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

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==Attributes==
==Attributes==
R.O.B.'s mobility is decent on the ground but pretty bad in the air, he has the 17th fastest walk (tied whit Mario and Mr game and watch), the 19th fastest run speed (tied whit Lucas) and the 11th highest traction (tied whit Fox, Mario, Olimar, mr game and watch and sheik). His air moblitiy though leaves a lot to be desired, having the 11th lowest air speed in the game (tied whit fox) and the 3rd lowest air accelleration in the game. He is also really floaty, having the 7th lowest gravity in the game (tied whit Luigi), the 5th lowest fall speed in the game (tied whit Lucario, Ice climbers and Kirby) and the 5th lowest fast falling speed in the game (tied whit Lucario and Ice climbers) this means he can have trouble escaping juggles but also means that he can avvoid certan chain grabs (like pikachu's down throw chain grab) though he cannot escape other chain grabs due to his high weight (10th highest in brawl)
R.O.B. plays the role of a long-range attacker very well, with projectiles and means to keep opponents at bay. His base up close is a blind spot, making it important to keep foes away. Many of his attacks balance moderate power and range with short lag-time. His moves with actual KO potential, though, have considerable start up lag or keep him airborne longer than desired. R.O.B. is also prone to [[Stale move negation]] on his KO moves (notably his down smash which, due to its low knockback scaling, can have trouble KO'ing heavier characters even at around 200%) rendering him unable to KO at times (however, his up throw can KO reliably at above 160%). He can easily set up an edgeguard using a forward or back throw, but his most powerful aerials are difficult to land. Despite his moves boasting only moderate knockback, R.O.B. can generally keep knocking his opponent away with superior range and combine any of his moves together fairly easily. The resulting damage adds up rather quickly with an experienced player. R.O.B. is decently heavy and floaty (making R.O.B., {{SSBB|Samus}}, and {{SSBB|Yoshi}} the only floaty heavyweights), but he is also a large target. He has two projectiles, both with decent knockback and unique properties, which usually mess up the opponent's approach. The major flaw with these projectiles is that they are not spammable (as they must be charged/recharged). His aerial game is also good, with his forward aerial being fast and having moderate knockback, his neutral and back aerial being powerful but difficult to land, and his down air acting as a [[Meteor Smash]] (although it has a very slow start-up). His back aerial can also aid his exceptional recovery, both his back and down aerials push R.O.B. up slightly when using [[Robo Burner]]. With the addition of [[Robo Burner]], he is quite interesting to experiment with on certain combination of attacks and techniques such as a [[Wall of Pain]]. In fact, a technique sometimes called "burner flashing," which is initiated by first using Robo Burner and then repeatedly pressing B, has been proven to be the farthest vertical traveling recovery move in one go. R.O.B.'s recovery does have its problems. He can't air dodge out of Robo Burner, making his recovery predictable for some characters and he can be juggled because he is floaty in both jumping and recovery, notably by {{SSBB|Meta Knight}} and {{SSBB|Fox}}. His slow [[falling speed|fast falling]] also makes his momentum canceling poor, getting KOed vertically at relatively low percentages, especially for his weight class. R.O.B.'s side special reflects projectiles, but characters with more spammable projectiles can easily overwhelm R.O.B. from afar, and it isn't useful as an attack. Overall, with a very flexible ranged game, R.O.B. can be a dangerous foe for many characters in the game.
R.O.B. plays the role of a long-range attacker very well, with projectiles and means to keep opponents at bay. His base up close is a blind spot, making it important to keep foes away. Many of his attacks balance moderate power and range with short lag-time. His moves with actual KO potential, though, have considerable start up lag or keep him airborne longer than desired. R.O.B. is also prone to [[Stale move negation]] on his KO moves (notably his down smash which, due to its low knockback scaling, can have trouble KO'ing heavier characters even at around 200%) rendering him unable to KO at times (however, his up throw can KO reliably at above 160%). He can easily set up an edgeguard using a forward or back throw, but his most powerful aerials are difficult to land. Despite his moves boasting only moderate knockback, R.O.B. can generally keep knocking his opponent away with superior range and combine any of his moves together fairly easily. The resulting damage adds up rather quickly with an experienced player. R.O.B. is decently heavy and floaty (making R.O.B., {{SSBB|Samus}}, and {{SSBB|Yoshi}} the only floaty heavyweights), but he is also a large target. He has two projectiles, both with decent knockback and unique properties, which usually mess up the opponent's approach. The major flaw with these projectiles is that they are not spammable (as they must be charged/recharged). His aerial game is also good, with his forward aerial being fast and having moderate knockback, his neutral and back aerial being powerful but difficult to land, and his down air acting as a [[Meteor Smash]] (although it has a very slow start-up). His back aerial can also aid his exceptional recovery, both his back and down aerials push R.O.B. up slightly when using [[Robo Burner]]. With the addition of [[Robo Burner]], he is quite interesting to experiment with on certain combination of attacks and techniques such as a [[Wall of Pain]]. In fact, a technique sometimes called "burner flashing," which is initiated by first using Robo Burner and then repeatedly pressing B, has been proven to be the farthest vertical traveling recovery move in one go. R.O.B.'s recovery does have its problems. He can't air dodge out of Robo Burner, making his recovery predictable for some characters and he can be juggled because he is floaty in both jumping and recovery, notably by {{SSBB|Meta Knight}} and {{SSBB|Fox}}. His slow [[falling speed|fast falling]] also makes his momentum canceling poor, getting KOed vertically at relatively low percentages, especially for his weight class. R.O.B.'s side special reflects projectiles, but characters with more spammable projectiles can easily overwhelm R.O.B. from afar, and it isn't useful as an attack. Overall, with a very flexible ranged game, R.O.B. can be a dangerous foe for many characters in the game.