged down tilt safer on shield. The universal decrease to landing lag noticeably improves R.O.B.'s combo game as well; aside from changes made to his Arm Rotor, they make up aerial's looping hits more viable for starting combos, and neutral aerial's reduced start-up lag coupled with its decreased landing lag noticeably improves its combo potential and makes it a safer option when landing. Lastly, the changes to [[air dodge|air dodging]] benefit R.O.B., as they allow him to edgeguard his opponents more effectively and use a directional air dodge out of Robo Burner to gain more distance, improving his already excellent recovery. | ||
However, R.O.B. has received a few nerfs as well | However, R.O.B. has received a few nerfs as well. His [[grab]] game has been weakened overall, with universal changes to grabs hindering the safety of his grabs despite his improved standing grab. His [[up throw]] has increased endlag, making follow-ups harder, and his down throw now buries, allowing for read-based follow-ups at high percents, but removing any guaranteed set-ups at low to mid percents, particularly his effective down throw-up air combo, dubbed the "Beep Boop". R.O.B. also retains a few of the same issues from his previous appearance; his unusually large size and lack of fast aerial options leave him susceptible to [[juggling]] (with the buffs to his neutral air failing to fully address this issue), his up-close game is still exploitable due to R.O.B.'s lack of attacks with disjointed range, and his recovery remains predictable and easy to hit him out of with a sufficiently ranged move. | ||
Overall, R.O.B.'s playstyle remains fundamentally unchanged from ''SSB4'', but changes to several of his attacks and to the game's engine have now properly cemented R.O.B. as the "jack-of-all-trades" between his fellow zoning brethren, as they give him having a far deadlier punish game compared to both of his previous appearances. | Overall, R.O.B.'s playstyle remains fundamentally unchanged from ''SSB4'', but changes to several of his attacks and to the game's engine have now properly cemented R.O.B. as the "jack-of-all-trades" between his fellow zoning brethren, as they give him having a far deadlier punish game compared to both of his previous appearances. R.O.B.'s results in the early metagame of ''Ultimate'' have been the strongest of any of his appearances thus far, thanks to the efforts of notable players such as {{sm|8BitMan}}, {{sm|Dill}}, {{sm|OCEAN}}, {{sm|Raffi-X}}, {{sm|WaDi}} and {{sm|Zackray}}. This has lead to a strikingly positive reception from the competitive Smash community, with most players viewing him as a high tier or even top tier character, in comparison to his mid tier status in both ''Brawl'' and ''SSB4''. | ||
{{SSB4 to SSBU changelist|char=R.O.B.}} | {{SSB4 to SSBU changelist|char=R.O.B.}} | ||
==Update history== | ==Update history== | ||
R.O.B | 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 options and advanced techniques R.O.B. could do in previous games. R.O.B was affected more than most other characters during version 3.0.0 with the universal projectile shield damage nerf 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 | Overall, while faring slightly worse than at launch, R.O.B. remains highly viable in the competitive scene and is seen as a high tier character throughout the game's lifespan. | ||
'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|1.1.0}}''' | ||
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|neutral1dmg=3% | |neutral1dmg=3% | ||
|neutral2dmg=3% | |neutral2dmg=3% | ||
|neutraldesc= | |neutraldesc=Two alternating {{iw|wikipedia|hook|boxing}}s. Both of its hits hit on frame 3, which ties it with down tilt as R.O.B.'s fastest attack. Its first hit can be repeated by holding the attack button, and can also jab lock opponents, while the second hit is useful for spacing. | ||
|ftiltname=S2 | |ftiltname=S2 | ||
|ftiltdmg=7% (body), 8% (arm), 10% (arm's tip) | |ftiltdmg=7% (body), 8% (arm), 10% (arm's tip) | ||
|ftiltdesc=A lunging hook | |ftiltdesc=A lunging hook that can be angled. Can setup tech chases at mid-percents and the sweetspot on the tip of ROB's arm KOs at 150% near the ledge. Angled down, it can also hit many ledge hangs. | ||
|utiltname=Hi2 | |utiltname=Hi2 | ||
|utiltdmg=3% (hit 1), 5% (hit 2 tip), 6% (hit 2 middle) | |utiltdmg=3% (hit 1), 5% (hit 2 tip), 6% (hit 2 middle) | ||
|utiltdesc=Quickly thrusts his arms upward. It combos into itself and up aerial at a wide range of percents. Between 80-110%, it KO confirms into up aerial if initiated with an instant double jump. | |utiltdesc=Quickly thrusts his arms upward. It combos into itself and up aerial at a wide range of percents. Between 80-110%, it KO confirms into up aerial if initiated with an instant double jump. Useful as an anti-air and as a platform pressure tool, but has minimal horizontal range. | ||
|dtiltname=Lw2 | |dtiltname=Lw2 | ||
|dtiltdmg=5% | |dtiltdmg=5% | ||
|dtiltdesc=Quickly thrusts his arms diagonally downward. It hits on frame 3, which ties it with neutral attack as R.O.B.'s fastest attack. | |dtiltdesc=Quickly thrusts his arms diagonally downward. It hits on frame 3, which ties it with neutral attack as R.O.B.'s fastest attack. Widely considered by many to be the best down tilt in the game and one of the best moves in the game overall due to its fast startup, low ending lag, good range, safety on shield, shield pressuring ability, chance to trip, and use as a combo starter and extender. | ||
|dashname=DashA | |dashname=DashA | ||
|dashdmg=7% | |dashdmg=7% | ||
|dashdesc=A double [[Wikipedia:Professional wrestling attacks#Forearm club|forearm club]]. | |dashdesc=A double [[Wikipedia:Professional wrestling attacks#Forearm club|forearm club]]. Combos into forward air at low and mid-percents, as well as a Gyro toss if dash attack was used to pick up the Gyro. | ||
|fsmashname=S3 | |fsmashname=S3 | ||
|fsmashdmg={{ChargedSmashDmgSSBU|15}} (base), {{ChargedSmashDmgSSBU|11.5}} (middle), {{ChargedSmashDmgSSBU|6}} (tip) | |fsmashdmg={{ChargedSmashDmgSSBU|15}} (base), {{ChargedSmashDmgSSBU|11.5}} (middle), {{ChargedSmashDmgSSBU|6}} (tip) | ||
|fsmashdesc=Fires | |fsmashdesc=Fires a energy blast forwards, similar to the uncharged [[Robo Beam]]. Although this move has poor startup and is very punishable, the strongest hitbox closest to R.O.B.'s eyes deals high knockback, KOing around 75% near the ledge. It can also be angled, allowing it to catch jumps and ledge options. Most useful as a dash-back whiff punish option or as a jab lock finisher. | ||
|usmashname=Hi3 | |usmashname=Hi3 | ||
|usmashdmg={{ChargedSmashDmgSSBU|3}} (hit 1), {{ChargedSmashDmgSSBU|14}} (hit 2) | |usmashdmg={{ChargedSmashDmgSSBU|3}} (hit 1), {{ChargedSmashDmgSSBU|14}} (hit 2) | ||
|usmashdesc=Handstands and activates his thrusters to emit a [[Flame|fiery]] blast | |usmashdesc=Handstands and activates his thrusters to emit a [[Flame|fiery]] blast upward. It hits on frame 10, which is fast for a smash attack. It also has deceptive horizontal range on the ground, thanks to R.O.B.'s arms having hitboxes that launch opponents into the thrusters' hitboxes, the latter of which are very powerful, KOing around 100%. With precise timing and spacing, it can be combo'd into from a down tilt around 90-100%. It is also a useful [[out of shield]] option. However, it has high ending lag and is very punishable. | ||
|dsmashname=Lw3 | |dsmashname=Lw3 | ||
|dsmashdmg={{ChargedSmashDmgSSBU|3.5}} (hits 1-2), {{ChargedSmashDmgSSBU|5}} (hit 3) | |dsmashdmg={{ChargedSmashDmgSSBU|3.5}} (hits 1-2), {{ChargedSmashDmgSSBU|5}} (hit 3) | ||
|dsmashdesc=Lowers his torso and spins | |dsmashdesc=Lowers his torso and spins many times doing a [[Wikipedia:Professional wrestling attacks#Clothesline|discus clothesline]], similarly to [[Arm Rotor]]. It hits on frame 7, which is very fast for a smash attack. Thanks to it being a [[semi-spike]] and its last hit's very high knockback growth, it KOs at middleweights at 129% while near the edge, and is very effective for edge-guarding. However, its base hitboxes launch the opponent behind R.O.B., which means that he must face away from the edge when attempting to use this move in order to properly launch the opponent offstage. Like forward and up smash, it also has high ending lag. | ||
|nairname=AirN | |nairname=AirN | ||
|nairdmg={{ShortHopDmgSSBU|7.5}} (base), {{ShortHopDmgSSBU|9.5}} (tip) | |nairdmg={{ShortHopDmgSSBU|7.5}} (base), {{ShortHopDmgSSBU|9.5}} (tip) | ||
|nairdesc=Activates his thrusters and somersaults and emit a fiery blast in a circular motion. Its large hitbox, very minimal landing lag, and ability to | |nairdesc=Activates his thrusters and somersaults and emit a fiery blast in a circular motion. Its large hitbox, very minimal landing lag, and ability to autocancel with a short hop collectively make it very useful for spacing, approaching and starting combos. If [[SHFF]]'d, it can reliably combo into forward air, Arm Rotor, or up air. It is also R.O.B.'s best landing option and is safe on shield. However, due to it hitting on frame 14, it is one of the slowest aerials of its type and can be stuffed out by faster aerials. | ||
|fairname=AirF | |fairname=AirF | ||
|fairdmg={{ShortHopDmgSSBU|7}} | |fairdmg={{ShortHopDmgSSBU|7}} | ||
|fairdesc= | |fairdesc=Swings his arms forwards. It hits on frame 6, making it R.O.B.'s fastest aerial. It is also ideal for spacing when [[SHFF]]'d, has minimal landing lag, and is decent for edge-guarding. Hitting a landing Fair after a fast-fall combos into down tilt and leads to tech chases. However, it lacks KO potential because of its average damage output and very low base knockback. It is also R.O.B.'s only aerial that does not have a disjointed hitbox. | ||
|bairname=AirB | |bairname=AirB | ||
|bairdmg={{ShortHopDmgSSBU|15}} (base), {{ShortHopDmgSSBU|13}} (middle), {{ShortHopDmgSSBU|9}} (late base/middle) | |bairdmg={{ShortHopDmgSSBU|15}} (base), {{ShortHopDmgSSBU|13}} (middle), {{ShortHopDmgSSBU|9}} (late base/middle) | ||
|bairdesc=Leans forward and activates his thrusters to emit a fiery blast behind him. | |bairdesc=Leans forward and activates his thrusters to emit a fiery blast behind him. Very high power, but is very slow, coming out on frame 19, and has several sourspots. Back aerial can also be used for horizontal recovery, as it slightly propels him forward and does not consume [[Robo Burner]]'s fuel, and due to it briefly halting R.O.B.'s momentum, it can autocancel in a short hop, just like his other aerials. One of the strongest back airs in the game, KOing around 80% at the ledge. Can be combo'd into from a reverse landing nair. | ||
|uairname=AirHi | |uairname=AirHi | ||
|uairdmg={{ShortHopDmgSSBU|1.5}} (hits 1-4), {{ShortHopDmgSSBU|4}} (hit 5) | |uairdmg={{ShortHopDmgSSBU|1.5}} (hits 1-4), {{ShortHopDmgSSBU|4}} (hit 5) | ||
|uairdesc=Rapidly | |uairdesc=Rapidly spins his arms upwards. It is R.O.B.'s second fastest aerial attack. It is down throw's most reliable follow-up from low to medium percentages. It is also useful for juggling and KOing, as its loop hits keep the opponent trapped reliably, whereas its last hit's extremely high knockback growth enables it to KO middleweights at 115% while near the upper [[blast line]]. It can also auto-cancel with a short hop. | ||
|dairname=AirLw | |dairname=AirLw | ||
|dairdmg={{ShortHopDmgSSBU|12}} (base), {{ShortHopDmgSSBU|11}} (middle), {{ShortHopDmgSSBU|6}} (tip) | |dairdmg={{ShortHopDmgSSBU|12}} (base), {{ShortHopDmgSSBU|11}} (middle), {{ShortHopDmgSSBU|6}} (tip) | ||
|dairdesc=Activates his thrusters to emit a fiery blast downward. The middle portion of the blast is a powerful [[meteor smash]], which makes it | |dairdesc=Activates his thrusters to emit a fiery blast downward. The middle portion of the blast is a powerful [[meteor smash]], which makes it a very potent edge-guarding option, especially after an [[Edge-guarding#Ledge trump|edge trump]] if the opponent re-grabs the edge. Auto-cancels in a short hop due to it stopping 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 | |grabdesc=[[wikipedia:Clinch fighting|Clinches]] the opponent. All of R.O.B's grabs are extremely fast, but have terrible range. | ||
|pummelname=CatchA | |pummelname=CatchA | ||
|pummeldmg=1.3% | |pummeldmg=1.3% | ||
|pummeldesc=A headbutt | |pummeldesc=A headbutt. | ||
|fthrowname=ThrowF | |fthrowname=ThrowF | ||
|fthrowdmg=8% | |fthrowdmg=8% | ||
|fthrowdesc=R.O.B. | |fthrowdesc=While holding the opponent in his hand, R.O.B. pulls his arm back and then flings it forward, throwing them away. Combos into dash attack or forward air at low percents. | ||
|bthrowname=ThrowB | |bthrowname=ThrowB | ||
|bthrowdmg=10% | |bthrowdmg=10% | ||
|bthrowdesc=Flings the opponent behind him with both of his arms. If fully charged beforehand, Gyro can follow up from a back throw from low to | |bthrowdesc=Flings the opponent behind him with both of his arms. If fully charged beforehand, Gyro can follow up from a back throw from low to mid percentages. Additionally, dash attack and forward air combo out of back throw at low percents. | ||
|uthrowname=ThrowHi | |uthrowname=ThrowHi | ||
|uthrowdmg=12% | |uthrowdmg=12% | ||
|uthrowdesc=A [[Wikipedia:Piledriver (professional wrestling)#Reverse piledriver|jumping reverse piledriver]]. It is also | |uthrowdesc=A [[Wikipedia:Piledriver (professional wrestling)#Reverse piledriver|jumping reverse piledriver]]. It can combo reliably into forward air, forward tilt, or up air at a wide range of percents. It is also a useful KO throw, KOing around 160% from ground level and even earlier if R.O.B. has rage and/or lands on a platform. | ||
|dthrowname=ThrowLw | |dthrowname=ThrowLw | ||
|dthrowdmg=5% | |dthrowdmg=5% | ||
|dthrowdesc=R.O.B. flips the opponent over and drills them into the ground headfirst, [[bury]]ing them. Depending on the opponent's mashing, R.O.B. can follow up with an up tilt, up | |dthrowdesc=R.O.B. flips the opponent over and drills them into the ground headfirst, [[bury]]ing them. Depending on the opponent's mashing, R.O.B. can follow up with an up tilt, up air, up smash, or down smash. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7% | |floorfdmg=7% | ||
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|edgename= | |edgename= | ||
|edgedmg=9% | |edgedmg=9% | ||
|edgedesc=Swings his base forward and activates his thrusters to emit a fiery blast forward while climbing up. Despite the appearance, it | |edgedesc=Swings his base forward and activates his thrusters to emit a fiery blast forward while climbing up. Despite the appearance, it doesn't possess a flame hitbox. | ||
|nsname=Robo Beam | |nsname=Robo Beam | ||
|nsdmg=7% (Uncharged Robo Beam), 11.5% (point-blank Robo Beam), 4.5% (long range Robo Beam), 22% (point-blank Super Robo Beam), 15% (long range Super Robo Beam) | |nsdmg=7% (Uncharged Robo Beam), 11.5% (point-blank Robo Beam), 4.5% (long range Robo Beam), 22% (point-blank Super Robo Beam), 15% (long range Super Robo Beam) | ||
|nsdesc=An optical laser with 3 different levels: '''Uncharged Robo Beam''', '''Robo Beam''', and '''Super Robo Beam'''. Uncharged Robo Beam is a very small energy blast instead of a laser, and can only damage opponents at point-blank range. However, it can be fired consecutively and has deceptively high knockback growth, which allows it to ward off nearby opponents. Conversely, both Robo Beam and Super Robo Beam can damage opponents from afar and ricochet, but cannot be fired consecutively. Robo Beam and Super Robo Beam also deal noticeably more damage when fired at point-blank range. It is one of R.O.B.'s options for zoning alongside Gyro, with Robo Beam being better for his | |nsdesc=An optical laser with 3 different levels: '''Uncharged Robo Beam''', '''Robo Beam''', and '''Super Robo Beam'''. Uncharged Robo Beam is a very small energy blast instead of a laser, and can only damage opponents at point-blank range. However, it can be fired consecutively and has deceptively high knockback growth, which allows it to ward off nearby opponents. Conversely, both Robo Beam and Super Robo Beam can damage opponents from afar and ricochet, but cannot be fired consecutively. Robo Beam and Super Robo Beam also deal noticeably more damage when fired at point-blank range. It is one of R.O.B.'s options for zoning alongside Gyro, with Robo Beam being better for his neutral game, while Super Robo Beam is better for surprising opponents. Landing a Super Robo Beam can situationally combo into a gyro toss, dash attack, or forward air. | ||
The light on R.O.B.'s head indicates the level: a dim, slow-paced pulsating glow indicates an Uncharged Robo Beam; a brighter, moderate-paced pulsating glow indicates Robo Beam; and a bright, rapid-paced pulsating glow indicates Super Robo Beam. | The light on R.O.B.'s head indicates the level: a dim, slow-paced pulsating glow indicates an Uncharged Robo Beam; a brighter, moderate-paced pulsating glow indicates Robo Beam; and a bright, rapid-paced pulsating glow indicates Super Robo Beam. | ||
|ssname=Arm Rotor | |ssname=Arm Rotor | ||
|ssdmg=1.5% (loop), 3% (last)<br/>1.5× (reflected projectiles) | |ssdmg=1.5% (loop), 3% (last)<br/>1.5× (reflected projectiles) | ||
|ssdesc=Rapidly spins his torso around to perform a series of discus clotheslines that concludes with an uppercut. Mashing the special button extends the duration of the move. It can also [[reflect]] projectiles and move R.O.B. forward or backward while the [[control stick]] is tilted in the respective direction. An infamous combo finisher, possessing extremely high base knockback. It will KO most opponents offstage below 70% | |ssdesc=Rapidly spins his torso around to perform a series of discus clotheslines that concludes with an uppercut. Mashing the special button extends the duration of the move. It can also [[reflect]] projectiles and move R.O.B. forward or backward while the [[control stick]] is tilted in the respective direction. An infamous combo finisher, possessing extremely high base knockback. It will KO most opponents offstage below 70% but struggles to KO onstage due to its poor knockback growth. | ||
|usname=Robo Burner | |usname=Robo Burner | ||
|usdmg=— | |usdmg=— | ||
|usdesc=Activates his thrusters in order to fly. It grants impressive vertical and horizontal | |usdesc=Activates his thrusters in order to fly. It grants impressive vertical and horizontal recovery distance, although R.O.B. has a set amount of fuel, indicated by the gauge in his chassis, to use in order to perform this move. Fuel is recovered over time as long as R.O.B. is grounded. This doesn't cause [[helpless]]ness, allowing R.O.B. to [[fast fall]], [[air dodge]], or attack with any aerials or any of his other specials either through its duration or after its conclusion. R.O.B. is also immune to [[footstool jump]]s while using this move, although other characters can still jump off of him regardless. It also grants [[intangibility]] on frames 2-4, but only when performed on the ground. | ||
|dsname=Gyro | |dsname=Gyro | ||
|dsdmg=6.1%-8.7% (uncharged), 7.2%-10.8% (fully charged), 5% (idle Gyro) | |dsdmg=6.1%-8.7% (uncharged), 7.2%-10.8% (fully charged), 5% (idle Gyro) | ||
|dsdesc=Charges a spinning top on his base. R.O.B.'s other zoning option alongside Robo Beam, it can be picked up and thrown as an [[item]] after making contact with either the opponent or the stage. However, opponents can | |dsdesc=Charges a spinning top on his base. R.O.B.'s other zoning option alongside Robo Beam, it can be picked up and thrown as an [[item]] after making contact with either the opponent or the stage. However, opponents can do the same and thus use the top against him. Only one Gyro can be active at a time, and attempting another will result in R.O.B. flailing in confusion. If R.O.B. is holding his Gyro, he will be able to charge it again. Typically, an idle Gyro deals little knockback when touched, albeit enough to harass anyone trying to get past and even perform a [[lock]]. Its sheer versatility as a combo and stage control tool make it one of the best projectiles in the game. When an opponent hits a grounded Gyro they are always knocked back in the direction R.O.B. was facing when he set the Gyro down. | ||
|fsname=Guided Robo Beam | |fsname=Guided Robo Beam | ||
|fsdmg=1.2% (homing lasers), 1% (laser loop), 3% (enlarged laser loop) | |fsdmg=1.2% (homing lasers), 1% (laser loop), 3% (enlarged laser loop) | ||
|fsdesc=Re-configures his body into a cannon-like form, and begins to charge energy. During the charge, he fires smaller red lasers that home | |fsdesc=Re-configures his body into a cannon-like form, and begins to charge energy. During the charge, he fires smaller red lasers that home on opponents in front of him. He then unleashes the built-up energy in the form of a green laser, which can be angled up or down. As the Final Smash begins to end, the laser briefly enlarges, becoming wider and more powerful. | ||
}} | }} | ||
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===[[Taunt]]s=== | ===[[Taunt]]s=== | ||
*'''Up Taunt''': Faces the screen and spins his arms and head in alternating directions. Based on his victory animation from ''Mario Kart DS.'' | *'''Up Taunt''': Faces the screen and spins his arms and head in alternating directions. Based on his victory animation from ''Mario Kart DS.'' | ||
*'''Side Taunt''': Faces the screen and | *'''Side Taunt''': Faces the screen and moves his head around, flashing bright lights from his eyes while clapping. | ||
*'''Down Taunt''': Faces the screen, | *'''Down Taunt''': Faces the screen, moves his arms down, and then moves them back up again, spinning them while he does so. | ||
<gallery> | <gallery> | ||
SSBUROBTaunt1.gif|R.O.B.'s up taunt. | SSBUROBTaunt1.gif|R.O.B.'s up taunt. | ||
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*Briefly nods off, then shakes his head and wakes up. | *Briefly nods off, then shakes his head and wakes up. | ||
<gallery> | <gallery> | ||
SSBUROBIdle1.gif|R.O.B.'s first idle pose | SSBUROBIdle1.gif|R.O.B.'s first idle pose | ||
SSBUROBIdle2.gif|R.O.B.'s second idle pose | SSBUROBIdle2.gif|R.O.B.'s second idle pose | ||
</gallery> | </gallery> | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
===Tier placement and history=== | |||
From the start of the game, R.O.B. has always been considered to have significantly improved from ''Smash 4''. With better approach options, more versatile projectiles with Gyro and Robo Beam, even more threatening KO options, and an improved edgeguarding game, he has always been seen as an excellent zoner with a wide array of utility options. R.O.B. also benefits from some of the universal changes in Ultimate with the 3 frame jumpsquat and reduced landing lag on aerials. Because of this, he was immediately seen as a competitively viable character. Additionally, R.O.B.'s match-up spread is strong as well, having even or positive match-ups against meta relevant characters such as {{SSBU|Joker}}, {{SSBU|Wolf}}, {{SSBU|Shulk}}, {{SSBU|Pokémon Trainer}}, {{SSBU|Olimar}}, {{SSBU|Pac-Man}}, and {{SSBU|Min Min}}, although he has disadvantageous match-ups against characters such as {{SSBU|Pikachu}}, {{SSBU|Mr. Game & Watch}}, {{SSBU|Peach}}, {{SSBU|Mario}}, and {{SSBU|Young Link}}. | |||
In online tournaments, which were the standard during the worldwide COVID-19 pandemic, causing almost all offline tournaments to switch to online, R.O.B. fares better, due to his already safe aerials and tilts being much more reliable due to lag. Many players, including {{Sm|Epic_Gabriel}}, Raffi-X, and {{Sm|Benny&TheJets}}, have performed fairly well in Wi-Fi tournaments, including various Ultimate Naifu Wars, The Quarantine Series, and {{Trn|The Box}}. | |||
After offline returned, R.O.B. continued to thrive, being one of the most popular characters at nearly every major tournament alongside {{SSBU|Roy}} and gaining the best overall results of any character in the cast. {{Sm|Zomba}} in particular achieved consistent top 8 placements, notably getting 2nd at {{Trn|Glitch - Infinite}}, 4th at {{Trn|Smash World Tour 2021 Championships}} and 5th at both {{Trn|GENESIS 8}} and {{Trn|Pound 2022}}. Many currently believe the character to be at least top 10, with {{Sm|Dabuz}} saying the character is top 5. For these reasons, he is ranked 6th on the first and current tier list. | |||
===Most historically significant players=== | ===Most historically significant players=== | ||
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines--> | <!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines--> | ||
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''See also: [[:Category:R.O.B. players (SSBU)]]'' | ''See also: [[:Category:R.O.B. players (SSBU)]]'' | ||
*{{Sm|Anathema|USA}} - One of the best R.O.B. players | *{{Sm|Anathema|USA}} - One of the best R.O.B. players in the United States. Placed 2nd at {{Trn|Rise 'N Grind}}, Placed 7th at {{Trn|Let's Make Big Moves 2022}}, 13th at {{Trn|CEO Dreamland 2020}}, and 17th at both {{Trn|Riptide}} and {{Trn|Low Tide City 2021}} with wins over players such as {{Sm|Onin}}, {{Sm|Marss}}, and {{Sm|Lui$}}. Ranked 50th on the [[PGRU v3 NA]]. | ||
*{{Sm| | *{{Sm|BigBoss|Mexico}} - The best R.O.B. player in Mexico. Placed 4th at {{Trn|Port Priority 6}}, 9th at {{Trn|Smash Fest to the Sky}}, 13th at {{Trn|Glitch 8.5 - Konami Code}}, and 25th at both {{Trn|Riptide}} and {{Trn|Super Smash Con: Fall Fest}} with wins over players such as {{Sm|WaDi}}, {{Sm|Epic_Gabriel}}, and {{Sm|Puppeh}}. Ranked 36th on the [[PGRU v3 NA]]. | ||
*{{Sm| | *{{Sm|Epic_Gabriel|USA}} - One of the best R.O.B. players in the United States during the early metagame. Placed 1st at {{Trn|GatorLAN Spring 2020}}, 7th at {{Trn|InfinityCON Tally 2021}}, 17th at {{Trn|DreamHack Atlanta 2019}}, and 25th at both {{Trn|Let's Make Big Moves}} and {{Trn|GENESIS 7}} with wins over players such as {{Sm|Ned}}, {{Sm|LeoN}}, and {{Sm|Goblin}}. He was also considered one of the best players online, placing 1st at {{Trn|The Box: Lunch Box 7}} and {{Trn|Smash the Router 4}}. Ranked as high as 2nd on the [[Florida Power Rankings#Central Florida 2|Central Florida Ultimate Power Rankings]] and 5th on the [[Wi-Fi Warrior Rank v6]]. | ||
*{{Sm| | *{{Sm|Longo|Germany}} - One of the best R.O.B. players in Europe. Placed 5th at {{Trn|Calyptus Cup X: Powwer Up}}, 13th at {{Trn|Albion 4}}, and 17th at both {{Trn|Ultimate Fighting Arena 2019}} and {{Trn|VCA 2019}} with wins over players such as {{Sm|Space}}, {{Sm|Light|p=Germany}}, and {{Sm|Tru4}}. Ranked in the Area 51 on the [[PGRU v3 EU]]. | ||
*{{Sm|Raffi-X|USA}} - One | *{{Sm|Raffi-X|USA}} - One of the best R.O.B. players in the world but has since retired from competitive play. Placed 7th at {{Trn|Shine 2019}}, 9th at both {{Trn|Super Smash Con 2019}} and {{Trn|Glitch 8 - Missingno}}, 13th at {{Trn|Let's Make Big Moves}}, and 25th at {{Trn|Smash 'N' Splash 5}} with wins over players such as {{Sm|Mr. E}}, {{Sm|Raito}}, and {{Sm|Riddles}}. Online, placed 5th at {{Trn|The Box}} and 7th at {{Trn|Collision Online}}. Ranked 31st on the [[Fall 2019 PGRU]] and 46th on the [[Wi-Fi Warrior Rank v6]]. | ||
*{{Sm|WaDi|USA}} - Co-mains {{SSBU|Mewtwo}} with R.O.B. and is considered one of the best R.O.B. players in the world during the early metagame. Placed 7th at both {{Trn|CEO 2019}} and {{Trn|Glitch 7 - Minus World}}, 9th at both {{Trn|MomoCon 2019}} and {{Trn|2GG: Kongo Saga}}, and 17th at {{Trn|EVO 2019}} with wins over players such as {{Sm|Light|p=Connecticut}}, {{Sm|Dabuz}}, and {{Sm|Salem}}. Ranked 20th on the [[Fall 2019 PGRU]]. | |||
*{{Sm|WaDi|USA}} - | *{{Sm|Zackray|Japan}} - Co-mains R.O.B. alongside {{SSBU|Joker}} and is one of the best R.O.B. players in the world. Won {{Trn|Sumabato SP 8}}, {{Trn|The Big House 9}}, {{Trn|Maesuma TOP 2}}, {{Trn|Kagaribi 6}}, and {{Trn|Ultimate WANTED 4}}. Ranked 7th on the [[Fall 2019 PGRU]]. | ||
*{{Sm|Zackray|Japan}} - | *{{Sm|Zomba|USA}} - Currently the best R.O.B. player in the world. Placed 2nd at {{Trn|Glitch - Infinite}}, 3rd at {{Trn|Rise 'N Grind}}, 4th at {{Trn|Smash World Tour 2021 Championships}}, and 5th at both {{Trn|CEO 2021}} and {{Trn|GENESIS 8}} with wins over players such as {{Sm|acola}}, {{Sm|Tweek}}, and {{Sm|Glutonny}}. Ranked 9th on the [[PGRU v3 NA]]. | ||
*{{Sm|Zomba|USA}} - | |||
=={{SSBU|Classic Mode}}: Unreadable Expressions== | =={{SSBU|Classic Mode}}: Unreadable Expressions== | ||
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|2||{{CharHead|Dark Samus|SSBU|hsize=20px}}||[[Frigate Orpheon]]||''{{SSBUMusicLink|Metroid|Psycho Bits}}''|| | |2||{{CharHead|Dark Samus|SSBU|hsize=20px}}||[[Frigate Orpheon]]||''{{SSBUMusicLink|Metroid|Psycho Bits}}''|| | ||
|- | |- | ||
|3||{{Head|Mr. Game & Watch|g=SSBU|s=20px}}{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Red}}{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Yellow}}{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Blue}}{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Teal}} {{SSBU|Mr. Game & Watch}} (x5)||[[Flat Zone X]]||''{{SSBUMusicLink|Game & Watch|Flat Zone}}''||Horde Battle | |3||{{Head|Mr. Game & Watch|g=SSBU|s=20px}}{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Red}}{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Yellow}}{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Blue}}{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Teal}} {{SSBU|Mr. Game & Watch}} (x5)||[[Flat Zone X]]||''{{SSBUMusicLink|Game & Watch|Flat Zone}}''||Horde Battle. | ||
|- | |- | ||
|4||{{CharHead|Little Mac|SSBU|hsize=20px|color=Wire}}||[[Boxing Ring]]||''{{SSBUMusicLink|Nintendo|Tunnel Theme - X-Scape}}''|| | |4||{{CharHead|Little Mac|SSBU|hsize=20px|color=Wire}}||[[Boxing Ring]]||''{{SSBUMusicLink|Nintendo|Tunnel Theme - X-Scape}}''|| | ||
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|5||{{Head|Wii Fit Trainer|g=SSBU|s=20px}}{{Head|Wii Fit Trainer|g=SSBU|s=20px|cl=Male}} {{SSBU|Wii Fit Trainer}} (x2)||[[Wii Fit Studio]] ([[Battlefield form]])||''{{SSBUMusicLink|Wii Fit|Rhythm Boxing}}''|| | |5||{{Head|Wii Fit Trainer|g=SSBU|s=20px}}{{Head|Wii Fit Trainer|g=SSBU|s=20px|cl=Male}} {{SSBU|Wii Fit Trainer}} (x2)||[[Wii Fit Studio]] ([[Battlefield form]])||''{{SSBUMusicLink|Wii Fit|Rhythm Boxing}}''|| | ||
|- | |- | ||
|6||{{Head|R.O.B.|g=SSBU|s=20px|}}{{Head|R.O.B.|g=SSBU|s=20px|}}{{Head|R.O.B.|g=SSBU|s=20px|cl=Yellow}}{{Head|R.O.B.|g=SSBU|s=20px|cl=Purple}}{{Head|R.O.B.|g=SSBU|s=20px|cl=Blue}}{{CharHead|R.O.B.|SSBU|hsize=20px|color=Green}} (x6)||[[Mario Bros.]] (Battlefield form)||''{{SSBUMusicLink|Nintendo|Stack-Up/Gyromite}}''||Horde Battle | |6||{{Head|R.O.B.|g=SSBU|s=20px|}}{{Head|R.O.B.|g=SSBU|s=20px|}}{{Head|R.O.B.|g=SSBU|s=20px|cl=Yellow}}{{Head|R.O.B.|g=SSBU|s=20px|cl=Purple}}{{Head|R.O.B.|g=SSBU|s=20px|cl=Blue}}{{CharHead|R.O.B.|SSBU|hsize=20px|color=Green}} (x6)||[[Mario Bros.]] (Battlefield form)||''{{SSBUMusicLink|Nintendo|Stack-Up/Gyromite}}''||Horde Battle.<br>The stage references how R.O.B. used Mario Bros. as his home stage in ''Super Smash Bros. Brawl''. The battle references the [[R.O.B. Squad]] from the Subspace Emissary. If any of these costumes are being played as, {{Head|R.O.B.|g=SSBU|s=20px|cl=Grey}} R.O.B. in the NES version will take place of that costume. | ||
|- | |- | ||
|colspan="5"|[[Bonus Stage]] | |colspan="5"|[[Bonus Stage]] | ||
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SSBU spirit Stack-Up.png|823. Stack-Up | SSBU spirit Stack-Up.png|823. Stack-Up | ||
SSBU spirit Gyromite.png|824. Gyromite | SSBU spirit Gyromite.png|824. Gyromite | ||
SSBU spirit Ancient Minister.png|1,114. Ancient Minister | SSBU spirit Ancient Minister.png|1,114. Ancient Minister | ||
</gallery> | </gallery> | ||
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|3,900 | |3,900 | ||
|[[The Great Cave Offensive]] ([[Battlefield form]]) | |[[The Great Cave Offensive]] ([[Battlefield form]]) | ||
|•Item: | |•Item: {{b|Drill|item}} | ||
|•The enemy starts the battle with a Drill<br>•The enemy is giant | |•The enemy starts the battle with a Drill<br>•The enemy is giant | ||
|{{SSBUMusicLink|Metroid|Magmoor Caverns - Metroid: Samus Returns}} | |{{SSBUMusicLink|Metroid|Magmoor Caverns - Metroid: Samus Returns}} | ||
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|[[Green Hill Zone]] ([[Battlefield form]]) | |[[Green Hill Zone]] ([[Battlefield form]]) | ||
|N/A | |N/A | ||
|•[[Stamina battle]]<br>•The enemy starts the battle with a | |•[[Stamina battle]]<br>•The enemy starts the battle with a {{b|Drill|item}}<br>•The enemy is giant | ||
|{{SSBUMusicLink|Sonic The Hedgehog|Sonic Heroes}} | |{{SSBUMusicLink|Sonic The Hedgehog|Sonic Heroes}} | ||
| | | | ||
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|- | |- | ||
|1,210 | |1,210 | ||
|{{SpiritTableName|Chibi-Tot|customname= | |{{SpiritTableName|Chibi-Tot|customname=[https://chibirobo.fandom.com/wiki/Chibi-Tot Chibi-Tot]|size=64}} | ||
|''Chibi-Robo!'' Series | |''Chibi-Robo!'' Series | ||
|•Metal {{SSBU|R.O.B.}} Team {{Head|R.O.B.|g=SSBU|s=20px}}×4 (INT)/{{Head|R.O.B.|g=SSBU|s=20px|cl=Grey}}×4 (JP/CH/KR) | |•Metal {{SSBU|R.O.B.}} Team {{Head|R.O.B.|g=SSBU|s=20px}}×4 (INT)/{{Head|R.O.B.|g=SSBU|s=20px|cl=Grey}}×4 (JP/CH/KR) | ||
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|- | |- | ||
|1,435 | |1,435 | ||
|{{SpiritTableName|Villager & Iron Golem|customname=[https://minecraft. | |{{SpiritTableName|Villager & Iron Golem|customname=[https://minecraft.gamepedia.com/Villager Villager] & [https://minecraft.gamepedia.com/Iron_Golem Iron Golem]|size=64}} | ||
|''Minecraft'' Series | |''Minecraft'' Series | ||
|•Giant {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px}} (INT)/{{Head|R.O.B.|g=SSBU|s=20px|cl=Grey}} (JP/CH/KR)<br>•{{SSBU|Steve}} {{Head|Steve|g=SSBU|s=20px|cl=AlexWhite}}×2 {{Head|Steve|g=SSBU|s=20px|cl=SteveWhite}} | |•Giant {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px}} (INT)/{{Head|R.O.B.|g=SSBU|s=20px|cl=Grey}} (JP/CH/KR)<br>•{{SSBU|Steve}} {{Head|Steve|g=SSBU|s=20px|cl=AlexWhite}}×2 {{Head|Steve|g=SSBU|s=20px|cl=SteveWhite}} | ||
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|{{SSBUMusicLink|Metroid|Lockdown Battle Theme}} | |{{SSBUMusicLink|Metroid|Lockdown Battle Theme}} | ||
| | | | ||
|} | |} | ||
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|•Defeat the main fighter to win<br>•The enemy's neutral special has increased power<br>•The enemy loves to taunt | |•Defeat the main fighter to win<br>•The enemy's neutral special has increased power<br>•The enemy loves to taunt | ||
|{{SSBUMusicLink|Other|ST01: Roll Out, Wonderful 100!}} | |{{SSBUMusicLink|Other|ST01: Roll Out, Wonderful 100!}} | ||
|[ | |[https://chibirobo.fandom.com/wiki/Chibi-Robo Chibi-Robo] | ||
|- | |- | ||
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|{{SSBUMusicLink|Nintendo|Boss 1 - Sakura Samurai: Art of the Sword}} | |{{SSBUMusicLink|Nintendo|Boss 1 - Sakura Samurai: Art of the Sword}} | ||
| Mihashira Capital Automatons | | Mihashira Capital Automatons | ||
|} | |} | ||
<references group="SB"> | <references group="SB"> | ||
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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 | 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. | ||
{|style="margin:1em auto 1em auto;text-align:center" | {|style="margin:1em auto 1em auto;text-align:center" | ||
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*R.O.B. is one of four characters that has appeared in all games with Final Smashes to have a different Final Smash in each of them; the other three are [[Pit]], [[Zero Suit Samus]], and [[King Dedede]]. | *R.O.B. is one of four characters that has appeared in all games with Final Smashes to have a different Final Smash in each of them; the other three are [[Pit]], [[Zero Suit Samus]], and [[King Dedede]]. | ||
*The scripts for [[Super Diffusion Beam]] were never removed from the game's code in the transition from ''Smash 4'' to ''Ultimate''. However, like the glide attack scripts from ''Smash 4'', they lie dormant. | *The scripts for [[Super Diffusion Beam]] were never removed from the game's code in the transition from ''Smash 4'' to ''Ultimate''. However, like the glide attack scripts from ''Smash 4'', they lie dormant. | ||
*In the Korean version, R.O.B. uses the "Robot" [[announcer]] voice | *In the Korean version, R.O.B. uses the "Robot" [[announcer]] voice clip from the Japanese version, despite R.O.B.'s name being written the same way as in the English version. This is unlike {{SSBU|King Dedede}}, {{SSBU|Simon}}, and {{SSBU|Richter}}, all of whom use the English announcer voice clip due to the pronunciation. This was not the case in ''Brawl''. | ||
*R.O.B. and the {{SSBU|Ice Climbers}} are the only fighters that cannot receive a series bonus, since they don't have any primary spirits from their own series. | *R.O.B. and the {{SSBU|Ice Climbers}} are the only fighters that cannot receive a series bonus, since they don't have any primary spirits from their own series. | ||
**Previously prior to the 10.1.0 update patch, {{SSBU|Cloud}} also shared this distinction. | **Previously prior to the 10.1.0 update patch, {{SSBU|Cloud}} also shared this distinction. | ||
*{{SSBU|Bowser Jr.}}, {{SSBU|Yoshi}}, {{SSBU|Mr. Game & Watch}}, and R.O.B. are the only fighters who used their default costumes in spirit battles through one of the 1297 spirits available when the game first launched. In R.O.B.'s case, it is due to the [[Ancient Minister]] spirit. | *{{SSBU|Bowser Jr.}}, {{SSBU|Yoshi}}, {{SSBU|Mr. Game & Watch}}, and R.O.B. are the only fighters who used their default costumes in spirit battles through one of the 1297 spirits available when the game first launched. In R.O.B.'s case, it is due to the [[Ancient Minister]] spirit. | ||
**Due to certain spirit battles (such as Ancient Minister, Villager & Iron Golem, E.M.M.I. | **Due to certain spirit battles (such as Ancient Minister, Villager & Iron Golem, Diminutive Guardian, and E.M.M.I.), R.O.B. is the only character whose color scheme used for a spirit battle changes based on the language version used. | ||
*R.O.B.'s NES color scheme is the only one that bears the NES' base sticker which reads "Robotic Operating Buddy"; all other palettes bear the Famicom base sticker, which reads "Family Computer Robot". Famicom is short for "Family Computer." | *R.O.B.'s NES color scheme is the only one that bears the NES' base sticker which reads "Robotic Operating Buddy"; all other palettes bear the Famicom base sticker, which reads "Family Computer Robot". Famicom is short for "Family Computer." | ||
*When R.O.B. is lying on the ground after missing a tech, the switch on his base will be set to "OFF". | *When R.O.B. is lying on the ground after missing a tech, the switch on his base will be set to "OFF". | ||
*Although R.O.B. is "voiced", in [[Stamina Mode]], he | *Although R.O.B. is "voiced", in [[Stamina Mode]], he stays silent when he gets KO'd by reaching 0 HP with no stocks remaining. {{SSBU|Mr. Game & Watch}} and the {{SSBU|Mii Fighter}}s also share this oddity. | ||
*All of R.O.B.'s move | *All of R.O.B.'s move names aside from specials are based on the raw file names for these categories of moves in the game<ref>https://youtu.be/XMzR5mJHPDg</ref>. | ||
==References== | ==References== | ||
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{{SSBUCharacters}} | {{SSBUCharacters}} | ||
{{R.O.B. universe}} | {{R.O.B. universe}} | ||
[[Category:R.O.B. (SSBU)| ]] | [[Category:R.O.B. (SSBU)| ]] | ||
[[Category:Spirits]] | [[Category:Spirits]] | ||
[[es:R.O.B. (SSBU)]] | [[es:R.O.B. (SSBU)]] |