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

no edit summary
mNo edit summary
No edit summary
Line 45: Line 45:
R.O.B. has been significantly buffed overall in his transition to ''Ultimate''. While R.O.B. has received comparatively few major changes in his transition from the previous game, most of these changes have majorly improved his toolkit, and he benefits from the changes made to the game's engine as well.
R.O.B. has been significantly buffed overall in his transition to ''Ultimate''. While R.O.B. has received comparatively few major changes in his transition from the previous game, 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 buff is to [[Arm Rotor]]. Previously universally regarded as one of the worst attacks in ''SSB4'', it executes faster, with faster startup lag and less ending lag, and has 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.
Arguably R.O.B.'s most impactful improvement is to [[Arm Rotor]]. Being previously and universally regarded as one of the worst attacks in ''SSB4'', it executes faster, with faster startup lag and less ending lag, and has 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 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. [[Gyro]] has also 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.
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. [[Gyro]] has also 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 most of the universal changes to the game's engine. The universal increase in mobility and the ability to [[dash-canceling|use any 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 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]]s 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.
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. 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.
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.
Line 58: Line 58:


==Update history==
==Update history==
R.O.B has received a mix of [[buff]]s and [[nerf]]s via game updates, but has been slightly nerfed overall. The removal of Gyro canceling was significant, as it effectively removed several movement 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.
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 highly viable in the competitive scene and is seen 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.


'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}'''
Line 89: Line 89:
|neutral1dmg=3%
|neutral1dmg=3%
|neutral2dmg=3%
|neutral2dmg=3%
|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.
|neutraldesc=A pair of 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 attacking button, and can also jab lock opponents Its first hit has almost nonexistent base knockback, average knockback growth and launches at 100°, all of which allow it to [[jab cancel]]. Its most reliable follow-up is down tilt, thanks to it also hitting on frame 3, although it can also jab cancel reliably into forward tilt, smash attacks, or a grab. The tilt attack follow-ups can be performed up to high percentages, while the smash attack and grab follow-ups can be performed on lightweights and middleweights beginning at 80%-85% and heavyweights beginning at 110%-115%. However, it cannot jab cancel reliably against fast-fallers. Conversely, its second hit has very high knockback growth and launches at 361°, which make it 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 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.
|ftiltdesc=A lunging hook. Can be angled. Can set up [[tech-chasing|tech-chases]] at medium percents and the sweetspot on the tip of R.O.B.'s arm KOs at 150% near the ledge. Angled down, it can also hit several ledge-hangers. The tip of R.O.B.'s arm is decent for spacing beginning at 50%.
|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. Useful as an anti-air and as a platform pressure tool, but has minimal horizontal range.
|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. It is 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. 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.  
|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. It is widely considered by most of the commuity to be the game's best down tilt and one of the best overall attacks in ''Ultimate'' overall, due to its fast startup, low ending lag, good range, safety on shield, shield pressuring ability, chance to trip, and usage 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]]. 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.
|dashdesc=A double [[Wikipedia:Professional wrestling attacks#Forearm club|forearm club]]. It combos into forward air at low and medium percents, as well as a Gyro toss if dash attack was performed 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 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.
|fsmashdesc=Fires an energetic blast forwards, similar to the uncharged [[Robo Beam]]. Although this move has moderate startup lag (frame 19) and is very punishable due to its high ending lag, the strongest hitbox closest to R.O.B.'s eyes deals high knockback, KOing middleweights around 75% near the edge of Final Destination. It can also be angled, allowing it to catch jumps and ledge-based options. It is especially useful as a dash-back whiff-punishing option or as a finisher out of a [[jab lock]]. However, its range is merely average at best, it has high ending lag and the blast's tip has extremely minimal KO potential.
|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 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.
|usmashdesc=Handstands and activates his thrusters to emit a [[Flame|fiery]] blast upwards. Due to hitting on frame 10, it is somewhat disproportionately quick for a smash attack. It also has deceptive horizontal range on the ground, thanks to R.O.B.'s arms possessing hitboxes that launch opponents into the thrusters' hitboxes, the latter of which are extremely powerful, KOing middleweights around 100% on Final Destination. Using precise timing and spacing, it can be comboed 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 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.
|dsmashdesc=Lowers his torso and spins it around rapidly while outstretching his arms to perform a series of [[Wikipedia:Professional wrestling attacks#Clothesline|discus clotheslines]], comparatively like [[Arm Rotor]]. It hits on frame 7, which is disproportionately quick 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 of Final Destination, and is very effective for edge-guarding. However, its base hitboxes launch the opponent behind R.O.B., which means that he must face the opposite side of the edge when attempting to utilize 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 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.
|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 [[auto-cancel]] with a short hop collectively make it an extremely useful for spacing, approaching and starting combos. The tip hitbox's respectable damage output and knockback enable it to KO middleweights at around 128% while near the left/right [[blast line]]s. If [[SHFF]]'d, it can reliably combo into forward aerial, Arm Rotor, or up aerial. 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 kind, and can be stuffed out by quicker aerials.
|fairname=AirF
|fairname=AirF
|fairdmg={{ShortHopDmgSSBU|7}}
|fairdmg={{ShortHopDmgSSBU|7}}
|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.
|fairdesc=A double forearm club. 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 and leading to a [[wall of pain]]. Hitting a landing the move 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 minimal base knockback. It is also R.O.B.'s only aerial that lacks 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. 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.
|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)
|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.
|uairdesc=Rapidly rotates his arms upwards. Due to hitting on frame 7, it is R.O.B.'s second-fastest aerial attack in his kit. It is down throw's most reliable follow-up from low to medium percentages. It is also useful for juggling and KOing, as its looping hits maintain 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 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''.
|dairdesc=Activates his thrusters to emit a fiery blast downward. The middle portion of the blast is a powerful [[meteor smash]], which makes it an extremely potent edge-guarding option, especially after an [[Edge-guarding#Ledge trump|edge trump]] if the opponent re-grabs the edge. It auto-cancels in a short hop due to it halting R.O.B.'s momentum for a while. Due to it hitting on frame 20 and having 43 frames of ending lag, it is R.O.B.'s slowest aerial. When coupled with its 12 frames of landing lag, it is punishable if it is not spaced properly and auto-canceled, though not to the same extent as in ''SSB4''.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=[[wikipedia:Clinch fighting|Clinches]] the opponent. All of R.O.B's grabs are extremely fast, but have terrible range.
|grabdesc=[[wikipedia:Clinch fighting|Clinches]] the opponent. All of R.O.B's grabs are extremely quick (frame 6), at the expense of terrible range.
|pummelname=CatchA
|pummelname=CatchA
|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=A headbutt.
|pummeldesc=A headbutt. A relatively quick pummel that inflicts decent damage.
|fthrowname=ThrowF
|fthrowname=ThrowF
|fthrowdmg=8%
|fthrowdmg=8%
|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.
|fthrowdesc=R.O.B. holds the opponent in his grip, rotates his arm backward and then flings the opponent forward. It combos into dash attack or forward aerial at low percents. It can be useful for setting up an edge-guard. It can KO middleweights at around 188% at the edge of Final Destination.
|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 mid percentages. Additionally, dash attack and forward air combo out of back throw at low percents.
|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 medium percentages. Additionally, it can follow up into dash attack and forward aerial at low percents. Like his forward throw, it is useful for setting up an edge-guard or being a KO option neaar the edge. It can KO middleweights at around 155% by the edge of Final Destination.
|uthrowname=ThrowHi
|uthrowname=ThrowHi
|uthrowdmg=12%
|uthrowdmg=12%
|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.
|uthrowdesc=A [[Wikipedia:Piledriver (professional wrestling)#Reverse piledriver|jumping reverse piledriver]]. It is also R.O.B.'s strongest throw and the 10th strongest up throw in ''Ultimate'', KOing middleweights at around 160% on Final Destination, and even earlier if R.O.B. has [[rage]] and/or lands on a platform. In particular, [[platform]]s assist its KO potential considerably: it KOs middleweights at 160% when performed on {{SSBU|Battlefield}}'s low platforms, and KOs them at 145% when performed on Battlefield's top platform. Although rare, R.O.B. can also perform up throw for a [[sacrificial KO]] if it is performed on a moving platform, as he will continue performing the throw all the way to the lower blast line if there is no platform to stop his descent. In addition to its KO potential, it has combo potential thanks to it launching at 80°, with its follow-ups being an upward-angled forward smash, dashing up smash, forward aerial, and up aerial from 0%-40%. However, its smash attack-combos are most reliable against heavyweights and fast-fallers.
|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 air, up smash, or down smash.
|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 aerial, up smash, or down smash. However, this removes the effective "Beep Boop" combo since ''SSB4''.
|floorfname= 
|floorfname= 
|floorfdmg=7%
|floorfdmg=7%
Line 154: Line 154:
|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 doesn't possess a flame hitbox.
|edgedesc=Swings his base forward and activates his thrusters to emit a fiery blast forward while climbing up. Despite the appearance, it does not 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 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.
|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% but struggles to KO onstage due to its poor knockback growth.
|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%, although it 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 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.
|usdesc=Activates his thrusters in order to fly. It grants impressive vertical and horizontal recovering distance, although R.O.B. has a set amount of fuel, indicated by the gauge in his chassis, to be available in order to perform this move. Fuel is recovered overtime 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 an aerial attacks or using one of R.O.B.'s other special moves 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 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.
|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 perform the same and thus utilize the top against him. Only a single 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 opponents attempting 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 typically 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 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.
|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 in on opponents in front of himself. He then unleashes the built-up energy in the form of a green laser, which can be angled up or down. As Guided Robo Beam begins to end, the laser briefly enlarges, becoming wider and more powerful.
}}
}}


Line 211: Line 211:
===[[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 moves his head around, flashing bright lights from his eyes while clapping.
*'''Side Taunt''': Faces the screen and rotates his head around, flashing bright lights from his eyes while clapping.
*'''Down Taunt''': Faces the screen, moves his arms down, and then moves them back up again, spinning them while he does so.
*'''Down Taunt''': Faces the screen, rotates 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.
Line 291: Line 291:


===Tier placement and history===
===Tier placement and history===
Ever since the start of the game, R.O.B. has always been considered a very strong character due to buffs from the previous game, such as having better approach options, more versatile projectiles with Gyro and Robo Beam, even more threatening KO options, and an improved edgeguarding game, leading many 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 current tier list, 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 current tier list, 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}}.
Line 995: Line 995:
*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 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''.
*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.
Line 1,002: Line 1,002:
*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 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.
*Although R.O.B. is "voiced", in [[Stamina Mode]], he remains 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 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>.
*All of R.O.B.'s move-names aside from special moves are based on the raw file-names for these categories of moves in the game<ref>https://youtu.be/XMzR5mJHPDg</ref>.


==References==
==References==
349

edits