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

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'''R.O.B.''' ({{ja|ロボット|Robotto}}, ''Robot'') is a [[newcomer]] in ''[[Super Smash Bros. Brawl]]''. His full name is '''Robotic Operating Buddy''' and he is based on the R.O.B./Robot [[nwiki:NES|NES]]/[[nwiki:Famicom|Famicom]] peripheral. He was unveiled in a mass [[leak]] prior to the Japanese release of ''Brawl''. R.O.B. was confirmed on the ''DOJO!!'' March 6, 2008.
'''R.O.B.''' ({{ja|ロボット|Robotto}}, ''Robot'') is a [[newcomer]] in ''[[Super Smash Bros. Brawl]]''. His full name is '''Robotic Operating Buddy''' and he is based on the R.O.B./Robot [[nwiki:NES|NES]]/[[nwiki:Famicom|Famicom]] peripheral. He was unveiled in a mass [[leak]] prior to the Japanese release of ''Brawl''. R.O.B. was confirmed on the ''DOJO!!'' March 6, 2008.


R.O.B. has a set of realistic robot sounds, similar to how Donkey Kong, Diddy Kong, and Bowser use realistic animal sound effects.
R.O.B. has a set of realistic robot sounds, similar to how Donkey Kong, Diddy Kong and Bowser use realistic vocal effects.


R.O.B. ranks 18th on the [[tier list]] at the bottom of the high-mid tier. R.O.B. possesses a strong [[camp]]ing game with two very effective projectiles; one is a fast [[transcendent]] [[projectile]] that can travel across entire stages while going through any hurtbox it connects with, and a powerful item-based projectile that produces a lingering [[hitbox]] when it lands, while being able to be picked up and [[glide toss]]ed with. He also has one of the best [[recoveries]] in ''Brawl'', that gains incredible distance while giving R.O.B. nearly free reign to act out of. R.O.B. additionally possesses great [[tilt]]s and effective [[aerial]]s, with them having great [[reach]] or large hitboxes. However, R.O.B. has significant problems [[KO]]ing opponents, at least without racking up well in excess of 150+% damage; his finishers aren't powerful (with most having low knockback scaling, making it especially difficult for R.O.B. to KO heavier characters), while having slow start-up, poor hitbox placement, or both, that makes them difficult to land. Additionally, R.O.B. has a large hurtbox, which when combined with his heavy [[weight]] and slow aerial mobility, leaves him vulnerable to [[juggling]]. R.O.B.'s hurtbox also accentuates his problems dealing with projectile camping from characters like {{SSBB|Falco}}, especially since he lacks a reliable [[reflection|reflector]]. The hurtbox combines with his below-average mobility to create difficulty in initiating [[approach]]es when he lacks a [[Gyro]] to glide toss. Another problem R.O.B. has is his poor [[momentum cancelling]] options, giving him among the worst endurance for a character of his weight class. Overall, R.O.B. has average [[matchup]]s, where he holds an advantage over nearly every character below borderline tier, but loses the majority of matchups with several {{b|counter|matchup}}s against characters above (including a notoriously poor matchup against {{SSBB|Meta Knight}}). R.O.B. has achieved above average [[tournament]] results regardless, especially in Meta Knight-banned tournaments.
R.O.B. ranks 18th on the [[tier list]] at the bottom of the high-mid tier. R.O.B. possesses a strong [[camp]]ing game with two very effective projectiles; one is a fast [[transcendent]] [[projectile]] that can travel across entire stages while going through any hurtbox it connects with, and a powerful item-based projectile that produces a lingering [[hitbox]] when it lands, while being able to be picked up and [[glide toss]]ed with. He also has one of the best [[recoveries]] in ''Brawl'', that gains incredible distance while giving R.O.B. nearly free reign to act out of. R.O.B. additionally possesses great [[tilt]]s and effective [[aerial]]s, with them having great [[reach]] or large hitboxes. However, R.O.B. has significant problems [[KO]]ing opponents, at least without racking up well in excess of 150+% damage; his finishers aren't powerful (with most having low knockback scaling, making it especially difficult for R.O.B. to KO heavier characters), while having slow start-up, poor hitbox placement, or both, that makes them difficult to land. Additionally, R.O.B. has a large hurtbox, which when combined with his heavy [[weight]] and slow aerial mobility, leaves him vulnerable to [[juggling]]. R.O.B.'s hurtbox also accentuates his problems dealing with projectile camping from characters like {{SSBB|Falco}}, especially since he lacks a reliable [[reflection|reflector]]. The hurtbox combines with his below-average mobility to create difficulty in initiating [[approach]]es when he lacks a [[Gyro]] to glide toss. Another problem R.O.B. has is his poor [[momentum cancelling]] options, giving him among the worst endurance for a character of his weight class. Overall, R.O.B. has average [[matchup]]s, where he holds an advantage over nearly every character below borderline tier, but loses the majority of matchups with several {{b|counter|matchup}}s against characters above (including a notoriously poor matchup against {{SSBB|Meta Knight}}). R.O.B. has achieved above average [[tournament]] results regardless, especially in Meta Knight-banned tournaments.


==How to unlock==
==How to unlock==
Complete one of the following:
Players can unlock R.O.B. by doing one of the methods listed below. With the exception of the third method, R.O.B. must then be defeated on the [[Mario Bros.]] stage.
*Play 160 [[VS. match]]es.
*Play 160 [[VS. match]]es to completion. If R.O.B. is skipped for fighters with higher VS. match quotas, he will not be accessible until those other fighters are unlocked.
*Collect 250 different [[trophies]].
*Play a VS. Match to completion while having 250 different [[trophies]]. If the player fails to defeat R.O.B., they can re-fight him by playing another VS. match to completion. If this method is used and {{SSBB|Sonic}}'s 10-hour unlock condition is met, then Sonic will appear instead of R.O.B.
*Have R.O.B. join the player's party in the [[Subspace Emissary]] ([[The Subspace Bomb Factory (Part II)]]).
*Have R.O.B. join the player's party in [[The Subspace Emissary]] by clearing [[The Subspace Bomb Factory (Part II)]].
 
==Attributes==
R.O.B.'s mobility is decent on the ground but pretty bad in the air, he has the 17th fastest walk (tied with Mario and Mr game and watch), the 19th fastest run speed (tied with Lucas) and the 11th highest traction (tied with 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 with fox) and the 3rd lowest air accelleration in the game. He is also really floaty, having the 7th lowest gravity in the game (tied with Luigi), the 5th lowest fall speed in the game (tied with Lucario, Ice climbers and Kirby) and the 5th lowest fast falling speed in the game (tied with 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)
 
 
 


With the exception of the third method, R.O.B. must then be defeated on [[Mario Bros.]] whenever or not that stage has been unlocked beforehand.


==Attributes==
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.


==Moveset==
==Moveset==
''For a gallery of R.O.B.'s hitboxes, see [[R.O.B. (SSBB)/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSBB
|game=SSBB
|neutralcount=2
|neutralcount=2
|neutralname= 
|neutralname=11<br>12
|neutral1dmg=3%
|neutral1dmg=3%
|neutral2dmg=3%
|neutral2dmg=3%
|neutraldesc=R.O.B. does a quick swing with each arm.
|neutraldesc=R.O.B. does a quick swing with each arm.
|ftiltname=&nbsp;
|ftiltname=S2
|ftiltdmg=8% (arm tip), 6% (arm), 5% (body)
|ftiltdmg=8% (arm tip), 6% (arm), 5% (body)
|ftiltdesc=Leans forward and punches with an impressive range. Can be aimed up or down.
|ftiltdesc=Leans forward and punches with an impressive range. Can be aimed up or down.
|utiltname=&nbsp;
|utiltname=Hi2
|utiltdmg=3% (early), 5% (arms tip), 6% (arms base)
|utiltdmg=3% (early), 5% (arms tip), 6% (arms base)
|utiltdesc=R.O.B. throws both arms upwards. Can hit twice, with the first hit having [[set knockback]] and second hit launching opponents upwards.
|utiltdesc=R.O.B. throws both arms upwards. Can hit twice, with the first hit having [[set knockback]] and second hit launching opponents upwards.
|dtiltname=&nbsp;
|dtiltname=Lw2
|dtiltdmg=5% (arms), 4% (arms tip)
|dtiltdmg=5% (arms), 4% (arms tip)
|dtiltdesc=Quickly pushes his arms forward along the ground. Quick, produces opportunity for multiple hits. Can cause tripping.
|dtiltdesc=Quickly pushes his arms forward along the ground. Quick, produces opportunity for multiple hits. Can cause tripping.
|dashname=&nbsp;
|dashname=DashA
|dashdmg=6% (arms), 5% (arms tip)
|dashdmg=6% (arms), 5% (arms tip)
|dashdesc=R.O.B. thrusts both his arms forward.
|dashdesc=R.O.B. thrusts both his arms forward.
|fsmashname=S3
|fsmashname=S3
|fsmashdmg={{ChargedSmashDmgSSBB|14}} (base), {{ChargedSmashDmgSSBB|13}} (mid), {{ChargedSmashDmgSSBB|12}} (tip)
|fsmashdmg={{ChargedSmashDmgSSBB|14}} (base), {{ChargedSmashDmgSSBB|13}} (mid), {{ChargedSmashDmgSSBB|12}} (tip)
|fsmashdesc=Shoots a short beam from his eyes. Can be directed up and down like a shorter [[Robo Beam]]. May be considered a projectile, due to the fact that it can't break a [[Metal Box]]. Does average knockback. This move was officially named "S3" in [[Super Smash Bros. 4]].
|fsmashdesc=Shoots a short beam from his eyes. Can be directed up and down like a shorter [[Robo Beam]]. May be considered a projectile, due to the fact that it can't break a [[Metal Box]]. Does average knockback.
|usmashname=&nbsp;
|usmashname=Hi3
|usmashdmg={{ChargedSmashDmgSSBB|12}} (base), {{ChargedSmashDmgSSBB|13}} (mid), {{ChargedSmashDmgSSBB|14}} (tip)
|usmashdmg={{ChargedSmashDmgSSBB|12}} (base), {{ChargedSmashDmgSSBB|13}} (mid), {{ChargedSmashDmgSSBB|14}} (tip)
|usmashdesc=R.O.B. plants his hands on the ground and does a handstand, shooting boosters out of his base upwards. Very high knockback (R.O.B.'s strongest move in terms of knockback) but is slow and predictable. High vertical range but has no horizontal range, making the move difficult to use, especially on stages without platforms. When sweetspotted and fully charged, it KOs at 70%.
|usmashdesc=R.O.B. plants his hands on the ground and does a handstand, shooting boosters out of his base upwards. Very high knockback (R.O.B.'s strongest move in terms of knockback) but is slow and predictable. High vertical range but has no horizontal range, making the move difficult to use, especially on stages without platforms. When sweetspotted and fully charged, it KOs at 70%.
|dsmashname=&nbsp;
|dsmashname=Lw3
|dsmashdmg={{ChargedSmashDmgSSBB|2}} (hits 1-4), {{ChargedSmashDmgSSBB|5}} (hit 5)
|dsmashdmg={{ChargedSmashDmgSSBB|2}} (hits 1-4), {{ChargedSmashDmgSSBB|5}} (hit 5)
|dsmashdesc= Lowers torso on his spine and extends arms, spinning them. Low damage and knockback, but decent range and multiple hits. It is the fastest down smash, tied with Zelda's.
|dsmashdesc= Lowers torso on his spine and extends arms, spinning them. Low damage and knockback, but decent range and multiple hits. It is the fastest down smash, tied with Zelda's.
|nairname=&nbsp;
|nairname=AirN
|nairdmg=10%
|nairdmg=10%
|nairdesc=Pauses for a second, then fires his boosters as he spins vertically.
|nairdesc=Pauses for a second, then fires his boosters as he spins vertically.
|fairname=&nbsp;
|fairname=AirF
|fairdmg=10% (clean), 6% (late)
|fairdmg=10% (clean), 6% (late)
|fairdesc=Extends his arms forward. Has low lag, and is good for starting up aerial combos and [[edgeguard]]ing. At low percentages, it can set up for a neutral or down aerials on heavyweights.
|fairdesc=Extends his arms forward. Has low lag, and is good for starting up aerial combos and [[edgeguard]]ing. At low percentages, it can set up for a neutral or down aerials on heavyweights.
|bairname=&nbsp;
|bairname=AirB
|bairdmg=11%
|bairdmg=11%
|bairdesc=Aims his base behind him and fires his boosters. Pushes R.O.B. forward a little bit, although while he keeps the knockback after getting hit, it does nothing to increase or reduce momentum. The hitbox affects targets both in front of and behind R.O.B. each with decent knockback. This can be used for recovery in between Robo Burners, creating virtually the longest horizontal recovery move in the game along with [[Pound]] and [[Glide]].
|bairdesc=Aims his base behind him and fires his boosters. Pushes R.O.B. forward a little bit, although while he keeps the knockback after getting hit, it does nothing to increase or reduce momentum. The hitbox affects targets both in front of and behind R.O.B. each with decent knockback. This can be used for recovery in between Robo Burners, creating virtually the longest horizontal recovery move in the game along with [[Pound]] and [[Glide]].
|uairname=&nbsp;
|uairname=AirHi
|uairdmg=4-5% (hits 1-4), 3% (hit 5)
|uairdmg=4-5% (hits 1-4), 3% (hit 5)
|uairdesc=Raises arms repeatedly above his head, hitting multiple times with good damage if used right. About 20% damage if all hits connect.
|uairdesc=Raises arms repeatedly above his head, hitting multiple times with good damage if used right. About 20% damage if all hits connect.
|dairname=&nbsp;
|dairname=AirLw
|dairdmg=12% (base), 13% (booster base), 11% (booster mid), 6% (booster tip)
|dairdmg=12% (base), 13% (booster base), 11% (booster mid), 6% (booster tip)
|dairdesc=R.O.B. fires a blast downwards. Boosts R.O.B. up a little bit, shooting his boosters down where he was. It's powerful, yet slow and can [[meteor smash]]. Keeps him stationary in the air shortly, although he can fast fall with it as long as he's in knockback after getting hit. When [[Poison Mushroom|tiny]], R.O.B. can use this move instead of Robo Burner to recover. Provides him an unlimited [[recovery]] move, because it pushes him upward and can be used infinitely to fly up the upper [[blast line]] infinitely without getting Star KO'd, making it also the only unlimited non-[[bomb recovery]] and the only infinite recovery (when tiny) of every ''Smash Bros.'' installment. Can also perform every [[Hyrule Jump]] (only when tiny). It should be noted that the uppermost hitboxes have weaker vertical knockback.
|dairdesc=R.O.B. fires a blast downwards. Boosts R.O.B. up a little bit, shooting his boosters down where he was. It's powerful, yet slow and can [[meteor smash]]. Keeps him stationary in the air shortly, although he can fast fall with it as long as he's in knockback after getting hit. When [[Poison Mushroom|tiny]], R.O.B. can use this move instead of Robo Burner to recover. Provides him an unlimited [[recovery]] move, because it pushes him upward and can be used infinitely to fly up the upper [[blast line]] infinitely without getting Star KO'd, making it also the only unlimited non-[[bomb recovery]] and the only infinite recovery (when tiny) of every ''Smash Bros.'' installment. Can also perform every [[Hyrule Jump]] (only when tiny). It should be noted that the uppermost hitboxes have weaker vertical knockback.
|grabname=&nbsp;
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=&nbsp;
|grabdesc=
|pummelname=&nbsp;
|pummelname=CatchA
|pummeldmg=2%
|pummeldmg=2%
|pummeldesc=Squeezes opponent with his hands. Very fast and no ending lag.
|pummeldesc=Squeezes opponent with his hands. Very fast and no ending lag.
|fthrowname=&nbsp;
|fthrowname=ThrowF
|fthrowdmg=10%
|fthrowdmg=10%
|fthrowdesc=Tosses opponent forward. Very fast.
|fthrowdesc=Tosses opponent forward. Very fast.
|bthrowname=&nbsp;
|bthrowname=ThrowB
|bthrowdmg=10%
|bthrowdmg=10%
|bthrowdesc=Quickly swings his opponent backward. Can KO around 165%, if used very close to the ledge.
|bthrowdesc=Quickly swings his opponent backward. Can KO around 165%, if used very close to the ledge.
|uthrowname=&nbsp;
|uthrowname=ThrowHi
|uthrowdmg=10%
|uthrowdmg=10%
|uthrowdesc=Grabs opponent, flies them into the air a short distance, turns them upside down, then crashes them into the ground (Similar to {{SSBB|Olimar}}, {{SSBB|Kirby}} or {{SSBB|Meta Knight}}'s up throw). This is R.O.B.'s strongest throw along with his back throw, knockback wise. Can KO around 165%.
|uthrowdesc=Grabs opponent, flies them into the air a short distance, turns them upside down, then crashes them into the ground (Similar to {{SSBB|Olimar}}, {{SSBB|Kirby}} or {{SSBB|Meta Knight}}'s up throw). This is R.O.B.'s strongest throw along with his back throw, knockback wise. Can KO around 165%.
|dthrowname=&nbsp;
|dthrowname=ThrowLw
|dthrowdmg=10%
|dthrowdmg=10%
|dthrowdesc=Drills opponent into the ground in front of him. Can be followed up by up aerial.
|dthrowdesc=Drills opponent into the ground in front of him. Can be followed up by up aerial.
Line 120: Line 125:
|fsdmg=2% (close range) 4% (long range) 15% (hard hit laser)
|fsdmg=2% (close range) 4% (long range) 15% (hard hit laser)
|fsdesc=Begins firing a spiral-shaped beam from his eyes. The Diffusion Beam is unique in that it operates like the [[Superspicy Curry]], as his entire moveset, excluding the Robo Beam, is usable during this Final Smash, in addition to items. Foes caught in the beam will take damage, but the beam itself has no knockback. However, there is also a powerful laser that appears instead of the spiral-shaped beam at points, which has strong knockback, and will usually KOs opponents hit by it. As the move's hitbox is directly related to the space in front of R.O.B.'s eyes, the beam can be directed at foes through the use of unorthodox methods, such as taunts. R.O.B. himself also gains [[invincibility]] while the Diffusion Beam is active.
|fsdesc=Begins firing a spiral-shaped beam from his eyes. The Diffusion Beam is unique in that it operates like the [[Superspicy Curry]], as his entire moveset, excluding the Robo Beam, is usable during this Final Smash, in addition to items. Foes caught in the beam will take damage, but the beam itself has no knockback. However, there is also a powerful laser that appears instead of the spiral-shaped beam at points, which has strong knockback, and will usually KOs opponents hit by it. As the move's hitbox is directly related to the space in front of R.O.B.'s eyes, the beam can be directed at foes through the use of unorthodox methods, such as taunts. R.O.B. himself also gains [[invincibility]] while the Diffusion Beam is active.
}}
===Stats===
{{technical data|Needs short hop and double jump heights}}
{{Attributes
|cast = 39
|weight = 106
|rweight = 10
|dash = 1.3
|rdash = 29-35
|run = 1.5
|rrun = 17-20
|walk = 1.1
|rwalk = 17-19
|trac = 0.06
|rtrac = 11-16
|airfric = 0.004
|rairfric = 36-37
|air = 0.89
|rair = 27-28
|baseaccel = 0.04
|rbaseaccel = 3-5
|addaccel = 0.006
|raddaccel = 39
|gravity = 0.065
|rgravity = 32-33
|fall = 1.2
|rfall = 32-35
|ff = 1.68
|rff = 33-35
|jumpsquat = 5
|rjumpsquat = 11-26
|jumpheight = 37.82543269
|rjumpheight = 6
|shorthop = ?
|rshorthop = ?
|djump = ?
|rdjump = ?
|ellag = 3
|rellag = 1-29
}}
}}


Line 152: Line 197:


===[[Crowd cheer]]===
===[[Crowd cheer]]===
{{Crowd
{| class="wikitable"
|char=R.O.B.
|-
|char-jp=Robot
!{{{name|}}}
|game=Brawl
!Cheer (English)
|desc-us=R-O-B, R.O.B.!
!Cheer (Japanese)
|desc-jp=Ro-bot!
!Cheer (German)
|pitch-us=Group chant
!Cheer (Korean)
|pitch-jp=Group chant}}
|-
! scope="row"|Cheer
|[[File:R.O.B. Cheer English SSBB.ogg|center]]||[[File:R.O.B. Cheer Japanese SSBB.ogg|center]]||[[File:R.O.B. Cheer German SSBB.ogg|center]]||rowspan="4"|[[File:R.O.B. Cheer Korean SSBB.ogg|center]]
|-
! scope="row"|Description
|R - O - B - R.O.B.! || Ro - bot! || R - O - B! ROB!
|-
!{{{name|}}}
!Cheer (French)
!Cheer (Italian)
!Cheer (Spanish)
|-
! scope="row"|Cheer
|[[File:R.O.B. Cheer French SSBB.ogg|center]]||[[File:R.O.B. Cheer Italian SSBB.ogg|center]]||[[File:R.O.B. Cheer Spanish SSBB.ogg|center]]
|-
! scope="row"|Description
|R - O - B ! Rooooob ! || Roooob! || ROB!  *claps 3 times* || R - O - B!
|}


===[[Victory pose]]s===
===[[Victory pose]]s===
Line 171: Line 233:


==In [[competitive play]]==
==In [[competitive play]]==
===Matchups===
{{SSBBMatchupTable|rob=yes}}
R.O.B. has a decent matchup spread overall, as he is countered by six characters, soft countered by six, and goes even with eight. On the other hand, he soft counters thirteen characters, counters {{SSBB|Captain Falcon}}, and hard counters {{SSBB|Ganondorf}}. R.O.B. does well against characters who struggle against his zoning game, such as {{SSBB|Ike}} and {{SSBB|Captain Falcon}}. However, other characters can take advantage of his large hurtbox, trouble KOing opponents, and poor approach, such as {{SSBB|Meta Knight}}, {{SSBB|Falco}}, and {{SSBB|Olimar}}. His heavy weight also leaves him susceptible to {{SSBB|King Dedede}}’s chaingrabs. R.O.B. poses a threat to almost every character lower than him, but does not make a significant impact against characters above him.
===Notable players===
===Notable players===
{{cleanup|[[SmashWiki:Cleanup of the Notable Players sections|To fit these guidelines]]}}
:''See also: [[:Category:R.O.B. players (SSBB)]]
:''See also: [[:Category:R.O.B. players (SSBB)]]
*{{Sm|8BitMan|USA}} - Best R.O.B. main from Florida
*{{Sm|8BitMan|USA}} - Best R.O.B. main from Florida
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===Tier placement and history===
===Tier placement and history===
R.O.B. was initially a top tier character, being ranked 6th in the first tier list (September 2008). He was considered a difficult matchup for many players, who weren't experienced enough at the time to get around his weaknesses, and he was very dominant, with his attacks known for being fast and having great hitboxes. However, as time progressed, R.O.B.'s weaknesses became more prominent, with players learning to get around the blind spots of his attacks, as well as the increasing dominance of {{SSBB|Meta Knight}}, the character which countered R.O.B. the most. R.O.B. continued to drop down the tier list, with the biggest drop being him falling five places from the third tier list to the fourth. He currently ranks 18th place in upper-mid tier, in the eighth tier list, as of April 2013.
R.O.B. was initially a top tier character, being ranked 6th in the first tier list (September 2008). He was considered a difficult matchup for many players, who weren't experienced enough at the time to get around his weaknesses, and he was very dominant, with his attacks known for being fast and having great hitboxes. However, as time progressed, R.O.B.'s weaknesses became more prominent, with players learning to get around the blind spots of his attacks, as well as the increasing dominance of {{SSBB|Meta Knight}}, the character which countered R.O.B. the most. R.O.B. continued to drop down the tier list, with the biggest drop being him falling five places from the third tier list to the fourth. He currently ranks 18th place in upper-mid tier, in the eighth tier list, as of April 2013.
==In Solo Modes==
==={{SSBB|Classic Mode}}===
In Classic Mode, R.O.B. can appear as an opponent in Stage 9 if he has been unlocked on [[Mario Bros.]] (or [[Delfino Plaza]] if Mario Bros. has not been unlocked) R.O.B. can also appear as an opponent in Stage 11, but only if he hasn't appeared in Stage 9.
===[[All-Star Mode]]===
In All-Star Mode, R.O.B. is fought in Stage 5 on [[Mario Bros.]] (or [[Delfino Plaza]] if Mario Bros. has not been unlocked)
===[[Event Match]]es===
====Solo Events====
*'''[[Event 24: Come On! Blue Falcon!]]''': {{SSBB|Captain Falcon}} must use his [[Final Smash]], [[Blue Falcon]], to defeat two R.O.B.s on [[Port Town Aero Dive]] before one full lap is complete.
*'''[[Event 27: Three-Beast Carnage]]''': A tiny R.O.B. must defeat a giant {{SSBB|Bowser}}, a giant {{SSBB|Donkey Kong}}, and a giant {{SSBB|Charizard}} on [[New Pork City]].
*'''[[Event 39: All-Star Battle x2]]''': R.O.B. is one of the eight opponents fought in this event along with {{SSBB|King Dedede}}, {{SSBB|Ike}}, {{SSBB|Lucario}}, {{SSBB|Toon Link}}, {{SSBB|Snake}}, {{SSBB|Sonic}}, and {{SSBB|Wolf}}.
====Co-Op Events====
*'''[[Co-Op Event 10: The R.O.B.'s of Tomorrow]]''': Lucario and the {{SSBB|Ice Climbers}} must defeat five R.O.B.s of varying sizes on [[Summit]].
*'''[[Co-Op Event 18: The New Weapon of Shadow Moses]]''': Snake and R.O.B. must defeat two other R.O.B.s on [[Shadow Moses Island]].
*'''[[Co-Op Event 21: The True All-Star Battle]]''': Both players select a character and take on the entire roster on {{SSBB|Battlefield}}.
===[[Congratulations_screen#Super_Smash_Bros._Brawl|Congratulations Screens]]===
<center>
<gallery>
R.O.B. Congratulations Screen Classic Mode Brawl.png|Classic Mode
R.O.B. Congratulations Screen All-Star Brawl.png|All-Star Mode
</gallery>
</center>


==Role in [[The Subspace Emissary]]==
==Role in [[The Subspace Emissary]]==
[[File:ROB Subspace Emissary.jpg|thumb|300px|R.O.B. in ''[[SSE]]''.]]
[[File:ROB Subspace Emissary.jpg|thumb|300px|R.O.B. in ''[[SSE]]''.]]
The race of R.O.B.s appear under four roles in ''Super Smash Bros. Brawl''. During The Subspace Emissary, they are a unit of the [[Subspace Army]] and are used to activate the [[Subspace Bomb]]s, as well as guard the [[Ancient Minister]] and come in different variations; [[R.O.B. Sentry]], [[R.O.B. Launcher]] and the [[R.O.B. Blaster]]. The bodyguards for the Ancient Minister are called "The [[R.O.B. Squad]]". When a pair of R.O.B.s are used to activate a Subspace Bomb, they are destroyed in the explosions.
The race of R.O.B.s appear under four roles in ''Super Smash Bros. Brawl''. During ''The Subspace Emissary'', they are a faction of the [[Subspace Army]] and are used to activate the [[Subspace Bomb]]s, as well as guard the [[Ancient Minister]] and come in three different variations; [[R.O.B. Sentry|R.O.B. Sentries]], [[R.O.B. Launcher]]s and [[R.O.B. Blaster]]s. The bodyguards for the Ancient Minister are called "The [[R.O.B. Squad]]". When a pair of R.O.B.s are used to activate a Subspace Bomb, they are destroyed in its detonation.


In The Subspace Emissary, it is revealed that the Ancient Minister is actually R.O.B. and the whole reason he was destroying the [[Super Smash Bros. (universe)|Super Smash Bros. World]] was because [[Tabuu]] had destroyed a lot of R.O.B.s, which upset the Ancient Minister. Tabuu then threatened to extinguish the rest of the R.O.B. race if the Ancient Minister would not aid him in his plan. It is also revealed that R.O.B., the Ancient Minister, was once the ruler of the world and he lives on a [[Isle of the Ancients|floating island]] along with the other ministers. {{SSBB|Samus}}, {{SSBB|Pikachu}}, {{SSBB|Olimar}}, {{SSBB|Captain Falcon}}, {{SSBB|Donkey Kong}} and {{SSBB|Diddy Kong}} were able to get on this same island. However, [[Subspace Bomb Factory (Part II)|when they arrive]], the Ancient Minister refuses to battle with them.
In The Subspace Emissary, it is revealed that the Ancient Minister is actually R.O.B. and the whole reason he was tearing apart the [[World of Trophies]] was because [[Tabuu]] had taken the lives of many of his fellow R.O.B.s, which upset him. Tabuu then threatened to extinguish the rest of them if he would not aid him in his plot. It is also revealed that R.O.B. was once the ruler of the world and lived on the floating [[Isle of the Ancients]] with its kind in peace. {{SSBB|Samus}}, {{SSBB|Pikachu}}, {{SSBB|Olimar}}, {{SSBB|Captain Falcon}}, {{SSBB|Donkey Kong}} and {{SSBB|Diddy Kong}} were able to get on this same island. However, [[Subspace Bomb Factory (Part II)|when they arrive]], the Ancient Minister refuses to battle with them.


A hologram of {{SSBB|Ganondorf}} appears and commands the R.O.B. minions to detonate all the Subspace Bombs in the building, only to have the Ancient Minister tell him off. Ganondorf then orders the R.O.B.s to attack the disobedient Minister. They burn the Minister's robes away to discover that their target is a R.O.B. himself. At that point, R.O.B. decided to stop destroying the [[World of Trophies|world]] and joined the heroes. After he and his friends defeat a flock of [[Auroros]] sent in by Ganondorf, he mourned at the fact that the Subspace Bombs are about to selfdestruct, along with the R.O.B.s that set them off. Realizing that they cannot pull the R.O.B.s away from the bombs, Captain Falcon calls in the [[Falcon Flyer]], DK grabs the melancholic R.O.B. and the Smashers depart, despite [[Meta Ridley]] getting in their way.
A hologram of {{SSBB|Ganondorf}} appears and commands the R.O.B. minions to detonate all the Subspace Bombs in the building, only to have the Ancient Minister tell him off. Ganondorf then orders the R.O.B.s to attack him for his disobedience. They burn the Minister's robes away to discover that their target is a R.O.B. himself. At that point, R.O.B. decided to stop destroying his home dimension and joined the heroes. After he and his friends defeat some of the Subspace Army's forces sent in by Ganondorf, he mourned at the fact that the Subspace Bombs are about to detonate and annihilate the rest of his kind. Realizing that they cannot pull the R.O.B.s away from the bombs, Captain Falcon calls in the [[Falcon Flyer]], DK grabs the melancholic R.O.B. and the fighters depart, despite interference from [[Meta Ridley]].


Captain Falcon drives the Falcon Flyer straight into the {{b|Subspace|Part I}} along with everyone else. Unfortunately, Tabuu uses his [[Off Waves]] to reduce them all into [[Trophy|trophies]]; R.O.B. among them. {{SSBB|King Dedede}}, {{SSBB|Ness}}, {{SSBB|Luigi}}, and {{SSBB|Kirby}}, who were revived by the [[Dedede Brooch]], find them and bring them back to life. With all heroes reunited, they endure [[the Great Maze]] and fight Tabuu.
Captain Falcon drives the Falcon Flyer straight [[Entrance to Subspace|into Subspace]] along with everyone else. Unfortunately, Tabuu uses his Off Waves to reduce them all to their [[trophy]] forms; R.O.B. among them. {{SSBB|King Dedede}}, {{SSBB|Ness}}, {{SSBB|Luigi}}, and {{SSBB|Kirby}}, who were revived by the [[Dedede Brooch]], find them and bring them back to life. With all heroes reunited, they endure [[the Great Maze]] and fight Tabuu.


R.O.B. is one of the few characters who has two names displayed [[List of cutscenes in The Subspace Emissary|throughout the story]]. The [[Midair Stadium|first time]] is as the Ancient Minister and the second time as R.O.B. {{SSBB|Zelda}} and {{SSBB|Samus}} also have different names displayed, labelled at different times as "{{SSBB|Sheik}}" and "{{SSBB|Zero Suit Samus}}", respectively.
R.O.B. is one of the few characters who has two names displayed [[List of cutscenes in The Subspace Emissary|throughout the story]]. The [[Midair Stadium|first time]] is as the Ancient Minister and the second time as R.O.B.. {{SSBB|Zelda}} and {{SSBB|Samus}} also have different names displayed, labelled at different times as "{{SSBB|Sheik}}" and "{{SSBB|Zero Suit Samus}}", respectively.


===Playable appearances===
===Playable appearances===
R.O.B appeared several times in the Subspace Emissary as the [[Ancient Minister]] until he was finally revealed to be a friendly R.O.B unit. He appeared in [[Midair Stadium]], [[The Plain]], [[The Battlefield Fortress]] (where he was seen being attacked by {{SSBB|Ike}} to prevent him from dropping a Subspace Bomb), [[The Cave]], [[The Wilds (Part II)]], & finally in [[The Subspace Bomb Factory (Part I)]].
R.O.B. appeared several times in the Subspace Emissary as the [[Ancient Minister]] until he was finally reformed. He appeared in [[Midair Stadium]], [[The Plain]], [[The Battlefield Fortress]] (where he was seen being attacked by {{SSBB|Ike}} to prevent him from dropping a Subspace Bomb), [[The Cave]], [[The Wilds (Part II)]] and finally in [[The Subspace Bomb Factory (Part I)]].


*[[The Subspace Bomb Factory (Part II)]]
*[[The Subspace Bomb Factory (Part II)]]
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*[[The Great Maze]] (if rescued in [[Subspace (Part II)]])
*[[The Great Maze]] (if rescued in [[Subspace (Part II)]])


==In [[Event Match]]es==
===Exclusive [[sticker]]s===
===Solo Events===
These stickers can only be used by R.O.B. or a select few including him.
*'''[[Event 24: Come On! Blue Falcon!]]''': {{SSBB|Captain Falcon}} must use his [[Final Smash]], [[Blue Falcon]], to defeat two R.O.B.s on [[Port Town Aero Dive]] before one full lap is complete.
*Ashley Viewing DTS: [Specials: Direct] Attack +17
*'''[[Event 27: Three-Beast Carnage]]''': A tiny R.O.B must defeat a giant {{SSBB|Bowser}}, a giant {{SSBB|Donkey Kong}}, and a giant {{SSBB|Charizard}} on [[New Pork City]].
*Candy: [Specials: Direct] Attack +4
*'''[[Event 39: All-Star Battle x2]]''': R.O.B. is one of the eight opponents fought in this event along with {{SSBB|King Dedede}}, {{SSBB|Ike}}, {{SSBB|Lucario}}, {{SSBB|Toon Link}}, {{SSBB|Snake}}, {{SSBB|Sonic}}, and {{SSBB|Wolf}}.
*Donbe: [Slash] Resistance +26
 
*Duck: Launch Resistance +20
===Co-op Events===
*F-Type: [Throwing] Power +22
*'''[[Co-Op Event 10: The R.O.B.'s of Tomorrow]]''': Lucario and the {{SSBB|Ice Climbers}} must defeat five R.O.B.s of varying sizes on [[Summit]].
*R.O.B.: [Specials: Indirect] Attack +15
*'''[[Co-Op Event 18: The New Weapon of Shadow Moses]]''': Snake and R.O.B. must defeat two other R.O.B.s on [[Shadow Moses Island]].
*Robot: [Energy] Attack +32
*'''[[Co-Op Event 21: The True All-Star Battle]]''': Both players select a character and take on the entire roster on {{SSBB|Battlefield}}.
*Robot & Blocks: [Specials: Indirect] Attack +27
*Wild Gunman: [Specials: Indirect] Attack +5
*Yakuman Player: [Electric] Resistance +28


==[[Trophies]]==
==[[Trophies]]==
R.O.B.'s main and [[Final Smash]] trophies can be obtained by clearing {{SSBB|Classic Mode}} and [[All-Star]] mode respectively with R.O.B..
R.O.B.'s main and [[Final Smash]] trophies can be obtained by clearing {{SSBB|Classic Mode}} and [[All-Star]] mode respectively with R.O.B.


{{Trophy/Fighter
{{Trophy/Fighter
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|image=R.O.B. - Brawl Trophy.png
|image=R.O.B. - Brawl Trophy.png
|mode=Classic
|mode=Classic
|desc-ntsc=R.O.B. sporting his Famicom colors. R.O.B. debuted in Japan as Robot in 1985 as an add-on for the Famicom. He could be combined with a "gyro set," etc. for two types of play. The player controlled Professor Hector, the TV emitted light, and R.O.B. responded to the light by moving. At the time, it was epoch-making game play. Recently, R.O.B. appeared in Mario Kart DS.
|desc-ntsc=R.O.B. sporting his Famicom colors. R.O.B. debuted in Japan as Robot in 1985 as an add-on for the Famicom. He could be combined with a "gyro set", etc. for two types of play. The player controlled Professor Hector, the TV emitted light, and R.O.B. responded to the light by moving. At the time, it was epoch-making game play. Recently, R.O.B. appeared in Mario Kart DS.
|desc-pal=R.O.B. sporting his Famicom colors. R.O.B. debuted in Japan as Robot in 1985 as an add-on for the Famicom. He could be combined with a "gyro set", etc. for two types of play. The player controlled Professor Hector, the TV emitted light, and R.O.B. responded to the light by moving. At the time, it was epoch-making game play. Recently, R.O.B. appeared in Mario Kart DS.
|desc-pal=R.O.B. sporting his Famicom colors. R.O.B. debuted in Japan as Robot in 1985 as an add-on for the Famicom. He could be combined with a "gyro set", etc. for two types of play. The player controlled Professor Hector, the TV emitted light, and R.O.B. responded to the light by moving. At the time, it was epoch-making game play. Recently, R.O.B. appeared in Mario Kart DS.
|gamelist={{Trophy games|console1=NES|game1=Nintendo Entertainment System|console2=none|game2=Robotic Operating Buddy}}
|gamelist={{Trophy games|console1=NES|game1=Nintendo Entertainment System|console2=none|game2=Robotic Operating Buddy}}
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|{{Head|R.O.B.|g=SSBB|s=25px|cl=Green}}
|{{Head|R.O.B.|g=SSBB|s=25px|cl=Green}}
|}
|}
==Gallery==
<gallery>
SSBBDojoR.O.B.1.jpg|[[Taunt]]ing on [[Luigi's Mansion]].
SSBBDojoR.O.B.2.jpg|With {{SSBB|Zelda}} on [[Delfino Plaza]].
SSBBDojoR.O.B.3.jpg|Getting [[footstool]]ed by {{SSBB|Pikachu}} on [[Spear Pillar]].
SSBBDojoR.O.B.4.jpg|Using his [[back aerial]] on [[Frigate Orpheon]].
</gallery>


==Trivia==
==Trivia==