R.O.B. (SSB4): Difference between revisions

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|nsc1name=Wide-Angle Beam
|nsc1name=Wide-Angle Beam
|nsc1dmg=7% (uncharged), 3.5% (Robo Beam), 10% (point-blank Robo Beam), 8% (Super Robo Beam), 15% (point-blank Super Robo Beam)
|nsc1dmg=7% (uncharged), 3.5% (Robo Beam), 10% (point-blank Robo Beam), 8% (Super Robo Beam), 15% (point-blank Super Robo Beam)
|nsc1desc=R.O.B. can aim on a much wider arc, but at the cost of Robo Beam and Super Robo Beam having slightly lower damage outputs.
|nsc1desc=R.O.B. can aim on a much wider arc, but at the cost of Robo Beam and Super Robo Beam having slightly lower damage outputs. Fully charged shots are much quicker and stretch across the screen.
|nsc2name=Infinite Robo Beam
|nsc2name=Infinite Robo Beam
|nsc2dmg=3%/2% (Robo Beam), 7% (point-blank Robo Beam), 10% (Super Robo Beam), 14% (point-blank Super Robo Beam)
|nsc2dmg=3%/2% (Robo Beam), 7% (point-blank Robo Beam), 10% (Super Robo Beam), 14% (point-blank Super Robo Beam)
|nsc2desc=Robo Beam can be fired consecutively, but at the cost of a lower damage output, shorter range and its ability to ricochet. These drawbacks also apply to Super Robo Beam, which also takes longer to charge.
|nsc2desc=Robo Beam can be fired consecutively, but at the cost of a lower damage output, shorter range and its ability to ricochet. These drawbacks also apply to Super Robo Beam, which also takes longer to charge.
|ssdefname=Arm Rotor
|ssdefname=Arm Rotor
|ssdefdmg=1% (loop), 3% (last), 1.5× (reflected projectiles)
|ssdefdmg=1% (loop, hits 1-20~), 3% (last), 1.5× (reflected projectiles)
|ssdefdesc=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. Unlike in ''Brawl'', it can trap opponents reliably and its last hit has KO potential, thanks to its extremely high knockback growth enabling it to KO middleweights at 147% while near the edge. It can also [[reflect]] projectiles with 50% more power than they originally had, and move R.O.B. forward or backward while the [[control stick]]/circle pad is tilted in the respective direction. It and all of its custom variations have transcendent priority.
|ssdefdesc=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. Propels R.O.B forward slightly and hovers somewhat in mid-air. Unlike in ''Brawl'', it can trap opponents reliably and its last hit has KO potential, thanks to its extremely high knockback growth enabling it to KO middleweights at 147% while near the edge. It can also [[reflect]] projectiles with 50% more power than they originally had, and move R.O.B. forward or backward while the [[control stick]]/circle pad is tilted in the respective direction. It and all of its custom variations have transcendent priority.
|ssc1name=Reflector Arm
|ssc1name=Reflector Arm
|ssc1dmg=2% (loop), 4% (last), 1.8× (reflected projectiles)
|ssc1dmg=2% (loop), 4% (last), 1.8× (reflected projectiles)
|ssc1desc=Deals more damage and reflects projectiles with 80% more power than they originally had, but at the cost of its trapping ability.
|ssc1desc=Quicker, stronger, and reflects projectiles with 80% more power than they originally had, but immobilizes R.O.B, and the hits knock opponents away instead of trapping them.
|ssc2name=Backward Arm Rotor
|ssc2name=Backward Arm Rotor
|ssc2dmg=2% (loop), 4% (last), 1.5× (reflected projectiles)
|ssc2dmg=2% (hit 1), 4% (hit 2), 1.5× (reflected projectiles)
|ssc2desc=Deals more damage and moves R.O.B. backward while it is being performed, making it better suited for defense, but at the cost of having a significantly shorter duration overall.
|ssc2desc=Deals more damage and moves R.O.B. backward while it is being performed, making it better suited for defense, but at the cost of having a significantly shorter duration overall.
|usdefname=Robo Burner
|usdefname=Robo Burner
|usdefdmg=—
|usdefdmg=—
|usdefdesc=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 to use in order to perform this move. Fuel is recovered over time as long as R.O.B. is grounded. It is one of the very few up specials to not cause [[helpless]]ness, which allows 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. However, he is only capable of aerials until at least one has been performed, canceling Robo Burner. 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.
|usdefdesc=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 to use in order to perform this move. Fuel is recovered over time as long as R.O.B. is grounded. Tilting the control stick up repeatedly instead of holding the special button while flying can conserve fuel better and allow R.O.B to travel farther. It is one of the very few up specials to not cause [[helpless]]ness, as it can be canceled any time by executing an aerial attack, after which R.O.B can reactivate it or use other moves. Otherwise, R.O.B. cannot use other specials, [[fast fall]], or [[air dodge]] while using the Burner. 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.
|usc1name=Robo Rocket
|usc1name=Robo Rocket
|usc1dmg=5% (early), 8% (clean)
|usc1dmg=5% (early), 8% (clean)
|usc1desc=Functions like a traditional recovery move, as R.O.B. simply ascends quickly and deals damage. It grants outstanding vertical recovery after a jump; does not cause helplessness; can be followed up with any aerial; and can meteor smash if it hits the opponent precisely. However, it grants very minimal horizontal recovery distance. R.O.B. also cannot fast fall, air dodge, or use his other specials as follow-ups. Additionally, its meteor smash has below-average power.  
|usc1desc=Functions like a traditional recovery move, as R.O.B. simply ascends quickly and gains a small hitbox. It grants outstanding vertical recovery after a jump; does not cause helplessness; can be followed up with any aerial; and can meteor smash if it hits the opponent precisely. However, it grants very minimal horizontal recovery distance. Like Robo Burner, R.O.B must use an aerial attack in order to fast fall, air dodge, or use his other specials as follow-ups. Additionally, its meteor smash has below-average power.  
|usc2name=High-Speed Burner
|usc2name=High-Speed Burner
|usc2dmg=—
|usc2dmg=—
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|dsc1name=Fire Gyro
|dsc1name=Fire Gyro
|dsc1dmg=7% (base), 3%-12% (top), 6% (idle top), 10% (thrown)
|dsc1dmg=7% (base), 3%-12% (top), 6% (idle top), 10% (thrown)
|dsc1desc=The top is aflame, deals more damage and is slightly more powerful, but at the cost of covering less distance and having increased ending lag.
|dsc1desc=The top is aflame and deals more damage, but at the cost of covering less distance and having increased ending lag.
|dsc2name=Slip Gyro
|dsc2name=Slip Gyro
|dsc2dmg=2% (base), 3% (top), 3% (idle top), 9% (thrown)
|dsc2dmg=2% (base), 3% (top), 3% (idle top), 9% (thrown)
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