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'''R.O.B.''' ({{ja|ロボット|Robotto}}, ''Robot'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was officially revealed on [https://www.youtube.com/watch?v=L93H7YC-83o June 12th, 2018] alongside {{SSBU|Dr. Mario}}, {{SSBU|Duck Hunt}}, and the rest of the returning roster. R.O.B. is classified as [[Fighter number|Fighter #42]]. R.O.B.'s beeping sound effects from ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]'' were repurposed for ''Ultimate''. | '''R.O.B.''' ({{ja|ロボット|Robotto}}, ''Robot'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was officially revealed on [https://www.youtube.com/watch?v=L93H7YC-83o June 12th, 2018] alongside {{SSBU|Dr. Mario}}, {{SSBU|Duck Hunt}}, and the rest of the returning roster. R.O.B. is classified as [[Fighter number|Fighter #42]]. R.O.B.'s beeping sound effects from ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]'' were repurposed for ''Ultimate''. | ||
R.O.B. is ranked 6th out of 82 on the [[tier list]], placing him | 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 to date. R.O.B's biggest strengths come from his ultimately improved [[moveset]], allowing him to play both an offensive and defensive playstyle. His entire moveset has received increased utility overall, allowing him to box out his opponents with ease, as well as KOing more effectively and edgeguard opponents with limited [[recovery]] without the risk of himself [[self-destruct]]ing. His attributes of lingering hitboxes and heavy [[weight]] allow him to survive to incredibly high percents, making him among the best zoners in the game due to being able to patiently chip away at the opponent's percentage until finding an opportunity to rushdown and close out a stock. He also possesses arguably one of the best item-generating moves in the form of [[Gyro]], which has several practical applications of usage including KO combos into [[Arm Rotor]], which has been retooled into a potent finishing move at the ledge or offstage. | ||
While sporting a myriad of strengths, R.O.B. is not without weaknesses. His most well-known one is his large [[hurtbox]]es, which makes him an easy target both on stage and off stage. When combined with his heavy [[weight]] and above-average [[falling speed]], he is extremely susceptible to combos, which is only exacerbated by the slow startup of his aerials (excluding his forward and up aerials) giving him little in the way of combo breakers. Despite being heavily reliant on [[grab]]s to initiate combos, his grab is among the shortest-ranged in the game and can be easily punished if a grab misses. His moveset revolving around several [[projectile]]s means he is under a disadvantage against opponents with a [[reflection|reflector]], and his large hurtboxes and recovery being a finite resource while airborne means he can easily be edgeguarded himself by being highly susceptible to [[2 frame punish]]es and being walled out from until being forced to SD. | While sporting a myriad of strengths, R.O.B. is not without weaknesses. His most well-known one is his large [[hurtbox]]es, which makes him an easy target both on stage and off stage. When combined with his heavy [[weight]] and above-average [[falling speed]], he is extremely susceptible to combos, which is only exacerbated by the slow startup of his aerials (excluding his forward and up aerials) giving him little in the way of combo breakers. Despite being heavily reliant on [[grab]]s to initiate combos, his grab is among the shortest-ranged in the game and can be easily punished if a grab misses. His moveset revolving around several [[projectile]]s means he is under a disadvantage against opponents with a [[reflection|reflector]], and his large hurtboxes and recovery being a finite resource while airborne means he can easily be edgeguarded himself by being highly susceptible to [[2 frame punish]]es and being walled out from until being forced to SD. | ||
Despite these weaknesses, R.O.B. has seen | Despite these weaknesses, R.O.B. has seen large representation from multiple players such as {{Sm|Zackray}}, {{Sm|Zomba}}, {{Sm|Anathema}} and {{Sm|MKBigBoss}}. As a result, he is among one of the most common characters seen in [[major]]s and [[tournament]]s, consistently ranking in the top 3 for representation in the metagame. | ||
==How to unlock== | ==How to unlock== | ||
Complete one of the following: | Complete one of the following: | ||
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Like in ''Brawl'' and ''Smash 4'', R.O.B. is a zoning-oriented character with versatile projectiles to keep his opponents at bay. [[Robo Beam]] enables him to attack from considerable distance, and becomes the noticeably stronger [[Super Robo Beam]] when it is left idle for 14.3 seconds. While Robo Beam interrupts opponents faster, Super Robo Beam deals more damage and has higher knockback growth. [[Gyro]] is an auto-[[charge]]able projectile that becomes an [[item]] when fired. Compared to Robo Beam, it has a more favorable angle for disrupting opponents, while also being more manipulable as a projectile and possessing greater KO power. Thanks to R.O.B.'s [[item throw]]s being among the strongest in the game, Gyro is also especially useful when [[Item throw#Directions and strength|smash thrown]] as an item. | Like in ''Brawl'' and ''Smash 4'', R.O.B. is a zoning-oriented character with versatile projectiles to keep his opponents at bay. [[Robo Beam]] enables him to attack from considerable distance, and becomes the noticeably stronger [[Super Robo Beam]] when it is left idle for 14.3 seconds. While Robo Beam interrupts opponents faster, Super Robo Beam deals more damage and has higher knockback growth. [[Gyro]] is an auto-[[charge]]able projectile that becomes an [[item]] when fired. Compared to Robo Beam, it has a more favorable angle for disrupting opponents, while also being more manipulable as a projectile and possessing greater KO power. Thanks to R.O.B.'s [[item throw]]s being among the strongest in the game, Gyro is also especially useful when [[Item throw#Directions and strength|smash thrown]] as an item. | ||
Aside from his projectiles, R.O.B | Aside from his projectiles, R.O.B's grounded game is also excellent. His [[neutral attack]] comes out on frame 3 and acts as a quick move at low percentages to escape pressuring situations, and it can also [[jab lock]] and combo. [[Forward tilt]] can be useful for spacing at higher percentages since it comes out on frame 7, but its usefulness ends there. [[Up tilt]] comes out on frame 4, and is great for acting as an anti-air and combos into his up aerial. [[Down tilt]] is R.O.B.'s single-best move in his entire kit, as it lowers his hurtbox, has great range, is tied with his jab as his fastest move at frame 3, pressures [[shield]]s, trades with [[shield grab]]s, and its total active frames is only 14, meaning it is one of the safest pressuring moves in the game. It also combos into itself at lower percentages, and at higher percents, it can combo into grab or dash attack, and can send opponents into a jab lock-based scenario for a KO at relatively low percentages. Lastly, [[dash attack]] is useful for punishing landings and whiffs, is extremely fast at frame 7, has relatively long range, and can combo into his forward air at low to medium percentages. | ||
R.O.B.'s air game is also great, thanks to the excellent and disjointed ranges of all excluding [[forward aerial|one]] of his aerials. [[Neutral aerial]] has large, disjointed hitboxes that make it great for covering the opponents' options if lacking the range to deal with it. It is also very hard to punish [[out of shield]] due to its damage, total [[landing lag]] (7 frames) and range. It is also a reliable combo starter at low to medium percentages when [[SHFF]]'d, as well as a useful spacing option and, to a lesser extent, a KOing tool. [[Up aerial]] is a great vertical KO move due to its large and long-lasting hitboxes, fast startup, and the last hit’s high knockback. [[Back aerial|Back]] and [[down aerial]]s are R.O.B.'s most damaging aerials when [[sweetspot]]ted, and they too have large and disjointed hitboxes, much like neutral aerial. However, they also boast their own specific strengths: back aerial has recovery potential thanks to it propelling R.O.B. forward, and it is his only aerial that can KO in neutral due to its incredible knockback and huge hitbox. Not only that, but it is also one of the strongest back aerials in the game. Meanwhile, his down aerial is a powerful [[meteor smash]] that can hit below the ledge and KO very early if done so. It is also active for 6 whole frames, making it difficult to avoid for characters with linear recoveries. Lastly, [[forward aerial]] is R.O.B.'s fastest aerial coming out on frame 6, making it very spammable in neutral due to how low committal it is to use, as it is safe on shield. However, its hitbox has much shorter range and is not disjointed. | R.O.B.'s air game is also great, thanks to the excellent and disjointed ranges of all excluding [[forward aerial|one]] of his aerials. [[Neutral aerial]] has large, disjointed hitboxes that make it great for covering the opponents' options if lacking the range to deal with it. It is also very hard to punish [[out of shield]] due to its damage, total [[landing lag]] (7 frames) and range. It is also a reliable combo starter at low to medium percentages when [[SHFF]]'d, as well as a useful spacing option and, to a lesser extent, a KOing tool. [[Up aerial]] is a great vertical KO move due to its large and long-lasting hitboxes, fast startup, and the last hit’s high knockback. [[Back aerial|Back]] and [[down aerial]]s are R.O.B.'s most damaging aerials when [[sweetspot]]ted, and they too have large and disjointed hitboxes, much like neutral aerial. However, they also boast their own specific strengths: back aerial has recovery potential thanks to it propelling R.O.B. forward, and it is his only aerial that can KO in neutral due to its incredible knockback and huge hitbox. Not only that, but it is also one of the strongest back aerials in the game. Meanwhile, his down aerial is a powerful [[meteor smash]] that can hit below the ledge and KO very early if done so. It is also active for 6 whole frames, making it difficult to avoid for characters with linear recoveries. Lastly, [[forward aerial]] is R.O.B.'s fastest aerial coming out on frame 6, making it very spammable in neutral due to how low committal it is to use, as it is safe on shield. However, its hitbox has much shorter range and is not disjointed. | ||
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R.O.B. also benefits from ''Ultimate''{{'}}s universally adjusted mechanics. The universal increase in mobility and the ability to [[dash-canceling|perform an attack out of a run]] 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 quick and relatively-ranged down tilt safer on shield. The universal reduction 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, combined with its decreased landing lag, noticeably improves its combo potential and makes it a safer option when landing. Lastly, the changes to [[air dodge]]s benefit R.O.B., as they allow him to edgeguard his opponents more effectively and perform a directional air dodge out of Robo Burner to gain more distance, improving his already excellent recovery. | R.O.B. also benefits from ''Ultimate''{{'}}s universally adjusted mechanics. The universal increase in mobility and the ability to [[dash-canceling|perform an attack out of a run]] 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 quick and relatively-ranged down tilt safer on shield. The universal reduction 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, combined with its decreased landing lag, noticeably improves its combo potential and makes it a safer option when landing. Lastly, the changes to [[air dodge]]s benefit R.O.B., as they allow him to edgeguard his opponents more effectively and perform 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 "Beep Boop" combo (down throw to up air). R.O.B. also retains a few of the same issues from his previous appearance, such as short melee range, susceptibility to [[juggling]] due to his large size and slow aerial options, and a predictable, vulnerable recovery. | ||
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. Thanks to these changes, R.O.B. performs significantly better than he did in previous installments, with this incarnation being considered R.O.B.'s strongest one so far. | ||
{{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-based options and advanced techniques R.O.B. could perform in previous games. R.O.B was affected more than most of the other characters during update 3.0.0 with the universal reduction to shield damage for projectiles and the down tilt loop became harder to set up in version 4.0.0, with buffs being quality-of-life updates to make moves connect more consistently. | ||
Overall, while faring slightly worse than at launch, R.O.B. remains extremely viable in the competitive scene and is regarded as a high-tier character throughout the game's lifespan. | Overall, while faring slightly worse than at launch, R.O.B. remains extremely viable in the competitive scene and is regarded as a high-tier character throughout the game's lifespan. | ||
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|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. It boasts extremely high power | |bairdesc=Leans forward and activates his thrusters to emit a fiery blast behind him. It boasts extremely high power, but it is burdened with considerable startup lag, coming out on frame 19, and has several sourspots that [[priority|out-prioritize]] their sweetspots. Back aerial can also be useable 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 auto-cancel in a short hop, like his other aerial attacks. It is one of the strongest back aerials in the game, KOing middleweights around 80% at the edge of Final Destination. Can be comboed into from a reverse landing neutral aerial. | ||
|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) | ||
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|dairdesc=Activates his thrusters to emit a fiery blast downward. The middle portion of the blast is a powerful [[meteor smash]], which makes it an extremely potent edge-guarding option, especially after an [[Edge-guarding#Ledge trump|edge trump]] if the opponent re-grabs the edge. It auto-cancels in a short hop due to it halting R.O.B.'s momentum for a while. Due to it hitting on frame 20 and having 43 frames of ending lag, it is R.O.B.'s slowest aerial. When coupled with its 12 frames of landing lag, it is punishable if it is not spaced properly and auto-canceled, though not to the same extent as in ''SSB4''. | |dairdesc=Activates his thrusters to emit a fiery blast downward. The middle portion of the blast is a powerful [[meteor smash]], which makes it an extremely potent edge-guarding option, especially after an [[Edge-guarding#Ledge trump|edge trump]] if the opponent re-grabs the edge. It auto-cancels in a short hop due to it halting R.O.B.'s momentum for a while. Due to it hitting on frame 20 and having 43 frames of ending lag, it is R.O.B.'s slowest aerial. When coupled with its 12 frames of landing lag, it is punishable if it is not spaced properly and auto-canceled, though not to the same extent as in ''SSB4''. | ||
|grabname=Grab ({{ja|つかみ|Tsukami}}) | |grabname=Grab ({{ja|つかみ|Tsukami}}) | ||
|grabdesc=[[wikipedia:Clinch fighting|Clinches]] the opponent. All of R.O.B | |grabdesc=[[wikipedia:Clinch fighting|Clinches]] the opponent. All of R.O.B's grabs are extremely quick (frame 6), at the expense of terrible range. | ||
|pummelname=CatchA | |pummelname=CatchA | ||
|pummeldmg=1.3% | |pummeldmg=1.3% | ||
|pummeldesc=A headbutt. | |pummeldesc=A headbutt. A relatively quick pummel that inflicts decent damage. | ||
|fthrowname=ThrowF | |fthrowname=ThrowF | ||
|fthrowdmg=8% | |fthrowdmg=8% | ||
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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 in | *{{Sm|Anathema|USA}} - One of the best R.O.B. players in the United States in the post-online metagame, with his most notable run being his run to 2nd place at the major {{Trn|Rise 'N Grind}}. In addition, he has also placed 5th at {{Trn|Port Priority 7}} and 7th at {{Trn|Let's Make Big Moves 2022}}. | ||
*{{Sm| | *{{Sm|Epic_Gabriel|USA}} - One of the best players during the online metagame, with his best ranking being 5th on the [[Wi-Fi Warrior Rank v6]]. Offline, he is also considered one of the best R.O.B. players in the United States, having placed top 32 at several majors such as 13th at {{Trn|Riptide}} and 17th at {{Trn|Let's Make Moves Miami}}. | ||
*{{Sm|Longo|Germany}} - The best R.O.B. player in Europe | *{{Sm|Longo|Germany}} - The best R.O.B. player in Europe, having placed top 32 at nearly every major he has attended, including 13th at {{Trn|Ultimate Fighting Arena 2022}} and 17th at {{Trn|COLOSSEL 2022}}. He was also ranked 139th on the [[OrionRank 2022]]. | ||
*{{Sm|MKBigBoss|Mexico}} - One of the best R.O.B. players in North America and a top 10 player in Mexico | *{{Sm|MKBigBoss|Mexico}} - One of the best R.O.B. players in North America, and is also a top 10 player in Mexico who regularly places top 16 at Mexican majors. He began traveling in the post-online metagame and achieved several high placements at notable events, including 4th at the major {{Trn|Port Priority 6}} and 7th at the supermajor {{Trn|Let's Make Big Moves 2023}}. | ||
*{{Sm|Raffi-X|USA}} - | *{{Sm|Raffi-X|USA}} - Although his tournament activity was limited to New England, he was considered one of the best R.O.B. players in the world in the early metagame, placing 7th at the supermajor {{Trn|Shine 2019}} and 9th at the supermajor {{Trn|Super Smash Con 2019}}, and was ranked 31st on the [[Fall 2019 PGRU]]. Due to a controversy, he has since retired from competitive play. | ||
*{{Sm| | *{{Sm|WaDi|USA}} - One of the best R.O.B. players in the world in the early metagame, placing top 16 at several majors including 7th at {{Trn|CEO 2019}} and {{Trn|Glitch 7 - Minus World}}, and ranking 20th on the [[Fall 2019 PGRU]]. Since the post-online metagame, WaDi played R.O.B. alongside a variety of characters until early-2023, where he went inactive due to sexual misconduct allegations. | ||
*{{Sm|Zackray|Japan}} - Although known for playing a variety of characters, one of his best known characters is his R.O.B., whom he most prominently used from mid-2019 to late-2022. He is considered the second best R.O.B. player of all-time and is the first R.O.B. player to win a major, doing so at the supermajor {{Trn|The Big House 9}}. Since then, he has won several other majors with primarily R.O.B., including {{Trn|EGS Cup 3}} and {{Trn|Ultimate WANTED 4}}. | |||
*{{Sm|Zackray|Japan}} - | *{{Sm|Zomba|USA}} - The best R.O.B. player of all-time, and is also one of the best players in the United States in 2023. He is the only solo-R.O.B. major winner, winning the supermajors {{Trn|Crown the Third}} and {{Trn|GENESIS X}}. | ||
*{{Sm|Zomba|USA}} - The | |||
===Tier placement and history=== | ===Tier placement and history=== | ||
Ever since the start of the game, R.O.B. has always been considered a dominating character in ''Ultimate'' due to buffs from the previous game, such as possessing better approaching options, more versatile projectiles with Gyro and Robo Beam, even more threatening KO options, and an improved edgeguarding game, leading several to consider him as an excellent zoner with a wide array of utility options. R.O.B. saw immense success in the early metagame from players such as {{Sm|WaDi}} and {{Sm|Zackray}}, and continued to have strong representation in the post-online metagame from players such as {{Sm|Anathema}} and {{Sm|Zomba}}, which lead him to be one of the most represented characters in ''Ultimate''{{'}}s metagame. As such, R.O.B. is widely considered a top-tier character, which is reflected in his placement on the first two tier lists, where he is ranked 6th. | Ever since the start of the game, R.O.B. has always been considered a dominating character in ''Ultimate'' due to buffs from the previous game, such as possessing better approaching options, more versatile projectiles with Gyro and Robo Beam, even more threatening KO options, and an improved edgeguarding game, leading several to consider him as an excellent zoner with a wide array of utility options. R.O.B. saw immense success in the early metagame from players such as {{Sm|WaDi}} and {{Sm|Zackray}}, and continued to have strong representation in the post-online metagame from players such as {{Sm|Anathema}} and {{Sm|Zomba}}, which lead him to be one of the most represented characters in ''Ultimate''{{'}}s metagame. As such, R.O.B. is widely considered a top-tier character, which is reflected in his placement on the first two tier lists, where he is ranked 6th. | ||
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 even better, due to his already safe aerials and tilts being much more reliable due to lag. Many players, including {{Sm|Epic_Gabriel}} and {{Sm|Raffi-X}}, have performed fairly well in Wi-Fi tournaments, including various [[Tournament:Naifu Wars|Ultimate Naifu Wars]], {{Trn|The Quarantine Series}}, and {{Trn|The Box}}. | 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 even better, due to his already safe aerials and tilts being much more reliable due to lag. Many players, including {{Sm|Epic_Gabriel}} and {{Sm|Raffi-X}}, have performed fairly well in Wi-Fi tournaments, including various {[[Tournament:Naifu Wars|Ultimate Naifu Wars]], {{Trn|The Quarantine Series}}, and {{Trn|The Box}}. | ||
=={{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. for his unlocking battle in ''Super Smash Bros. Brawl'', as well as for single player modes. 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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|{{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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|•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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==[[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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