Super Smash Bros. Ultimate

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

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{{Infobox Character
{{Infobox Character
|name = R.O.B.
|name = R.O.B.
|image = {{tabber|title1=Famicom|tab1=[[File:R.O.B. (JPN) SSBU.png|x250px]]|title2=NES|tab2=[[File:R.O.B. SSBU.png|x250px]]}}
|image = {{tabber|title1=Famicom|content1=[[File:R.O.B. (JPN) SSBU.png|x250px]]|title2=NES|content2=[[File:R.O.B. SSBU.png|x250px]]}}
|game = SSBU
|game = SSBU
|ssbgame1 = SSBB
|ssbgame1 = SSBB
|ssbgame2 = SSB4
|ssbgame2 = SSB4
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = S
|ranking = 6
}}
}}
{{cquote|''He has two powerful projectiles: Robo Beam and Gyro, along with a very effective recovery. The 1P color in the North American version of the game is a light gray, and the 2P is red and white, but this is reversed in the Japanese version.''|cite=[https://www.smashbros.com/en_US/blog/ Super Smash Blog]|source=[[Super Smash Bros. Ultimate Official Site]]}}
'''R.O.B.''' ({{ja|ロボット|Robotto}}, ''Robot'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was officially revealed on [https://www.youtube.com/watch?v=L93H7YC-83o June 12th, 2018] alongside {{SSBU|Dr. Mario}}, {{SSBU|Duck Hunt}}, and the rest of the returning roster. R.O.B. is classified as [[Fighter number|Fighter #42]]. R.O.B.'s beeping sound effects from ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]'' were repurposed for ''Ultimate''.
'''R.O.B.''' ({{ja|ロボット|Robotto}}, ''Robot'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was confirmed as a playable character on June 12th, 2018. R.O.B. is classified as fighter #42.


R.O.B.'s beeping sound effects from ''Brawl'' and ''Smash 4'' were repurposed for ''Ultimate''.
R.O.B. is ranked 6th out of 82 on the [[tier list]], placing him at the end of the S tier. This is a significant improvement from his placement in ''SSB4'', where he was ranked 35th out of 54, and is his best placement in the series to date. R.O.B.'s biggest strengths come from his ultimately improved [[moveset]], allowing him to play both an offensive and defensive playstyle. His entire moveset has received increased utility overall, allowing him to box out his opponents with ease, as well as KOing more effectively and edgeguard opponents with limited [[recovery]] without the risk of himself [[self-destruct]]ing. His attributes of lingering hitboxes and heavy [[weight]] allow him to survive to incredibly high percents, making him among the best zoners in the game due to being able to patiently chip away at the opponent's percentage until finding an opportunity to rushdown and close out a stock. He also possesses arguably one of the best item-generating moves in the form of [[Gyro]], which has several practical applications of usage including KO combos into [[Arm Rotor]], which has been retooled into a potent finishing move at the ledge or offstage.
 
While sporting a myriad of strengths, R.O.B. is not without weaknesses. His most well-known one is his large [[hurtbox]]es, which makes him an easy target both on stage and off stage. When combined with his heavy [[weight]] and above-average [[falling speed]], he is extremely susceptible to combos, which is only exacerbated by the slow startup of his aerials (excluding his forward and up aerials) giving him little in the way of combo breakers. Despite being heavily reliant on [[grab]]s to initiate combos, his grab is among the shortest-ranged in the game and can be easily punished if a grab misses. His moveset revolving around several [[projectile]]s means he is under a disadvantage against opponents with a [[reflection|reflector]], and his large hurtboxes and recovery being a finite resource while airborne means he can easily be edgeguarded himself by being highly susceptible to [[2 frame punish]]es and being walled out from until being forced to SD.
 
Despite these weaknesses, R.O.B. has seen very strong representation from multiple players such as {{Sm|Zackray}}, {{Sm|Zomba}}, {{Sm|Anathema}}, and {{Sm|MKBigBoss}}. As a result, he is among one of the most common characters seen in [[major]]s and [[tournament]]s, consistently ranking in the top 3 for representation in the metagame.


==How to unlock==
==How to unlock==
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*Clear {{SSBU|Classic Mode}} with {{SSBU|Pikachu}} or any character in its unlock tree, being the 3rd character unlocked after {{SSBU|Shulk}}.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Pikachu}} or any character in its unlock tree, being the 3rd character unlocked after {{SSBU|Shulk}}.
*Have R.O.B. join the player's party in [[World of Light]].
*Have R.O.B. join the player's party in [[World of Light]].
With the exception of the third method, R.O.B. must then be defeated on [[Wrecking Crew]].
R.O.B. must then be defeated on [[Wrecking Crew]] (the [[Ω form]] is used in World of Light).


==Attributes==
==Attributes==
R.O.B. is the [[Weight|eighteenth heaviest]] character in the game, being tied with {{SSBU|Snake}} and {{SSBU|Banjo & Kazooie}}, thus making him a heavyweight. R.O.B. sports average mobility: he has the [[Walk|thirty-third fastest walking speed]], [[Dash|thirty-ninth fastest dashing speed]] and average initial dash, [[Air speed|twenty-sixth fastest air speed]], [[Air acceleration|thirtieth highest air acceleration]], and the [[Traction|forty-eighth highest traction]]. R.O.B. also has the thirty-ninth highest [[Falling speed|falling]], [[Fast fall|fast falling]] speeds, and [[gravity]].
R.O.B. is the [[Weight|eighteenth-heaviest]] character in the game, being tied with {{SSBU|Snake}} and {{SSBU|Banjo & Kazooie}}, thus rendering him a heavyweight. R.O.B. sports an above-average [[walking]] speed, [[initial dash]], and [[falling speed]], is tied with {{SSBU|Ike}} and {{SSBU|Bowser Jr.}} for the 26th-fastest [[air speed]], average [[dashing]] speed, [[gravity]], and [[traction]], as well as the 30th-highest [[air acceleration]]. This grants him mobility that is fairly average overall, yet balanced compared to most of his fellow heavyweights. This, along with several of his other attributes, most notably his extremely long-distanced recovery, noticeably set him apart from most of them.
 
Like in ''Brawl'' and ''Smash 4'', R.O.B. is a zoning-oriented character with very useful projectiles to keep his opponents at bay. [[Robo Beam]] enables him to attack from considerable distance, and becomes the noticeably stronger Super Robo Beam when it is left idle for 14.3 seconds. While Robo Beam interrupts opponents faster, Super Robo Beam deals more damage and has higher knockback growth. [[Gyro]] is an auto-[[charge]]able projectile that becomes an [[item]] when fired. Compared to Robo Beam, it has a more favorable angle for disrupting opponents, while also being more manipulable as a projectile and having greater KOing potential. Thanks to R.O.B.'s [[item throw]]s being among the strongest in the game, Gyro is also very useful when [[Item throw#Directions and strength|smash thrown]] as an item.
 
Aside from his offensive prowess with projectiles, R.O.B. also does not have issues against projectiles, courtesy of [[Arm Rotor]]'s ability to [[reflect]] them with greater strength than they initially had. In addition to its reflection ability, Arm Rotor now boasts KO potential, thanks to its finishing hit having significantly higher knockback growth.


R.O.B's ground game is very good, Jab comes out on frame 3 and acts as a quick move at low percents to escape pressure situations, it can also jab lock and combo. Forward tilt can be useful for spacing at higher percents since it comes out on frame 7, but its' usefulness ends there. Up tilt comes out on frame 4, and is very good for acting as an anti air and combos into up air, which can kill. Down tilt is R.O.B.'s single best move, it lowers his hurtbox a little bit, it has great range, more range than forward tilt and jab, it ties with jab as R.O.B.'s fastest move at frame 3, its total active frames is only 14, meaning it is one of the most safe to spam moves in the game, the move pressures shields and the only thing that can punish the move out of shield is frame 5 or faster up b moves like [[Fire]] and [[Dolphin Slash]], the move trades with shield grabs, the move also combos into itself at lower percents and at higher percents it can start comboing into grab or dash attack, and at even higher percents it can send opponents into a jab lock scenario for a kill at relatively low percents, these jab locks are notoriously hard to react to because of the very low launch angle for down tilt and the low knockback. Lastly dash attack is useful for punishing landings and whiffs, the move is very fast at frame 7, has lots of range, and can combo into forward air at low to mid percents.  
Like in ''Brawl'' and ''Smash 4'', R.O.B. is a zoning-oriented character with versatile projectiles to keep his opponents at bay. [[Robo Beam]] enables him to attack from considerable distance, and becomes the noticeably stronger [[Super Robo Beam]] when it is left idle for 14.3 seconds. While Robo Beam interrupts opponents faster, Super Robo Beam deals more damage and has higher knockback growth. [[Gyro]] is an auto-[[charge]]able projectile that becomes an [[item]] when fired. Compared to Robo Beam, it has a more favorable angle for disrupting opponents, while also being more manipulable as a projectile and possessing greater KO power. Thanks to R.O.B.'s [[item throw]]s being among the strongest in the game, Gyro is also especially useful when [[Item throw#Directions and strength|smash thrown]] as an item.


R.O.B.'s air game is also strong, thanks to the excellent and disjointed ranges of all but one of his aerials. Neutral aerial has large, disjointed hitboxes that make it great for covering the opponents options if they lack the range to deal with it, it's also very hard to punish out of shield, due to its damage, total landing lag (7 frames), and range despite its speed and autocancel window. It is also a reliable combo starter at low to medium percentages when [[SHFF]]'d, as well as a useful spacing option. Up aerial is R.O.B.'s least useful aerial over all however it is one of his best options for covering the space above him, thanks to its usefulness in harassing airborne opponents due to its large and long lasting hitboxes and its strength despite the surprising speed of the move. Back and down aerials are R.O.B.'s most damaging aerials when sweetspotted, and have large hitboxes like neutral aerial. However, they also boast specific strengths: the former has recovery potential thanks to it propelling R.O.B. forward slightly, and it is R.O.B.'s only aerial that can kil in neutral due to the safety of the move thanks to its power, great hitbox size and the distance he gains when using it, whereas the latter is a [[meteor smash]] that can hit below the ledge and kill very early if done so, it is also active for a total of 6 frames. Lastly, forward aerial is R.O.B.'s fastest aerial coming out on frame 6, this makes it very spammable in neutral due to how low committal it is to use, as R.O.B. can act right after the move ends, however its hitbox has much shorter range and isn't disjointed.  
Aside from his projectiles, R.O.B.'s grounded game is also excellent. His [[neutral attack]] comes out on frame 3 and acts as a quick move at low percentages to escape pressuring situations, and it can also [[jab lock]] and combo. [[Forward tilt]] can be useful for spacing at higher percentages since it comes out on frame 7, but its usefulness ends there. [[Up tilt]] comes out on frame 4, and is great for acting as an anti-air and combos into his up aerial. [[Down tilt]] is R.O.B.'s single-best move in his entire kit, as it lowers his hurtbox, has great range, is tied with his jab as his fastest move at frame 3, pressures [[shield]]s, trades with [[shield grab]]s, and its total active frames is only 14, meaning it is one of the safest pressuring moves in the game. It also combos into itself at lower percentages, and at higher percents, it can combo into grab or dash attack, and can send opponents into a jab lock-based scenario for a KO at relatively low percentages. Lastly, [[dash attack]] is useful for punishing landings and whiffs, is extremely fast at frame 7, has relatively long range, and can combo into his forward air at low to medium percentages.


Unlike in ''Brawl'', R.O.B. now boasts respectable KO potential. Like his up aerial, back aerial, up throw and Arm Rotor, R.O.B.'s smash attacks now boast KO potential, thanks to being buffed in various ways. Forward smash's sweetspot deals slightly more damage and higher knockback. Although forward smash's other hitboxes deal less damage, they have been re-positioned farther outward, which improves its range. Up smash's sweetspot and down smash also deal more damage and, like forward smash, have had their hitboxes tweaked for the better: up smash now has hitboxes on R.O.B.'s arms that launch the opponent into its thruster hitboxes, whereas down smash is now a [[semi-spike]] and sends opponents at a consistent trajectory as opposed to launching them in a random direction.
R.O.B.'s air game is also great, thanks to the excellent and disjointed ranges of all excluding [[forward aerial|one]] of his aerials. [[Neutral aerial]] has large, disjointed hitboxes that make it great for covering the opponents' options if lacking the range to deal with it. It is also very hard to punish [[out of shield]] due to its damage, total [[landing lag]] (7 frames) and range. It is also a reliable combo starter at low to medium percentages when [[SHFF]]'d, as well as a useful spacing option and, to a lesser extent, a KOing tool. [[Up aerial]] is a great vertical KO move due to its large and long-lasting hitboxes, fast startup, and the last hit’s high knockback. [[Back aerial|Back]] and [[down aerial]]s are R.O.B.'s most damaging aerials when [[sweetspot]]ted, and they too have large and disjointed hitboxes, much like neutral aerial. However, they also boast their own specific strengths: back aerial has recovery potential thanks to it propelling R.O.B. forward, and it is his only aerial that can KO in neutral due to its incredible knockback and huge hitbox. Not only that, but it is also one of the strongest back aerials in the game. Meanwhile, his down aerial is a powerful [[meteor smash]] that can hit below the ledge and KO very early if done so. It is also active for 6 whole frames, making it difficult to avoid for characters with linear recoveries. Lastly, [[forward aerial]] is R.O.B.'s fastest aerial coming out on frame 6, making it very spammable in neutral due to how low committal it is to use, as it is safe on shield. However, its hitbox has much shorter range and is not disjointed.


R.O.B.'s grab game has also improved. Forward and back throws are still limited in regard to utility, but are nevertheless decent for spacing and setting up edge-guards, back throw however, can kill at the ledge at very high percents, and both can combo into dash attack or gyro at very low percents. In comparison, R.O.B.'s up throw is much more useful. Up throw is his most damaging throw; a very viable KOing option, especially when boosted by [[rage]]; and can even be used for combos at low percentages. However, down throw is possibly his least useful throw, down throw deals poor damage, and buries opponents, however with mashing the opponent can typically get out before R.O.B. has any chance to act, the throw does, however, gain some use at percents past 125%, where R.O.B. can 50/50 mix up with short hop up air or up smash, depending on if the opponent mashes or not, and at around 154% the up smash becomes a true combo.
R.O.B.'s [[grab]] game is also quite outstanding. [[Forward throw|Forward]] and [[back throw]]s are decent for spacing and setting up edge-guards. The latter can also KO at the ledge at very high percents, and both can combo into dash attack or Gyro at minimal percents. In comparison, R.O.B.'s [[up throw]] is comparatively more useful: it is his most damaging throw, a solid KO move (especially when boosted by [[rage]] or if he lands on a platform), and can even be used for combos at low percentages. His down throw, despite not being a KOing move, is also one of his best tools for sealing a stock. While it deals poor damage, it [[bury|buries]] opponents, allowing for follow-ups into up tilt, up air, or even up smash. However, with excessive [[button mashing]], the opponent can typically get out before R.O.B. has any chance to act. As such, it is more of a read-based tool rather than a guaranteed method for taking a stock.


Although R.O.B. possesses a number of useful traits, he also has some noteworthy shortcomings. Despite his KO potential's drastic improvements, landing his KOing options can still be problematic because of them  being laggy and/or having unimpressive ranges. The latter trait is particularly noticeable in regard to R.O.B.'s arm-based attacks, most of which have hitboxes that have either become smaller and/or tweaked for the worse. For example, his grab game is hindered by his overall grab range now being the shortest in the game because of his much smaller grabboxes, whereas his up tilt has drastically less utility because of its adjusted hitboxes.
Although R.O.B. possesses a large number of strengths, he does also have a few noteworthy shortcomings. Despite possessing a good chunk of respectable KOing options, landing a KO can often be problematic because of his finishers being burdened with either considerable lag and/or unimpressive range. The latter trait is especially noticeable in regard to R.O.B.'s arm-based attacks, most of which have short ranges, which further extends to R.O.B.'s [[grab]], which is among the shortest-ranged in ''Ultimate'' in comparison to his own size.


In addition to R.O.B.'s hitbox issues, his hurtbox also hinders him, it is very large and wide, meaning he can get hit by a lot of things that other characters such as {{SSBU|Pichu}} would have an easier time getting away from. This also means he is susceptible to combo-oriented characters, such as {{SSBU|Mario}} and {{SSBU|Palutena}}. This is further compounded by his aerials' inability to reliably break combos: neutral and down aerials are too slow, forward and up aerials only hit in front of and above R.O.B., respectively, and back aerial has both slow start-up and only hits behind him.
In addition to R.O.B.'s issues with his hitboxes, his hurtbox also hinders him, as it is both large and wide, meaning he can get hit by a lot of combos that other characters would have an easier time evading. This also means that he has difficulty dealing with combo-oriented characters. This is further compounded by his above-average [[falling speed]], as well as his aerials' inability to reliably break combos: neutral and down aerials are sluggish in terms of startup, forward and up aerials only hit in front of and above R.O.B., respectively, and back aerial is a mixture of both: it has slow startup and only hits behind him.


While R.O.B.'s zoning game remains his greatest strength, the universal nerf to projectile camping has somewhat toned it down. Gyro, in particular, has been the most adversely affected of his projectiles: in addition to retaining its susceptibility to being stolen, a fired Gyro deals drastically less damage and covers less range. The removal of [[glide toss]]ing also significantly hinders its approach potential. Robo Beam's nerfs are not as severe in comparison, but are nevertheless noticeable: it now deals slightly less damage, and both it and Super Robo Beam travel slower. As a a result of these nerfs, R.O.B. now has a more difficult time dealing with most characters that have better projectiles (such as {{SSBU|Young Link}} and {{SSBU|Pikachu}}); attacks that counteract his own projectiles (such as {{SSBU|Fox}} and {{SSBU|Mr. Game & Watch}}); or both (such as {{SSBU|Wolf}}).
Overall, R.O.B. is a non-traditional heavyweight zoner. His relatively quick mobility and overall above-average frame data allow him to easily pressure unwary opponents, and he lacks much trouble killing if he can gain the advantage. While his overall range is rather small for a zoner like him, it is functional in the long run regardless. However, R.O.B. players must take high caution, as a single combo can be all it requires to get R.O.B. in an uncomfortable position or potentially even end a stock, thanks to his large size, moderately high weight, above-average falling speed, and lack of options to break free from combos.


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
R.O.B. has been significantly buffed overall in his transition to ''Ultimate''. Similarly to {{SSBU|Mario}}, R.O.B. has received comparatively few major changes in his transition from the previous game; however, 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 towards his Arm Rotor. Previously universally regarded as one of the worst attacks in ''SSB4'', it has reduced start-up lag, much less endlag and faster execution, and larger hitboxes and improved angles that connect with each 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 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 now 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. Lastly, Gyro has 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. benefits from most of the universal changes to the game's engine. The universal increase in mobility and the ability to use any attack out of a run cancel allows R.O.B. to close out the distance more effectively and compounds his improved up-close game. 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|air dodging]] benefit R.O.B., as they allow him to edgeguard opponents more effectively, and allow R.O.B. to air dodge out of Robo Burner to gain more distance, improving his 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 down throw-up air combo, dubbed the "Beep Boop". R.O.B. also retains a few of the same issues from his previous incarnation; his unusually large size and lack of fast aerial options leave him susceptible to [[juggling]] (with the buffs to his neutral air failing to fully address this issue), his up-close game is still exploitable due to R.O.B.'s lack of attacks with disjointed range, and his recovery remains predictable and easy to hit him out of with a sufficiently ranged move.  
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.


Overall, R.O.B.'s playstyle remains fundamentally unchanged from ''SSB4'', but changes to several of his attacks and to the game's engine have now properly cemented R.O.B. as the "jack-of-all-trades" between his fellow zoning brethren, as they give him having a far deadlier punish game compared to both of his previous incarnations. R.O.B.'s results in the early metagame of ''Ultimate'' have been the strongest of any of his incarnations thus far, thanks to the efforts of notable players such as {{sm|8BitMan}}, {{sm|Dill}}, {{sm|OCEAN}}, {{sm|Raffi-X}}, {{sm|WaDi}} and {{sm|Zackray}}. This has lead to a strikingly positive reception from the competitive Smash community, with most players viewing him as a high-tier character, in comparison to his mid-tier status in both ''Brawl'' and ''Smash 4''.
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.


===Aesthetics===
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.
*{{change|As with all [[veteran]]s returning from ''SSB4'', R.O.B.'s model features a more subdued color scheme. His body has a duller matte finish, and his eyes are less reflective. As a result, he more closely resembles the original peripheral.}}
*{{bugfix|R.O.B.'s eye expressions are now seen properly at all times, as in {{for3ds}}.}}
*{{change|During his side taunt, R.O.B. now emits purple flashing sparkles from his eyes instead of white.}}
*{{change|[[Dash]], [[double jump]], and prone animations have been altered.}}


===Attributes===
However, R.O.B. has received a few nerfs as well, most notably to his [[grab]] game. The universal changes to grabs hinder the safety of R.O.B.'s grabs despite his improved standing grab. His [[up throw]] has increased endlag, making follow-ups harder at low percentages, 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).
*{{buff|R.O.B.'s character model was shrunken. This makes his [[hurtbox]] slightly smaller, while keeping his range mostly intact.}}
*{{buff|Like all characters, R.O.B.'s [[jumpsquat]] animation now takes three frames to complete (down from 5).}}
*{{buff|R.O.B. [[walk]]s slightly faster (1.122 → 1.178).}}
*{{buff|R.O.B.'s initial [[dash]] speed is much faster (1.3 → 2.002).}}
*{{buff|R.O.B. [[dash]]es slightly faster (1.568 → 1.725).}}
*{{buff|R.O.B.'s [[air speed]] is slightly higher (1.08 → 1.134).}}
*{{buff|R.O.B.'s [[traction]] has been increased (0.06 → 0.105).}}
*{{buff|Spot dodge has reduced endlag (FAF 27 → 26).}}
*{{nerf|Backward roll has more endlag (FAF 30 → 35).}}
*{{nerf|Neutral air dodge has increased endlag (FAF 33 → 51).}}
**{{buff|Neutral air dodge has less landing lag (22 frames → 10).}}
*{{buff|The re-introduction of directional airdodges notably benefit R.O.B: they improve his recovery, as he can airdodge out of [[Robo Burner]] to mix-up his recovery or reach the edge after he has ran out of fuel. They also improve his edgeguarding ability due to his useful aerial game and the buffs to [[Arm Rotor]].}}


===Ground attacks===
Overall, R.O.B.'s playstyle remains fundamentally unchanged from ''SSB4'', but changes to several of his attacks and to the game's engine have now properly cemented R.O.B. as the "jack-of-all-trades" between his fellow zoning brethren, as they give him having a far deadlier punish game compared to both of his previous appearances. However, R.O.B. still retains a few of the same issues from his previous appearance, such as short melee range, susceptibility to combos and juggling due to his large size and slow aerial options, and a predictable, vulnerable recovery, which means he must keep playing patiently and carefully before commiting to exploit the opponent's opening. Game updates have given R.O.B. some slight nerfs, but these are shared among the cast, keeping his effectiveness virtually intact despite the buffs to returning veterans and the introduction of strong DLC characters. Thanks to these changes, R.O.B. performs significantly better than he did in previous installments, with this incarnation being considered R.O.B.'s strongest one so far, and an outstanding contender in competitive play.
*[[Neutral attack]]:
**{{buff|Its first hit can be held for a consecutive jab.}}
**{{buff|Both hits have gained additional hitboxes (3.5u → 2.5u/2.5u/2.8u/2.8u (hit 1), 3.5u → 3.4u/3.4u/3.6u (hit 2)), improving its range.}}
**{{buff|The first hit has altered knockback (4 (base)/70 (scaling) → (18/23)/15) allowing both hits of neutral attack to connect easier.}}
**{{buff|The first hit's angles have been altered (100° → 361°/180°), allowing it to [[lock]] opponents.}}
*[[Forward tilt]]:
**{{buff|The move deals more damage (5%/6% (arm)/8% (arm's tip) → 7%/8% (arm)/10% (arm's tip)).}}
**{{change|The move has altered knockback (30 (base)/100 (scaling) → 48/77). This makes the move safer on hit at low percentages, but slightly reduces its KO power.}}
**{{change|Forward tilt now uses stationary hitboxes rather than connecting the hitboxes to R.O.B.'s arm.}}
*[[Up tilt]]:
**{{change|R.O.B. no longer faces the screen directly during the move much like his taunts.}}
*[[Dash attack]]:
**{{buff|It has reduced ending lag (FAF 35 → 31), improving its combo potential.}}
*[[Forward smash]]:
**{{buff|The move has altered hitbox placements (Z offset: 12u → 14u (close), 22u → 24u (mid)), increasing the horizontal range of both the closest hit and mid hit.}}
**{{buff|It has increased knockback scaling (close: 100 → 105, mid/far: 100 → 110).}}
**{{buff|Its charging animation has been changed to resemble its animation in ''Brawl''. This makes the move safer to execute when charging, as R.O.B. doesn't lean forward.}}
*[[Down smash]]:
**{{buff|The side of which [[down smash]] launches opponents is no longer inconsistent; the front hits always launch in front of R.O.B. and vice versa.}}
**{{buff|The multi-hits are now stationary, improving the consistency of their range.}}
**{{buff|The multihits have less knockback (30 (base)/40 (scaling) → 20/20), allowing them to connect into each other more reliably.}}
**{{nerf|It only hits 3 times instead of 5, slightly reducing its overall damage output up close despite the first hits dealing more damage (2% (hits 1-4 base)/1.5% (hits 1-4 tip) → 3.5% (hits 1-2 base)/3% (hits 1-2 tip); total: 13%/11% → 12%/11%).}}


===Aerial attacks===
{{SSB4 to SSBU changelist|char=R.O.B.}}
*{{buff|All aerials have less landing lag (12 → 7 frames (neutral), 15 → 9 frames (forward), 22 → 13 frames (back and up aerials), 21 → 12 frames (down).}}
*[[Neutral aerial]]:
**{{buff|The move has faster startup (frame 18 → 14) with a longer duration (frames 18-32 → 14-32).}}
**{{buff|It deals more damage (8% (base)/6% (tip) → 9.5%/7.5%).}}
**{{change|The sourspot hitbox now takes priority over the sweetspot hitbox. This makes the sourspot easier to land for combos, but makes the sweetspot harder to land for KOing.}}
*[[Forward aerial]]:
**{{buff|Forward aerial has a longer duration (frames 6-7 → 6-8).}}
*[[Back aerial]]:
**{{buff|The move deals more damage (12% (base)/10% (tip)/6% (late base)/4.5% (late tip) → 15%/13%/9%/7.5%) with knockback not fully compensated on the base hit (32 (base)/100 (scaling) → 41/87 (base), 32/100 → 35/83 (tip), 30/100 → 35/76 (late base), 30/100 → 35/74 (late tip)). This noticeably improves its KO potential.}}
**{{change|As a result of its higher damage, the move slows down R.O.B. for longer upon hitting a shielding opponent.}}
**{{buff|The late hit has a longer duration (frames 24-29 → 24-32).}}
*[[Up aerial]]:
**{{change|Up aerial's final hit comes out quicker (frame 26 → 23).}}
***{{buff|This allows the final hit to connect better with the initial hits.}}
***{{nerf|The move's duration has been unchanged, resulting in increased endlag overall.}}
*[[Down aerial]]:
**{{change|R.O.B. faces further forward when performing his down aerial.}}
**{{buff|R.O.B. is given greater vertical speed upon activating the aerial (0.1 → 0.7), allowing R.O.B. to use the move closer to the ground and not land before the hitbox comes out, and improving the move's stalling potential in general.}}


===Throws/other attacks===
==Update history==
*[[Grab]]s:
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.
**{{buff|Standing grab and pivot grab have slightly reduced start-up (frame 7 → 6 (standing), frame 11 → 10 (pivot)).}}
**{{nerf|All grabs have increased endlag (FAF 30 → 37 (standing), FAF 37 → 45 (dash), FAF 36 → 40 (pivot)).}}
**{{buff|Standing grab has more range (Z2 offset: 10.6u → 11.6u).}}
**{{nerf|Dash grab and pivot grab have less range (Z2 offset: 12.7u → 12.2u (dash), -18.1u → -17.3u (pivot).}}
*[[Pummel]]
** {{change|R.O.B. has a new pummel: he headbutts the opponent instead of squeezing them in his grip.}}
***{{nerf|This new pummel deals less damage (2% → 1.3%).}}
***{{buff|However, this pummel has faster startup (frame 2 → 1), deals more hitlag (4 → 14 frames) and has reduced ending lag (FAF 17 → 7). This increases the amount of times R.O.B. can pummel the opponent before throwing them or before they break out.}}
*[[Forward throw]]:
**{{change|R.O.B. has a new forward throw where he throws the opponent overhead with his arm.}}
***{{buff|Forward throw's animation change has R.O.B. release the opponent later (frame 7 → 11) with its duration unchanged, reducing its endlag. Compounded with R.O.B.'s improved initial dash, this grants the move limited followup potential at low percentages.}}
*[[Back throw]]:
**{{change|R.O.B. has a more dynamic animation and now turns to face the direction in which he threw the opponent.}}
*[[Up throw]]:
**{{change|[[Up throw]] rises higher during the animation.}}
**{{change|R.O.B. now appears mad when going downward.}}
**{{nerf|Up throw releases the opponent earlier (frame 66 → 59) with its duration unchanged, increasing its endlag. This hinders its combo ability past low percentages.}}
*[[Down throw]]:
**{{change|Down throw now buries opponents briefly.}}
***{{buff|This allows for more read-based followups, including up tilt and up aerial, and gives R.O.B. a new KO confirm into up smash.}}
***{{nerf|The new, more consistent attack sacrifices the potential for early KO's that 'Beep Boop' could achieve in ''Smash 4'', although it is still possible at low percentages or if the opponent doesn't mash out fast enough.}}
**{{nerf|Down throw deals much less damage (10% → 5%).}}
**{{nerf|Down throw has increased endlag (FAF 66 → 76).}}


===Special moves===
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.
*[[Robo Beam]]
**{{buff|Super Robo Beam deals significantly more damage (10% (Super Robo Beam)/17% (point-blank Super Robo Beam) → 15%/22%) with knockback scaling compensated (70 → 43).}}
**{{buff|Both stages of Robo Beam have larger hitboxes (1.5u → 2u (Robo Beam), 3u → 3.5u (Super Robo Beam)).}}
**{{buff|Both stages of Robo Beam launch opponents at lower angles (Robo Beam: 80° → 60°, Super Robo Beam: 60° → 45°). This makes them better for edgeguarding.}}
**{{change|Super Robo Beam's graphic is flashier.}}
**{{nerf|Both stages of Robo Beam deal negative shield damage (0 → -2.2 (Robo Beam), 0 → -3.7 (Super Robo Beam)), effectively dealing half of their shield damage.}}
*[[Arm Rotor]]
**{{buff|The move has faster startup (frame 16 → 13) and significantly reduced endlag (54 frames → 41).}}
**{{buff|Arm Rotor is executed much faster (FAF 110~137 → FAF 86~108), improving its safety offstage.}}
**{{buff|The multihits now have set knockback (20 (base)/70 (scaling) → 40 (set)/65 (scaling)), use an autolink angle (120°/145°/145°/361° → 367°) and have a noticeably reduced hitlag multiplier (0.7× → 0.2×). Additionally, the move in general has slightly larger hitboxes (multi-hits: 3.3u/3.3u/3.3u/4.3u → 3.3u/3.3u/4u/4.5u, final hit: 5.5u → 6u), and the final hit extends further inwards (Z offset: -4–14 → -4.5–14). These changes allow the move to connect significantly more reliably, make it harder to escape from, and allow it to hit behind R.O.B better, increasing the move's reliability.}}
**{{nerf|Akin to its ''Brawl'' counterpart, Arm Rotor has much less horizontal maneuverability on the ground.}}
**{{nerf|Arm Rotor deals more damage per hit (1% → 1.5%), but has an increased rehit rate (3 frames → 5), reducing its overall damage output if all hits connect (16%-25% → 10.5%-18%).}}
**{{change|Arm Rotor's finishing hit animation has been altered: it is now more exaggerated.}}
**{{change|The final hit has a reduced hitlag multiplier (3.4× → 2.4×).}}
*[[Robo Burner]]
**{{change|R.O.B. now has a gauge on his chassis that shows how much fuel he has left for Robo Burner.}}
**{{change|Robo Burner has new particle effects.}}
**{{buff|Robo Burner can be jump cancelled.}}
**{{buff|Robo Burner can be cancelled immediately into an [[air dodge]] if one is available.}}
*[[Gyro]]
**{{buff|If R.O.B. grabs a Gyro he's previously thrown or dropped, it can be returned to its dock and charged again. This allows him to store his Gyro in a similar manner to Pocket, reducing the opportunity for his opponents to use it against him, and allowing him to keep up the pressure with it for a longer period of time.}}
**{{buff|Gyro can now be jump cancelled while charging.}}
**{{nerf|Gyro deals less shield damage.}}
*[[Final Smash]]:
**{{change|R.O.B. has a new Final Smash called [[Guided Robo Beam]], in which he fires multiple small red beams that ricochet and home in on enemies, before firing a larger green beam that enlarges at the last second.}}
**{{buff|This is an improvement over [[Super Diffusion Beam]], as it is much easier to hit opponents.}}
 
==Update History==
R.O.B has recieved a mix of [[buff]]s and [[nerf]]s.


'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}'''
*{{nerf|Removed instant Gyro Cancelling.}}
{{UpdateList (SSBU)/1.1.0|char=R.O.B.}}


'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
*{{buff|Arm Rotor connects more reliably.}}
{{UpdateList (SSBU)/2.0.0|char=R.O.B.}}


'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
*{{nerf|Robo Beam deals less shield damage.}}
{{UpdateList (SSBU)/3.0.0|char=R.O.B.}}
*{{nerf|Gyro deals less shield damage.}}


'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
*{{buff|Neutral attack 1 connects into neutral attack 2 more reliably as the first hit's 180° hitbox has higher base knockback (18 → 40). This notably also allowed the move to lead into a down tilt which could begin a loop (jab → down tilt, jab → down tilt etc.) known as the "Robble".}}
{{UpdateList (SSBU)/3.1.0|char=R.O.B.}}
*{{buff|Neutral attack 2 has more range.}}


'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
*{{nerf|Neutral attack 1's 180° hitbox has less base knockback (40 → 23) and hitstun, no longer being able to lead into a down tilt loop.}}
{{UpdateList (SSBU)/4.0.0|char=R.O.B.}}
 
'''{{GameIcon|ssbu}} {{SSBU|11.0.0}}'''
{{UpdateList (SSBU)/11.0.0|char=R.O.B.}}


==Moveset==
==Moveset==
Line 199: Line 87:
|game=SSBU
|game=SSBU
|neutralcount=2
|neutralcount=2
|neutralname= 
|neutralname=11 / 12
|neutral1dmg=3%
|neutral1dmg=3%
|neutral2dmg=3%
|neutral2dmg=3%
|neutraldesc=Two alternating [[Wikipedia:Hook (boxing)|hooks]]. 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= 
|ftiltname=S2
|ftiltdmg=8% (arm), 10% (arm's tip)
|ftiltdmg=7% (body), 8% (arm), 10% (arm's tip)
|ftiltdesc=A lunging hook. This attack can be angled; the tip of R.O.B.'s arm is decent for spacing, beginning at 50%.
|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= 
|utiltname=Hi2
|utiltdmg=3% (hit 1), 5% (hit 2)
|utiltdmg=3% (hit 1), 5% (hit 2 tip), 6% (hit 2 middle)
|utiltdesc=Thrusts his arms upward. It is good for starting combos into itself, up smash and up aerial from low to medium percentages, or functioning as an anti-air attack. However, it has very minimal horizontal range, which forces R.O.B. to practically stand next to a grounded opponent in order to land it.
|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= 
|dtiltname=Lw2
|dtiltdmg=5%
|dtiltdmg=5%
|dtiltdesc=Thrusts his arms low along the ground. It hits on frame 3, which ties it with neutral attack as R.O.B.'s fastest attack. Although it has a small chance to [[trip]] opponents, its overall fast speed largely offsets this and makes it an excellent set-up option.
|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= 
|dashname=DashA
|dashdmg=7%
|dashdmg=7%
|dashdesc=A double [[Wikipedia:Professional wrestling attacks#Forearm club|forearm club]]. It can be followed up with forward aerial if the opponent's reaction is read properly.
|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=15% (base), 11.5% (middle), 6% (tip)
|fsmashdmg={{ChargedSmashDmgSSBU|15}} (base), {{ChargedSmashDmgSSBU|11.5}} (middle), {{ChargedSmashDmgSSBU|6}} (tip)
|fsmashdesc=An optical energy blast, similar to the uncharged [[Robo Beam]]. It can be angled; has very high knockback growth; and its base hitbox deals respectable damage. Altogether, these enable it to KO middleweights at 109% near the edge. Although slightly weaker, its middle hitbox is still strong enough to KO middleweights at 136% near the edge. However, its range is merely average at best, it has high ending lag and the blast's tip has extremely minimal KO potential.
|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= 
|usmashname=Hi3
|usmashdmg=3% (hit 1), 14% (hit 2)
|usmashdmg={{ChargedSmashDmgSSBU|3}} (hit 1), {{ChargedSmashDmgSSBU|14}} (hit 2)
|usmashdesc=Performs a handstand and activates his thrusters to emit a [[Flame|fiery]] blast upward. It hits on frame 10, which is somewhat 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 fairly powerful. Its base KOs middleweights at 113%, whereas its tip KOs them at 116%. Altogether, these traits make it a reliable KOing option, especially from [[out of shield]]. However, it has high ending lag.
|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= 
|dsmashname=Lw3
|dsmashdmg=3.5% (hits 1 and 2), 5% (hit 3)
|dsmashdmg={{ChargedSmashDmgSSBU|3.5}} (hits 1-2), {{ChargedSmashDmgSSBU|5}} (hit 3)
|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]], 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 off-stage. 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=9.5% (base), 7.5% (tip)
|nairdmg={{ShortHopDmgSSBU|7.5}} (base), {{ShortHopDmgSSBU|9.5}} (tip)
|nairdesc=Activates his thrusters to somersault 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 very useful for spacing, approaching and starting combos. Due to it hitting on frame 14, however, it is one of the slowest of its type and is punishable if it is not spaced properly.
|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= 
|fairname=AirF
|fairdmg=7%
|fairdmg={{ShortHopDmgSSBU|7}}
|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. 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=Air Boosters
|bairname=AirB
|bairdmg=15% (base), 13% (middle), 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 himself. Very high power, but is very slow, coming out on frame 18 and has several sourspots. It also is unable to autocancel in a short hop. Back aerial can also be used for horizontal recovery, as it slightly propels him forward and does not consume [[Robo Burner]]'s fuel.
|bairdesc=Leans forward and activates his thrusters to emit a fiery blast behind him. It boasts extremely high power and both the clean and late sweetspots [[hitbox|out-prioritize]] the sourspots, but it is burdened with considerable startup lag, coming out on frame 19. 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= 
|uairname=AirHi
|uairdmg=1.5% (hits 1 - 4), 4% (hit 5)
|uairdmg={{ShortHopDmgSSBU|1.5}} (hits 1-4), {{ShortHopDmgSSBU|4}} (hit 5)
|uairdesc=Rapidly rotates his arms upward, ending it with an upward double forearm club. It hits on frame 7, making it R.O.B.'s second fastest aerial. 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= 
|dairname=AirLw
|dairdmg=12% (base), 11% (middle), 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. 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= 
|grabdesc=[[wikipedia:Clinch fighting|Clinches]] the opponent. All of R.O.B.'s grabs are extremely quick (frame 6), at the expense of very low range for his size.
|grabdesc=[[wikipedia:Clinch fighting|Clinches]] the opponent.
|pummelname=CatchA
|pummelname= 
|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=A headbutt.
|pummeldesc=A headbutt. Average power and speed.
|fthrowname=
|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.
|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=
|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.
|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=
|uthrowname=ThrowHi
|uthrowdmg=12%
|uthrowdmg=12%
|uthrowdesc=Performs a jet-propelled [[Wikipedia:Piledriver (professional wrestling)#Reverse piledriver|reverse piledriver]].
|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=
|dthrowname=ThrowLw
|dthrowdmg=5%
|dthrowdmg=5%
|dthrowdesc= R.O.B. flips the opponent over and drills them into the ground headfirst, [[Bury|burying]] them.
|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 268: Line 155:
|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% (Robo Beam, point-blank), 4.5% (Robo Beam, long range), 22% (Super Robo Beam, point-blank), 15% (Super Robo Beam, long range)
|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 allow 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.
|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% (final hit)<br/>1.5× reflected projectile
|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.
|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=0%
|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), but it can [[lock]].
|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.
}}
}}
===Stats===
{{Attributes
| cast=89
| weight=106 | rweight=19-21
| dash=2.002 | rdash=29
| run=1.725 | rrun=44
| walk=1.178 | rwalk=34
| trac=0.105 | rtrac=55-59
| airfric=0.015 | rairfric=9-30
| air=1.134 | rair=28-30
| baseaccel=0.04 | rbaseaccel=3-6
| addaccel=0.045 | raddaccel=65-66
| gravity=0.09 | rgravity=45-51
| fall=1.6 | rfall=43-47
| ff=2.56 | rff=43-44
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=38 | rjumpheight=9
| shorthop=18.38 | rshorthop=8
| djump=38 | rdjump=16
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
R.O.B. English Announcer SSB4-SSBU.wav|English
R.O.B. Japanese Announcer SSB4-SSBU.wav|Japanese/Chinese
</gallery>
===[[On-screen appearance]]===
===[[On-screen appearance]]===
Portions of R.O.B.'s body descend from the sky and assemble together.
*Portions of R.O.B.'s body descend from the sky and assemble together.
<gallery>
R.O.B.OnScreenAppearanceSSBU.gif|R.O.B.'s on-screen appearance
</gallery>
 
===[[Taunt]]s===
===[[Taunt]]s===
*'''Up Taunt''': Faces the screen and spins his arms and head in a circle.
*'''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.
*'''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 whilst 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.
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*Briefly nods off, then shakes his head and wakes up.
*Briefly nods off, then shakes his head and wakes up.
<gallery>
<gallery>
SSBUROBIdle1.gif|R.O.B.'s first idle pose
SSBUROBIdle1.gif|R.O.B.'s first idle pose.
SSBUROBIdle2.gif|R.O.B.'s second idle pose
SSBUROBIdle2.gif|R.O.B.'s second idle pose.
</gallery>
</gallery>
===[[Crowd cheer]]===
<div class="tabber">
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
{|class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (English)
!Cheer (Japanese/Chinese)
!Cheer (Italian)
!Cheer (Dutch)
!Cheer (French)
|-
!scope="row"|Cheer
|[[File:R.O.B. Cheer English SSBU.ogg|center]]||[[File:R.O.B. Cheer Japanese SSBU.ogg|center]]||[[File:R.O.B. Cheer Italian SSBU.ogg|center]]||[[File:R.O.B. Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:R.O.B. Cheer French NTSC SSBU.ogg|center]]<br>{{PAL}} [[File:R.O.B. Cheer French PAL SSBU.ogg|center]]
|-
!scope="row"|Description
|R - O - B!||Ro - bot!||Rooooob!||R - O - B!||R - O - B! Rooooob!
|}
</div>
<div class="tabbertab" title="German, Spanish, Russian, Korean">
{|class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (German)
!Cheer (Spanish)
!Cheer (Russian)
!Cheer (Korean)
|-
!scope="row"|Cheer
|[[File:R.O.B. Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:R.O.B. Cheer Spanish NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:R.O.B. Cheer Spanish PAL SSBU.ogg|center]]||[[File:R.O.B. Cheer Russian SSBU.ogg|center]]||[[File:R.O.B. Cheer Korean SSBU.ogg|center]]
|-
!scope="row"|Description
|R - O - B!|| ||R.O.B.! R.O.B.! *claps 3 times*||R - O - B!
|}
</div>
</div>


===[[Victory pose]]s===
===[[Victory pose]]s===
*'''Left:''' While advancing forward, R.O.B. rotates his "hands" outward while his arms point out straight. After halting, he spins his arms in alternating directions and rotates his head 360° counterclockwise. Afterwards, he adjusts his arms to face upward, continuously raising and lowering them in a flexing gesture. R.O.B.'s head also rotates 360° clockwise after every 2 times he pumps his arms.
*'''Left:''' While advancing forward, R.O.B. rotates his hands outward while his arms point out straight. After halting, he spins his arms in alternating directions and rotates his head 360° counterclockwise. Afterward, he adjusts his arms to face upward, continuously raising and lowering them in a flexing gesture. R.O.B.'s head also rotates 360° clockwise after every two times he pumps his arms.
*'''Up:''' Hovers in the air, spins, and lands. He then proceeds to continuously lower and raise his arms while rotating his head.
*'''Up:''' Uses [[Robo Burner]], spins, and then lands. He then proceeds to continuously lower and raise his arms while rotating his head.
*'''Right:''' Turns his head and flashes the lights in his eyes while clapping. He then proceeds to continuously clap, lowering his arms after each clap.
*'''Right:''' Turns his head and flashes the lights in his eyes while clapping, similar to his side taunt. He then proceeds to continuously clap, lowering his arms after each clap.
[[File:ROBTheme.ogg|thumb|In the NES game ''{{s|wikipedia|Stack-Up}}'', the first game that the [[R.O.B.]] accessory was compatible with, this track would play before starting memory mode. In this remix, a short intro is added, and the first part is repeated once.]]
[[File:ROBTheme.ogg|thumb|In the NES game ''{{s|wikipedia|Stack-Up}}'', the first game that the [[R.O.B.]] accessory was compatible with, this track would play before starting memory mode. In this remix, a short intro is added, and the first part is repeated once.]]
<gallery>
<gallery>
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</gallery>
</gallery>


==In competitive play==
==In [[competitive play]]==
===Notable players===
===Most historically significant players===
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.-->
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines-->


''Any number following the Smasher name indicates placement on the [[Spring 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from February 1st, 2019 to July 7th, 2019.''
''See also: [[:Category:R.O.B. players (SSBU)]]''


*{{Sm|8BitMan|USA}} (#51) - One of the best R.O.B. players in the world. Placed 9th at both {{Trn|Smash Conference United}} and {{Trn|Glitch 6}}, and 17th at {{Trn|GENESIS 6}}. Has wins over {{Sm|CaptainZack}}, {{Sm|Shoyo James}}, and {{Sm|Sinji}}.
*{{Sm|Anathema|USA}} - One of the best R.O.B. players in North America in the post-pandemic metagame, peaking at 23rd on the [[UltRank 2022]], although his breakout event took place right before the pandemic, placing 13th at {{Trn|CEO Dreamland 2020}} defeating {{Sm|MuteAce}} and {{Sm|Kuro}}. He is best known for placing 2nd at {{Trn|Rise 'N Grind}}, where he won a R.O.B. ditto against {{Sm|Zomba}} and also defeated {{Sm|Onin}} and {{Sm|Sisqui}}. In addition, he has placed top 8 at several other majors, placing 5th at both {{Trn|Port Priority 7}} and {{Trn|Rise 'N Grind 2023}} as well as 7th at {{Trn|Let's Make Big Moves 2022}}.
*{{Sm|Antireflex|Netherlands}} - The best R.O.B. player in the Netherlands. Placed 2nd at both {{Trn|DreamHack Rotterdam 2019}} and {{Trn|The Ultimate Performance}}, 9th at {{Trn|Elysium: Yggdrasil}}, and 17th at {{Trn|Syndicate 2019}}. Has wins over {{Sm|Space}}, {{Sm|iStudying}}, {{Sm|Young Eevey}}, and {{Sm|Meru}}. Ranked 4th on the [[Dutch Power Rankings#Super Smash Bros. Ultimate|Dutch Power Rankings]].
*{{Sm|Kuroponzu|Japan}} - One of the best solo-R.O.B. players in Japan in the post-pandemic metagame. He was initially known for his performances in Japan's online metagame, most notably placing 2nd at the {{Trn|SWT: Japan Ultimate Online Qualifier}} to qualify for the {{Trn|SWT: East Asia Ultimate Regional Finals}}. He became an offline regular afterwards, but was not well-known outside of Japan until 2024, where he placed 2nd at {{Trn|Sumabato SP 47}} defeating {{Sm|Yoshidora}}, {{Sm|Asimo}}, and {{Sm|Raru}}, being just one game away from winning the entire event. Alongside other strong {{Trn|Sumabato}} performances during this time, he was eventually ranked 48th on the [[LumiRank 2024.1]].
*{{Sm|Benny&TheJets|USA}} - The best R.O.B. player in South Carolina. Placed 9th at {{Trn|2GG: Grand Tour - South Carolina}}, 13th at {{Trn|Just Roll With It! 11}}, and 49th at {{Trn|MomoCon 2019}}. Ranked 3rd on the [[South Carolina Power Rankings#Super Smash Bros. Ultimate|South Carolina Ultimate Power Rankings]].
*{{Sm|Longo|Germany}} - The best R.O.B. player in Europe and has been ranked in Europe for all of competitive ''Ultimate''. He is known for his performances in the early metagame and the first few years of the post-pandemic metagame, including several noteworthy major performances such as 13th at {{Trn|Albion 4}} and {{Trn|Ultimate Fighting Arena 2022}}, and peaked at 137th on the [[OrionRank 2022]]. Although less consistent since, he continues to put up strong performances, including defeating {{Sm|Skyjay}} at {{Trn|King Con}} and {{Sm|BeastModePaul}} at {{Trn|GENESIS X}}.  
*{{Sm|BooBear|USA}} - The best R.O.B. player in [[Michigan]]. Placed 2nd at {{Trn|Summer Games 2}}, 3rd at {{Trn|Wolverine Tailgate}}, 5th at {{Trn|Guardian I}}, and 25th at {{Trn|The Big House 9}}. Has wins over {{Sm|Trela}}, {{Sm|Daybreak}}, and {{Sm|Gomakenpi}}. Ranked 5th on the [[Michigan Power Rankings#Super Smash Bros. Ultimate|Michigan Ultimate Power Rankings]].
*{{Sm|MKBigBoss|Mexico}} - One of the best R.O.B. players in North America and a top 10 player in Mexico in the post-pandemic metagame. He has been active since the early metagame but gained wider recognition ater he began traveling in the post-pandemic metagame, achieving several high placements at majors including 4th at {{Trn|Port Priority 6}} and 7th at {{Trn|Let's Make Big Moves 2023}}. In addition, he is known for his frequent trips to Europe and regularly placing top 8 at their largest events, including winning {{Trn|Sunrise 2023}}, placing 3rd at {{Trn|Regen 2023}}, and placing 7th at {{Trn|Ultimate Fighting Arena 2023}}.
*{{Sm|Dill|USA}} - One of the best R.O.B. mains in Tri-state. Placed 7th at {{Trn|Combo Breaker 2019}}, 9th at {{Trn|Smash at The Paramount}}, 17th at {{Trn|Overclocked Ultimate}}, and 25th at {{Trn|Suplex City Smash}}.
*{{Sm|Raffi-X|USA}} - One of New England's best players in the early metagame and also one of the best R.O.B. players in the world during this time; although he had little activity outside of New England until right before the pandemic, he was ultimately ranked 31st on the [[Fall 2019 PGRU]] thanks to his 7th-place finish at {{Trn|Shine 2019}} and 9th-place finish at {{Trn|Super Smash Con 2019}}, defeating {{Sm|Dark Wizzy}} in the former and {{Sm|Dabuz}} in the latter. He remained active during the online metagame but retired from competitive play in early 2021 following controversy regarding his conduct.
*{{Sm|Dragoomba|USA}} - The best R.O.B. player in the northwest and one of the best in the United States. Placed 7th at {{Trn|Crown}} and 33rd at {{Trn|EVO 2019}}. Has wins over {{Sm|Lui$}}, {{Sm|NAKAT}}, and {{Sm|Wizzrobe}}.
*{{Sm|sssr|Japan}} - One of the best solo-R.O.B. players in Japan in the post-pandemic metagame. Although notoriously inconsistent at majors throughout his career, his worst performances were often balanced out by some strong major peaks, most notably 7th at {{Trn|Maesuma TOP 14.5 "in Hyogo"}} and 9th at {{Trn|DELTA 4}}, and many noteworthy performances at superregionals, including placing 3rd at {{Trn|Wave 3}}, {{Trn|Shinosuma HEROES 3}}, and {{Trn|Sumabato SP 36}}. As such, he has been ranked at or around the top 100 since 2023, peaking at 98th on the [[LumiRank 2023]].
*{{Sm|Epic_Gabriel|USA}} - One of the best R.O.B. players in Florida. Placed 9th at {{Trn|Overlords of Orlando: Ultimate Edition}}, 13th at {{Trn|Come to Papa 3}}, and 17th at {{Trn|Smash Conference United}}. Ranked 2nd on the [[Florida Power Rankings#Central Florida 2|Central Florida Ultimate Power Rankings]].
*{{Sm|WaDi|USA}} - Primarily played R.O.B. in the early metagame and was the second-best R.O.B. player during this time, peaking at 20th on the [[Fall 2019 PGRU]]. He is best known for finishing 7th at both {{Trn|CEO 2019}} and {{Trn|Glitch 7 - Minus World}}, defeating {{Sm|Samsora}} in the former, and also his 9th-place finishes at several majors in the latter half of 2019 ({{Trn|2GG: SwitchFest 2019}}, {{Trn|The Big House 9}} and {{Trn|2GG: Kongo Saga}}). He continued to play R.O.B. alongside other characters such as {{SSBU|Mewtwo}} after the early metagame but went inactive in early-2023 due to sexual misconduct allegations.
*{{Sm|GwJ|USA}} - One of the best R.O.B. players in the United States. Placed 4th at {{Trn|Smashadelphia Ultimate}} and 9th at {{Trn|Let's Make Moves}} with wins over {{Sm|Larry Lurr}} and {{Sm|Laid}}. Ranked 9th on the [[Philadelphia Power Rankings#Super Smash Bros. Ultimate Rankings|Philadelphia Ultimate Power Rankings]].
*{{Sm|Zackray|Japan}} - Known for playing a variety of characters, with one of his best-known characters being R.O.B. He is considered the second-best R.O.B. player of all-time and was the definitive best in the early metagame, as well as the only R.O.B. player ever ranked in the top 10, peaking at 5th on the [[OrionRank Ultimate: Eclipse]]. He was the first R.O.B. player to win a major, doing so at {{Trn|The Big House 9}}, and since then has used primarily R.O.B. to win {{Trn|EGS Cup 3}} and {{Trn|Ultimate WANTED 4}}. Even after picking up [[Pit (SSBU)|the]] [[Dark Pit (SSBU)|Pits]] in 2023, he maintains the character as a secondary or counterpick.
*{{Sm|KiraFlax|USA}} - Places 1st at {{Trn|2GG: Breakthrough 2019}} and 25th at {{Trn|2GG: SwitchFest 2019}} with R.O.B. and {{SSBU|Dark Pit}}.
*{{Sm|Zomba|USA}} - The greatest R.O.B. player of all-time and one of the best players in the United States in the post-pandemic metagame. Although active prior, he broke out onto the scene after placing 4th at {{Trn|Smash World Tour 2021 Championships}}. Since then, he has been a top 20 player worldwide and has won {{Trn|Crown the Third}} and {{Trn|GENESIS X}}, becoming the only solo-R.O.B. player to win a major. He is also known for frequently using R.O.B.'s [[R.O.B. (SSBU)/Back aerial|back aerial]] to close out stocks, which has become his signature move and as such has been dubbed the "Zombair".
*{{Sm|LoNg0uw|Germany}} - The best R.O.B. player in Germany. Placed 13th at {{Trn|Albion 4}}. Ranked 16th on the [[German Power Rankings|German Ultimate Power Rankings]].
 
*{{Sm|OCEAN|Japan}} - The best solo R.O.B. player in Japan. Placed 13th at {{Trn|Sumabato SP 4}} and 17th at {{Trn|Umebura Japan Major 2019}}. Ranked 30th on the [[Japan Player Rankings]].
===Tier placement and history===
*{{Sm|Raffi-X|USA}} - One of the best R.O.B. players in the world. Placed 7th at {{Trn|Shine 2019}}, 9th at {{Trn|Super Smash Con 2019}}, and 25th at {{Trn|Smash 'N' Splash 5}} with wins over {{sm|Mr E}}, {{sm|Riddles}}, {{sm|Dark Wizzy}}, {{sm|Gen}}, {{sm|Blacktwins13}}, and {{sm|Stroder}}. Ranked 5th on the [[New England Power Rankings]].
Ever since the start of the game, R.O.B. has always been considered a dominating character in ''Ultimate'' due to buffs from the previous game, such as possessing better approaching options, more versatile projectiles with Gyro and Robo Beam, even more threatening KO options, and an improved edgeguarding game, leading several to consider him as an excellent zoner with a wide array of utility options. R.O.B. saw immense success in the early metagame from players such as {{Sm|WaDi}} and {{Sm|Zackray}}, and continued to have strong representation in the post-online metagame from players such as {{Sm|Anathema}} and {{Sm|Zomba}}, which lead him to be one of the most represented characters in ''Ultimate''{{'}}s metagame. As such, R.O.B. is widely considered a top-tier character, which is reflected in his placement on the first two tier lists, where he is ranked 6th.
*{{Sm|Somo|Japan}} - Placed 17th at {{Trn|Umebura SP 3}} and 25th at {{Trn|Umebura Japan Major 2019}} with a win over {{Sm|Cosmos}}.
 
*{{Sm|WaDi|USA}} (#24) - The best R.O.B. player in the United States and one of the two best in the world. Placed 3rd at {{Trn|Heart of Battle}}, 7th at {{Trn|Glitch 6}}, 7th at {{Trn|CEO 2019}}, 9th at {{Trn|MomoCon 2019}}, 9th at {{Trn|2GG: SwitchFest 2019}}, 17th at {{Trn|EVO 2019}}, 25th at {{Trn|GENESIS 6}}, and 33rd at {{Trn|Frostbite 2019}}. He has taken sets off of {{Sm|Light|p=Connecticut}}, {{Sm|Dabuz}}, {{Sm|Salem}}, and {{Sm|VoiD}}.
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}}.
*{{Sm|Zackray|Japan}} (#12) - The best R.O.B. player in Japan and one of the two best in the world. Placed 1st at {{Trn|KVOxTSB 2019}}, {{Trn|EGS Cup 2}}, {{Trn|Sumabato SP 8}}, and {{Trn|The Big House 9}}, 3rd at {{Trn|Sumabato SP 5}}, 4th at {{Trn|2GG: Prime Saga Kickoff}}, and 33rd at {{Trn|Mainstage}}. He has taken sets off of {{Sm|Abadango}}, {{Sm|T}}, {{Sm|HIKARU}}, {{Sm|Eim}}, {{Sm|Gackt}}, {{Sm|Tweek}} and {{Sm|YB}}. The first person to double-eliminate {{Sm|Tweek}} outside of Grand Finals.
*{{Sm|Zagoo|USA}} - The second best R.O.B. player in Michigan. Placed 5th at {{Trn|Chronicles of Olympus V}}, 7th at {{Trn|Frostbite: Ursa Minor 3}}, 9th at both {{Trn|Guardian I}} and {{Trn|Summer Games 2}}. Has wins over Daybreak, Gomakenpi, and BooBear. Ranked 8th on the [[Michigan Power Rankings#Super Smash Bros. Ultimate|Michigan Ultimate Power Rankings]].


=={{SSBU|Classic Mode}}: Unreadable Expressions==
=={{SSBU|Classic Mode}}: Unreadable Expressions==
[[File:SSBU Congratulations ROB.png|thumb|R.O.B.'s congratulations screen.]]
[[File:SSBU Congratulations ROB.png|thumb|R.O.B.'s congratulations screen.]]
R.O.B.'s opponents all wear masks or lack expressive faces. His boss, [[Galleom]], fits in with the theme due to being a robot and lacking expressive face.
R.O.B.'s opponents all wear masks or lack expressive faces. His boss, [[Galleom]], fits in with the theme due to being a robot and lacking an expressive face.


{|class="wikitable sortable" style="text-align:center"
{|class="wikitable" style="text-align:center"
!Round!!Opponent!!Stage!!Music
!Round!!Opponent!!Stage!!Music!!Notes
|-
|-
|1||{{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20px}}||[[Halberd]]||''{{SSBUMusicLink|Kirby|Pink Ball Activate!}}''
|1||{{CharHead|Meta Knight|SSBU|hsize=20px}}||[[Halberd]]||''{{SSBUMusicLink|Kirby|Pink Ball Activate!}}''||
|-
|-
|2||{{SSBU|Dark Samus}} {{Head|Dark Samus|g=SSBU|s=20px}}||[[Frigate Orpheon]]||''{{SSBUMusicLink|Metroid|Psycho Bits}}''
|2||{{CharHead|Dark Samus|SSBU|hsize=20px}}||[[Frigate Orpheon]]||''{{SSBUMusicLink|Metroid|Psycho Bits}}''||
|-
|-
|3||{{SSBU|Mr. Game & Watch}} (x5) {{Head|Mr. Game & Watch|g=SSBU|s=20px}}{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Red}}{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Yellow}}{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Blue}}{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Teal}}||[[Flat Zone X]]||''{{SSBUMusicLink|Game & Watch|Flat Zone}}''
|3||{{Head|Mr. Game & Watch|g=SSBU|s=20px}}{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Red}}{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Yellow}}{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Blue}}{{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Teal}} {{SSBU|Mr. Game & Watch}} (x5)||[[Flat Zone X]]||''{{SSBUMusicLink|Game & Watch|Flat Zone}}''||Horde Battle (2 at a time)
|-
|-
|4||{{SSBU|Little Mac}} {{Head|Little Mac|g=SSBU|s=20px|cl=Wire}}||[[Boxing Ring]]||''{{SSBUMusicLink|Nintendo|Tunnel Theme - X-Scape}}''
|4||{{CharHead|Little Mac|SSBU|hsize=20px|color=Wire}}||[[Boxing Ring]]||''{{SSBUMusicLink|Nintendo|Tunnel Theme - X-Scape}}''||
|-
|-
|5||{{SSBU|Wii Fit Trainer}} (x2) {{Head|Wii Fit Trainer|g=SSBU|s=20px}}{{Head|Wii Fit Trainer|g=SSBU|s=20px|cl=Male}}||[[Wii Fit Studio]] ([[Battlefield form]])||''{{SSBUMusicLink|Wii Fit|Rhythm Boxing}}''
|5||{{Head|Wii Fit Trainer|g=SSBU|s=20px}}{{Head|Wii Fit Trainer|g=SSBU|s=20px|cl=Male}} {{SSBU|Wii Fit Trainer}} (x2)||[[Wii Fit Studio]] ([[Battlefield form]])||''{{SSBUMusicLink|Wii Fit|Rhythm Boxing}}''||
|-
|-
|6||R.O.B. (x6) {{Head|R.O.B.|g=SSBU|s=20px|cl=Grey}}{{Head|R.O.B.|g=SSBU|s=20px|cl=Grey}}{{Head|R.O.B.|g=SSBU|s=20px|cl=Yellow}}{{Head|R.O.B.|g=SSBU|s=20px|cl=Purple}}{{Head|R.O.B.|g=SSBU|s=20px|cl=Blue}}{{Head|R.O.B.|g=SSBU|s=20px|cl=Green}}||[[Mario Bros.]] (Battlefield form)||''{{SSBUMusicLink|Nintendo|Stack-Up/Gyromite}}''
|6||{{Head|R.O.B.|g=SSBU|s=20px|}}{{Head|R.O.B.|g=SSBU|s=20px|}}{{Head|R.O.B.|g=SSBU|s=20px|cl=Yellow}}{{Head|R.O.B.|g=SSBU|s=20px|cl=Purple}}{{Head|R.O.B.|g=SSBU|s=20px|cl=Blue}}{{CharHead|R.O.B.|SSBU|hsize=20px|color=Green}} (x6)||[[Mario Bros.]] (Battlefield form)||''{{SSBUMusicLink|Nintendo|Stack-Up/Gyromite}}''||Horde Battle (3 at a time)<br>The stage references how R.O.B. used Mario Bros. for his unlocking battle in ''Super Smash Bros. Brawl'', as well as for single player modes. The battle references the [[R.O.B. Squad]] from the Subspace Emissary. If any of these costumes are being played as, {{Head|R.O.B.|g=SSBU|s=20px|cl=Grey}} R.O.B. in the NES version will take place of that costume.
|-
|-
|colspan="4"|[[Bonus Stage]]
|colspan="5"|[[Bonus Stage]]
|-
|-
|Final||[[Galleom]]||Base||''{{SSBUMusicLink|Super Smash Bros.|Boss Battle - Super Smash Bros. Brawl}}''
|Final||[[Galleom]]||[[Base]]||''{{SSBUMusicLink|Super Smash Bros.|Boss Battle - Super Smash Bros. Brawl}}''||References Galleom's recurring boss battles in ''Brawl''.
|}
|}


Line 370: Line 326:
==Role in [[World of Light]]==
==Role in [[World of Light]]==
[[File:WoL-42ROB.jpg|thumb|Finding R.O.B. in World of Light|left]]
[[File:WoL-42ROB.jpg|thumb|Finding R.O.B. in World of Light|left]]
Although R.O.B. does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (sans {{SSBU|Kirby}}) when Galeem unleashed his beams of light.


R.O.B. was one of the many fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat. He can be found in the Mysterious Dimension sub-area, as the fighter closest to the entrance, standing in a floating island with scattered mechanical junk. To reach him, the player must first defeat the spirit of Redd as the answer to a trivia question ("Which of these spirits sells furniture?"), allowing access to the island he's in.
Although R.O.B. was absent from the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (excluding {{SSBU|Kirby}}) when Galeem unleashed his beams of light.
 
R.O.B. was one of the many fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat. He can be found in the [[Mysterious Dimension]] sub-area, as the fighter closest to the entrance, standing in a floating island with scattered mechanical junk. To reach him, the player must first defeat the spirit of [[List of spirits (Animal Crossing series)#Redd|Redd]] as the answer to a trivia question ("Which of these spirits sells furniture?"), allowing access to the island he's in.
{{clrl}}
{{clrl}}


===Fighter Battle===
===Fighter Battle===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable" style="width:100%;"
|-
|-
! style="width:5%;"|No.
!style="width:5%;"|No.
! style="width:5%;"|Image
!style="width:5%;"|Image
! Name
!Name
! Type
!Type
! Power
!Power
! Stage
!Stage
! Music
!Music
|-
|-
| 42
|42
| [[File:R.O.B. SSBU.png|center|108x108px]]
|[[File:R.O.B. SSBU.png|center|108x108px]]
| {{SSBU|R.O.B.}}
|R.O.B.
| {{color|#18aef5|Shield}}
|{{SpiritType|Shield}} <center>{{color|#18aef5|Shield}}</center>
| 10,500
|10,500
| [[Wrecking Crew]] ([[Ω form]])
|[[Wrecking Crew]] ([[Ω form]])
| ''{{SSBUMusicLink|Nintendo|Stack-Up/Gyromite}}''
|''{{SSBUMusicLink|Nintendo|Stack-Up/Gyromite}}''
|}
|}
{{-}}
{{clr}}


==[[Spirit]]s==
==[[Spirit]]s==
R.O.B.'s Fighter Spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 500 coins. Unlocking R.O.B. in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in ''Ultimate''.
R.O.B.'s fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold, but only after R.O.B. has been unlocked. Unlocking R.O.B. in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork in ''Ultimate''.


Additionally, R.O.B. makes an appearance in a few Support Spirits.
Additionally, R.O.B. makes an appearance in a few support spirits.


<center>
<center>
<gallery>
<gallery>
Rob Spirit.png|822. '''''R.O.B.'''''
SSBU spirit R.O.B..png|822. '''''R.O.B.'''''
Spirits stack up.png|823. Stack-Up
SSBU spirit Stack-Up.png|823. Stack-Up
Spirits gyromite.png|824. Gyromite
SSBU spirit Gyromite.png|824. Gyromite
SPI-Ancient Minister.png|1,114. Ancient Minister
SSBU spirit Subspace Bomb.png|1,113. Subspace Bomb
SSBU spirit Ancient Minister.png|1,114. Ancient Minister
</gallery>
</gallery>
</center>
</center>


==In Spirit battles==
==In Spirit Battles==
===As the main opponent===
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
!colspan=4|Spirit
!colspan=7|Battle parameters
!colspan=1|Inspiration
|-
|-
! colspan=4|Spirit
!style="width:5%;"|No.
! colspan=7|Battle parameters
!style="width:5%;"|Image
|-
!Name
! style="width:5%;"|No.
!Series
! style="width:5%;"|Image
!Enemy Fighter(s)
! Name
!style="width:5%;"|Type
! Series
!style="width:5%;"|Power
! Enemy Fighter(s)
!Stage
! style="width:5%;"|Type
!Rules
! style="width:5%;"|Power
!Conditions
! Stage
!Music
! Rules
!Character
! Conditions
! Music
|-
|-
|245
|245
|[[File:Guardian.png|center|64x64px]]
|{{SpiritTableName|Guardian|customname={{iw|zeldawiki|Guardian|Breath of the Wild}}|size=64}}
|{{anchor|Guardian}}[[zeldawiki:Guardian (Breath of the Wild)|Guardian]]
|''The Legend of Zelda'' Series
|''The Legend of Zelda series''
|•Giant {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Purple}}
|•Giant {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Purple}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|{{SpiritType|Neutral}}
|3,800
|3,800
|[[Great Plateau Tower]] ([[Ω form]])
|[[Great Plateau Tower]] ([[Ω form]])
Line 440: Line 398:
|•The enemy has super armor and is hard to launch or make flinch<br>•[[Stamina battle]]<br>•The enemy favors neutral specials
|•The enemy has super armor and is hard to launch or make flinch<br>•[[Stamina battle]]<br>•The enemy favors neutral specials
|{{SSBUMusicLink|The Legend of Zelda|Nintendo Switch Presentation 2017 Trailer BGM}}
|{{SSBUMusicLink|The Legend of Zelda|Nintendo Switch Presentation 2017 Trailer BGM}}
|
|-
|-
|290
|290
|[[File:SSBU Spirits Diggernaut.png|center|64x64px]]
|{{SpiritTableName|Diggernaut|size=64}}
|{{anchor|Diggernaut}}Diggernaut
|''Metroid'' Series
|''Metroid series''
|•Giant {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Yellow}}
|•Giant {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Yellow}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|{{SpiritType|Attack}}
|3,900
|3,900
|[[The Great Cave Offensive]] ([[Battlefield form]])
|[[The Great Cave Offensive]] ([[Battlefield form]])
|•Item: {{b|Drill|item}}
|•Item: [[Drill]]
|•The enemy starts the battle with a Drill<br>•The enemy is giant
|•The enemy starts the battle with a Drill<br>•The enemy is giant
|{{SSBUMusicLink|Metroid|Magmoor Caverns - Metroid: Samus Returns}}
|{{SSBUMusicLink|Metroid|Magmoor Caverns - Metroid: Samus Returns}}
|
|-
|-
|388
|388
|[[File:Rob 64.png|center|64x64px]]
|{{SpiritTableName|ROB 64|link=y|size=64}}
|{{anchor|ROB 64}}[[ROB 64]]
|''Star Fox'' Series
|''Star Fox series''
|•{{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Yellow}} (120 HP)<br>•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=White}} (50 HP)<br>•{{SSBU|Fox}} {{Head|Fox|g=SSBU|s=20px|cl=Orange}} (50 HP)
|•{{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Fox}} {{Head|Fox|g=SSBU|s=20px|cl=Orange}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|3,300
|3,300
|[[Corneria]] ([[Battlefield form]])
|[[Corneria]] ([[Battlefield form]])
Line 464: Line 422:
|•Defeat the main fighter to win<br>•[[Stamina battle]]<br>•Reinforcements will appear during the battle
|•Defeat the main fighter to win<br>•[[Stamina battle]]<br>•Reinforcements will appear during the battle
|{{SSBUMusicLink|Star Fox|Area 6 - Star Fox 64}}
|{{SSBUMusicLink|Star Fox|Area 6 - Star Fox 64}}
|
|-
|-
|392
|392
|[[File:Landmaster Spirit.png|center|64x64px]]
|{{SpiritTableName|Landmaster|link=y|size=64}}
|{{anchor|Landmaster}}[[Landmaster]]
|''Star Fox'' Series
|''Star Fox series''
|•Giant {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Cyan}}
|•Giant {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Cyan}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|{{SpiritType|Neutral}}
|4,000
|4,000
|[[Venom]] ([[Ω form]])
|[[Venom]] ([[Ω form]])
Line 476: Line 434:
|•The enemy's neutral special has increased power<br>•The enemy is giant
|•The enemy's neutral special has increased power<br>•The enemy is giant
|{{SSBUMusicLink|Star Fox|Space Battleground}}
|{{SSBUMusicLink|Star Fox|Space Battleground}}
|
|-
|-
|494
|494
|[[File:Metagross Spirit.png|center|64x64px]]
|{{SpiritTableName|Metagross|link=y|size=64}}
|{{anchor|Metagross}}[[Metagross]]
|''Pokémon'' Series
|''Pokémon series''
|•Metal {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Blue}} (140 HP)
|•Metal {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Blue}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|4,400
|4,400
|[[Unova Pokémon League]]
|[[Unova Pokémon League]] (hazards off)
|•Earthquake
|•Earthquake
|•[[Stamina battle]]<br>•Periodic earthquakes will shake the stage<br>•The enemy is metal
|•[[Stamina battle]]<br>•Periodic earthquakes will shake the stage<br>•The enemy is metal
|{{SSBUMusicLink|Pokémon|Battle! (Steven)}}
|{{SSBUMusicLink|Pokémon|Battle! (Steven)}}
|
|-
|-
|511
|511
|[[File:RegigigasSpirit.png|center|64x64px]]
|{{SpiritTableName|Regigigas|iw=bulbapedia|size=64}}
|{{anchor|Regigigas}}{{s|bulbapedia|Regigigas}}
|''Pokémon'' Series
|''Pokémon series''
|•Giant {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px}} (INT)/{{Head|R.O.B.|g=SSBU|s=20px|cl=Grey}} (JP/CH/KR) (200 HP)
|•Giant {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px}} (INT) {{Head|R.O.B.|g=SSBU|s=20px|cl=Grey}} (JP/CHI/KR)
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|9,600
|9,600
|[[Brinstar Depths]] ([[Ω form]])
|[[Brinstar Depths]] ([[Ω form]])
Line 500: Line 458:
|•[[Stamina battle]]<br>•The enemy has increased attack power after a little while<br>•The enemy has increased move speed after a little while
|•[[Stamina battle]]<br>•The enemy has increased attack power after a little while<br>•The enemy has increased move speed after a little while
|{{SSBUMusicLink|Pokémon|Battle! (Dialga/Palkia) / Spear Pillar}}
|{{SSBUMusicLink|Pokémon|Battle! (Dialga/Palkia) / Spear Pillar}}
|
|-
|-
|537
|537
|[[File:Genesect Spirit.png|center|64x64px]]
|{{SpiritTableName|Genesect|link=y|size=64}}
|[[Genesect]]
|''Pokémon'' Series
|''Pokémon series''
|•{{SSBU|R.O.B.}} Team {{Head|R.O.B.|g=SSBU|s=20px|cl=Blue}}×4
|•{{SSBU|R.O.B.}} Team {{Head|R.O.B.|g=SSBU|s=20px|cl=Blue}} (×4)
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|9,300
|9,300
|[[Prism Tower]]
|[[Prism Tower]]
|N/A
|N/A
|•The enemy favors neutral specials<br>•Only certain Pokémon will emerge from Poké Balls ([[Genesect]])<br>•The enemy has increased move speed
|•The enemy favors neutral specials<br>•Only certain Pokémon will emerge from Poké Balls (Genesect)<br>•The enemy has increased move speed
|{{SSBUMusicLink|Pokémon|N's Castle}}
|{{SSBUMusicLink|Pokémon|N's Castle}}
|
|-
|-
|569
|569
|[[File:EVEe.png|center|64x64px]]
|{{SpiritTableName|EVE|customname=[[wikibound:Eve|EVE]]|size=64}}
|[[wikibound:Eve|EVE]]
|''EarthBound'' Series
|''Earthbound series''
|•Giant {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Red}} (160 HP)
|•Giant {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Red}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|9,700
|9,700
|[[Frigate Orpheon]]
|[[Frigate Orpheon]]
Line 524: Line 482:
|•The enemy's energy attacks have increased power<br>•The enemy has super armor and is hard to launch or make flinch<br>•[[Stamina battle]]
|•The enemy's energy attacks have increased power<br>•The enemy has super armor and is hard to launch or make flinch<br>•[[Stamina battle]]
|{{SSBUMusicLink|EarthBound|Magicant}}
|{{SSBUMusicLink|EarthBound|Magicant}}
|
|-
|-
|769
|769
|[[File:Metal Gear REX.png|center|64x64px]]
|{{SpiritTableName|Metal Gear REX|customname=[https://metalgear.fandom.com/wiki/Metal_Gear_REX Metal Gear REX]|size=64}}
|[https://metalgear.fandom.com/wiki/Metal_Gear_REX Metal Gear REX]
|''Metal Gear Solid'' Series
|''Metal Gear Solid series''
|•Metal {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Cyan}}×2 (90 HP)
|•Metal {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Cyan}} (×2)
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|9,500
|9,500
|[[Shadow Moses Island]]
|[[Shadow Moses Island]]
Line 536: Line 494:
|•[[Stamina battle]]<br>•The enemy is metal<br>•The enemy starts the battle with a [[Steel Diver]]
|•[[Stamina battle]]<br>•The enemy is metal<br>•The enemy starts the battle with a [[Steel Diver]]
|{{SSBUMusicLink|Metal Gear|Cavern}}
|{{SSBUMusicLink|Metal Gear|Cavern}}
|
|-
|-
|772
|772
|[[File:Metal Gear ZEKE Spirit.png|center|64x64px]]
|{{SpiritTableName|Metal Gear ZEKE|customname=[https://metalgear.fandom.com/wiki/Metal_Gear_ZEKE Metal Gear ZEKE]|size=64}}
|[https://metalgear.fandom.com/wiki/Metal_Gear_ZEKE Metal Gear ZEKE]
|''Metal Gear Solid'' Series
|''Metal Gear Solid series''
|•{{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Cyan}}
|•{{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Cyan}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|{{SpiritType|Shield}}
|1,900
|1,900
|[[Halberd]]
|[[Halberd]]
Line 548: Line 506:
|•The enemy starts the battle with a [[Super Scope]]
|•The enemy starts the battle with a [[Super Scope]]
|{{SSBUMusicLink|Metal Gear|Encounter}}
|{{SSBUMusicLink|Metal Gear|Encounter}}
|
|-
|-
|784
|784
|{{anchor|Gamma}}[[File:Gamma Spirit.png|center|64x64px]]
|{{SpiritTableName|Gamma|customname=[https://sonic.fandom.com/wiki/E-102_Gamma Gamma]|size=64}}
|[https://sonic.fandom.com/wiki/E-102_Gamma Gamma]
|''Sonic The Hedgehog'' Series
|''Sonic the Hedgehog series''
|•{{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Red}} (120 HP)
|•{{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Red}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|1,700
|1,700
|[[Frigate Orpheon]]
|[[Frigate Orpheon]]
Line 560: Line 518:
|•[[Stamina battle]]<br>•The enemy's shooting items have increased power<br>•The enemy starts the battle with a Ray Gun
|•[[Stamina battle]]<br>•The enemy's shooting items have increased power<br>•The enemy starts the battle with a Ray Gun
|{{SSBUMusicLink|Sonic The Hedgehog|Open Your Heart}}
|{{SSBUMusicLink|Sonic The Hedgehog|Open Your Heart}}
|
|-
|-
|792
|792
|{{anchor|Omega}}[[File:Omega Spirit.png|center|64x64px]]
|{{SpiritTableName|Omega|customname=[https://sonic.fandom.com/wiki/E-123_Omega Omega]|size=64}}
|[https://sonic.fandom.com/wiki/E-123_Omega Omega]
|''Sonic The Hedgehog'' Series
|''Sonic the Hedgehog series''
|•Giant {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Red}} (120 HP)
|•Giant {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Red}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|2,200
|2,200
|[[Green Hill Zone]] ([[Battlefield form]])
|[[Green Hill Zone]] ([[Battlefield form]])
|N/A
|N/A
|•[[Stamina battle]]<br>•The enemy starts the battle with a {{b|Drill|item}}<br>•The enemy is giant
|•[[Stamina battle]]<br>•The enemy starts the battle with a [[Drill]]<br>•The enemy is giant
|{{SSBUMusicLink|Sonic The Hedgehog|Sonic Heroes}}
|{{SSBUMusicLink|Sonic The Hedgehog|Sonic Heroes}}
|
|-
|-
|824
|824
|[[File:Spirits gyromite.png|center|64x64px]]
|{{SpiritTableName|Gyromite|customname=[https://nintendo.fandom.com/wiki/Gyromite Gyromite]|size=64}}
|[https://nintendo.fandom.com/wiki/Gyromite Gyromite]
|''R.O.B.'' Series
|''R.O.B. series''
|•Giant {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Cyan}}×3
|•Giant {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Cyan}} (×3)
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|3,900
|3,900
|[[Living Room]]
|[[Living Room]]
|N/A
|N/A
|•The enemy favors down specials<br>•The enemy is giant
|•The enemy favors down specials<br>•The enemy is giant
|{{SSBUMusicLink|Nintendo|Stack-Up/Gyromite}}
|{{SSBUMusicLink|Other|Stack-Up/Gyromite}}
|[[R.O.B.]]
|-
|-
|871
|871
|[[File:Auto Spirit.png|center|64x64px]]
|{{SpiritTableName|Auto|customname=[https://megaman.fandom.com/wiki/Auto Auto]|size=64}}
|[https://megaman.fandom.com/wiki/Auto Auto]
|''Mega Man'' Series
|''Mega Man series''
|•{{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Green}}
|•{{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Green}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|{{SpiritType|Shield}}
|3,600
|3,600
|[[Moray Towers]]
|[[Moray Towers]] ([[Ω form]])
|•Item: Shooting Types
|•Item: Shooting Types
|•The enemy starts the battle with a [[Super Scope]]
|•The enemy starts the battle with a [[Super Scope]]
|{{SSBUMusicLink|Mega Man|We're Robots (Dr. Wily Stage 2)}}
|{{SSBUMusicLink|Mega Man|We're Robots (Dr. Wily Stage 2)}}
|
|-
|-
|874
|874
|[[File:Drwily2.png|center|64x64px]]
|{{SpiritTableName|Wily Capsule|link=y|size=64}}
|[[Wily Capsule]]
|''Mega Man'' Series
|''Mega Man series''
|•Metal {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Purple}} (180 HP)
|•Metal {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Purple}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|9,700
|9,700
|[[Wily Castle]] ([[Ω form]])
|[[Wily Castle]] ([[Ω form]])
|•Assist Trophy Enemies ([[Wily Capsule]])
|•Assist Trophy Enemies (Wily Capsule)
|•[[Stamina battle]]<br>•Hostile assist trophies will appear<br>•The enemy is metal
|•[[Stamina battle]]<br>•Hostile assist trophies will appear<br>•The enemy is metal
|{{SSBUMusicLink|Mega Man|Mega Man 2 Medley}}
|{{SSBUMusicLink|Mega Man|Mega Man 2 Medley}}
|[https://megaman.fandom.com/wiki/Wily_Machine_7 Wily Machine 7]
|-
|-
|904
|904
|{{anchor|Galaxy Man}}[[File:Galaxyman.png|center|64x64px]]
|{{SpiritTableName|Galaxy Man|customname=[https://megaman.fandom.com/wiki/Galaxy_Man Galaxy Man]|size=64}}
|[https://megaman.fandom.com/wiki/Galaxy_Man Galaxy Man]
|''Mega Man'' Series
|''Mega Man series''
|•{{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Cyan}}
|•{{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Cyan}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|{{SpiritType|Attack}}
|2,100
|2,100
|[[Lylat Cruise]]
|[[Lylat Cruise]]
|•Hazard: Low Gravity<br>•Item: [[Black Hole]]
|•Hazard: Low Gravity<br>•Item: [[Black Hole]]
|•Timed battle<br>•Gravity is reduced<br>•The enemy starts the battle with a Black Hole
|•Timed battle (1:00)<br>•Gravity is reduced<br>•The enemy starts the battle with a Black Hole
|{{SSBUMusicLink|Mega Man|Flash In The Dark (Dr. Wily Stage 1)}}
|{{SSBUMusicLink|Mega Man|Flash in the Dark (Dr. Wily Stage 1)}}
|
|-
|-
|1,089
|1,089
|{{anchor|Monita}}[[File:Monita.png|center|64x64px]]
|{{SpiritTableName|Monita|size=64}}
|Monita
|''Nintendo Land''
|''Nintendo Land''
|•{{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Cyan}}
|•{{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Cyan}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|{{SpiritType|Neutral}}
|3,600
|3,600
|[[Pokémon Stadium 2]]
|[[Pokémon Stadium 2]]
|•Sudden Damage
|•Sudden Damage
|•All fighters take serious damage
|•All fighters take serious damage
|{{SSBUMusicLink|Nintendo|Nintendo Land Medley}}
|{{SSBUMusicLink|Other|Nintendo Land Medley}}
|
|-
|-
|1,114
|1,114
|[[File:SPI-Ancient Minister.png|center|64x64px]]
|{{SpiritTableName|Ancient Minister|link=y|size=64}}
|{{anchor|Ancient Minister}}[[Ancient Minister]]
|''Super Smash Bros.'' Series
|''Super Smash Bros. series''
|•{{SSBU|R.O.B.}} Team {{Head|R.O.B.|g=SSBU|s=20px|cl=Green}}{{Head|R.O.B.|g=SSBU|s=20px|cl=Cyan}}{{Head|R.O.B.|g=SSBU|s=20px|cl=Red}}{{Head|R.O.B.|g=SSBU|s=20px|cl=Grey}} (INT)/{{Head|R.O.B.|g=SSBU|s=20px}} (JP/CH/KR)
|•{{SSBU|R.O.B.}} Team (×4) ({{Head|R.O.B.|g=SSBU|s=20px|cl=Green}}{{Head|R.O.B.|g=SSBU|s=20px|cl=Cyan}}{{Head|R.O.B.|g=SSBU|s=20px|cl=Red}}{{Head|R.O.B.|g=SSBU|s=20px|cl=Grey}} (INT) {{Head|R.O.B.|g=SSBU|s=20px}} (JP/CHI/KR)
|{{SpiritType|Neutral}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|9,000
|9,000
|[[Halberd]]
|[[Halberd]]
Line 644: Line 602:
|•The screen will suddenly flip<br>•The enemy starts the battle with a [[Bomber]]<br>•Explosion attacks aren't as effective against the enemy
|•The screen will suddenly flip<br>•The enemy starts the battle with a [[Bomber]]<br>•Explosion attacks aren't as effective against the enemy
|{{SSBUMusicLink|Super Smash Bros.|Final Destination - Super Smash Bros. Brawl}}
|{{SSBUMusicLink|Super Smash Bros.|Final Destination - Super Smash Bros. Brawl}}
|[[R.O.B. Squad]] (cyan, red, and NES/Famicom costumes)
|-
|-
|1,178
|1,178
|{{anchor|Mokka}}[[File:Mokka Spirit.png|center|64x64px]]
|{{SpiritTableName|Mokka|size=64}}
|Mokka
|''Magical Vacation'' Series
|''Magical Vacation Series''
|•{{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Yellow}}
|•{{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Yellow}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|{{SpiritType|Shield}}
|3,700
|3,700
|[[Great Plateau Tower]]
|[[Great Plateau Tower]]
|•Move Speed ↓
|•Move Speed ↓
|•You have reduced move speed
|•You have reduced move speed
|{{SSBUMusicLink|Nintendo|Attack - Soma Bringer}}
|{{SSBUMusicLink|Other|Attack - Soma Bringer}}
|
|-
|-
|1,203
|1,203
|{{anchor|Mappo}}[[File:Mappo (GiFTPiA).png|center|64x64px]]
|{{SpiritTableName|Mappo|size=64}}
|Mappo
|''Giftpia''
|''Giftpia''
|•{{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Blue}}
|•{{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Blue}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|{{SpiritType|Grab}}
|1,700
|1,700
|[[Wuhu Island]]
|[[Wuhu Island]] (Wishing Fountain)
|•Attack Power ↑<br>•Move Speed ↓
|•Attack Power ↑<br>•Move Speed ↓
|•Survive until the timer runs out<br>•You have reduced move speed after a little while<br>•The enemy has increased attack power after a little while
|•Survive until the timer runs out (1:00)<br>•You have reduced move speed after a little while<br>•The enemy has increased attack power after a little while
|{{SSBUMusicLink|Nintendo|Tomorrow's Passion}}
|{{SSBUMusicLink|Other|Tomorrow's Passion}}
|
|-
|-
|1,210
|1,210
|{{anchor|Chibi-Tot}}[[File:Chibi Tot Spirit.png|center|64x64px]]
|{{SpiritTableName|Chibi-Tot|customname={{iw|chibirobowiki|Chibi-Tot}}|size=64}}
|[https://chibirobo.fandom.com/wiki/Chibi-Tot Chibi-Tot]
|''Chibi-Robo!'' Series
|''Chibi-Robo! series''
|•Metal {{SSBU|R.O.B.}} Team {{Head|R.O.B.|g=SSBU|s=20px}}×4 (INT)/{{Head|R.O.B.|g=SSBU|s=20px|cl=Grey}}×4 (JP/CH/KR)
|•Metal {{SSBU| R.O.B.}} Team {{Head|R.O.B.|g=SSBU|s=20px}} (×4) (INT) {{Head|R.O.B.|g=SSBU|s=20px|cl=Grey}} (x4) (JP/CHI/KR)
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|2,300
|2,300
|[[Gamer]]
|[[Gamer]]
|•Item: Blocks
|•Item: Blocks
|•The enemy is metal<br>•The enemy has increased move speed
|•The enemy is metal<br>•The enemy has increased move speed
|{{SSBUMusicLink|Nintendo|Garage}}
|{{SSBUMusicLink|Other|Garage}}
|
|-
|-
|1,222
|1,222
|[[File:Gauss Spirit.png|center|64x64px]]
|{{SpiritTableName|Warrior Mech Gauss|size=64}}
|Warrior Mech Gauss
|''Chōsōjū Mecha MG''
|''Chōsōjū Mecha MG''
|•{{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Blue}}
|•{{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Blue}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|{{SpiritType|Attack}}
|1,800
|1,800
|[[Wily Castle]]
|[[Wily Castle]]
|N/A
|N/A
|•The enemy starts the battle with a [[Killing Edge]]<br>•The enemy has increased move speed
|•The enemy starts the battle with a [[Killing Edge]]<br>•The enemy has increased move speed
|{{SSBUMusicLink|Nintendo|Marionation Gear}}
|{{SSBUMusicLink|Other|Marionation Gear}}
|
|-
|-
|1,248
|1,248
|{{anchor|Ando Kensaku}}[[File:Ando Kensaku Spirit.png|center|64x64px]]
|{{SpiritTableName|Ando Kensaku|size=64}}
|Ando Kensaku
|''And-Kensaku''
|''And-Kensaku''
|•{{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Cyan}}<br>•{{SSBU|Mr. Game & Watch}} {{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Green}}
|•{{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Cyan}}<br>•{{SSBU|Mr. Game & Watch}} {{Head|Mr. Game & Watch|g=SSBU|s=20px|cl=Green}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|{{SpiritType|Grab}}
|2,000
|2,000
|[[PictoChat 2]] ([[Battlefield form]])
|[[PictoChat 2]] ([[Battlefield form]])
|•Hazard: Zap Floor
|•Hazard: Zap Floor
|•The floor is electrified<br>•The enemy favors side specials
|•The floor is electrified<br>•The enemy favors side specials
|{{SSBUMusicLink|Nintendo|PictoChat}}
|{{SSBUMusicLink|Other|PictoChat}}
|
|-
|-
|1,320
|1,320
|[[File:Toy-Con VR Goggles Spirit.png|center|64x64px]]
|{{SpiritTableName|Toy-Con VR Goggles|size=64}}
|Toy-Con VR Goggles
|''Nintendo Labo'' Series
|''Nintendo Labo series''
|•{{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (Moveset [[Grenade Launch|3]][[Gunner Missile|3]][[Cannon Jump Kick|2]][[Bomb Drop|2]], Toy-Con Visor, Red Standard Outfit)<br>•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (Moveset [[Laser Blaze|2]][[Stealth Burst|2]][[Arm Rocket|3]][[Absorbing Vortex|3]], Toy-Con Visor, Blue Standard Outfit)
|•{{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (Toy-Con Visor, Red Standard Outfit)<br>•{{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (Toy-Con Visor, Blue Standard Outfit)
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|3,800
|3,800
|[[Gamer]] (Single building layout)
|[[Gamer]] (Single building layout)
|•[[Assist Trophy]] Enemies (Yuri Kozukata)<br>[[Dragoon]] Parts
|•Assist Trophy Enemies ([[Yuri Kozukata]])<br>•Item: [[Dragoon]] Parts
|•Hostile assist trophies will appear after a little while
|•Hostile assist trophies will appear after a little while
|{{SSBUMusicLink|Other|Garage}}
|{{SSBUMusicLink|Other|Garage}}
|
|-
|-
|1,333
|1,333
|[[File:Golem.png|center|64x64px]]
|{{SpiritTableName|Golem|size=64}}
|Golem
|''DRAGON QUEST'' Series
|''DRAGON QUEST Series''
|•Giant {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Yellow}} (187 HP)
|•Giant {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Yellow}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|4,400
|4,400
|{{SSB|Mushroom Kingdom}} ([[Battlefield form]])
|{{SSB|Mushroom Kingdom}} ([[Battlefield form]])
|•Sleep Status
|•Sleep Status
|•The enemy has super armor but moves slower<br>•The enemy's punches and elbow strikes have increased power<br>•Stamina battle
|•The enemy has super armor but moves slower<br>•The enemy's punches and elbow strikes have increased power<br>•[[Stamina battle]]
|{{SSBUMusicLink|Dragon Quest|Fighting Spirits - DRAGON QUEST III}}
|{{SSBUMusicLink|Dragon Quest|Fighting Spirits - DRAGON QUEST III}}
|
|-
|-
|1,352
|1,352
|[[File:T Block Spirit.png|center|64x64px]]
|{{SpiritTableName|T-Tetrimino|size=64}}
|T-Tetrimino
|''Tetris'' Series
|''Tetris Series''
|•{{SSBU|R.O.B.}} {{head|R.O.B.|g=SSBU|s=20px|cl=Purple}}
|•{{SSBU|R.O.B.}} {{head|R.O.B.|g=SSBU|s=20px|cl=Purple}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|{{SpiritType|Neutral}}
|4,400
|4,400
|[[Flat Zone X]] ([[Battlefield form]])
|[[Flat Zone X]] ([[Battlefield form]])
|•[[Assist Trophy]] Enemies ([[Hammer Bro]])<br>•Hazard: Screen Flip  
|•Assist Trophy Enemies ([[Hammer Bro]])<br>•Hazard: Screen Flip
|•The screen will suddenly flip<br>•Hostile assist trophies will appear<br>•The enemy favors down smash attacks
|•The screen will suddenly flip<br>•Hostile assist trophies will appear<br>•The enemy favors down smash attacks
|{{SSBUMusicLink|Super Mario Bros.|Chill (Brawl)}}
|{{SSBUMusicLink|Super Mario Bros.|Chill (Brawl)}}
|
|-
|1,435
|{{SpiritTableName|Villager & Iron Golem|customname=[https://minecraft.wiki/w/Villager Villager] & [https://minecraft.wiki/w/Iron_Golem Iron Golem]|size=64}}
|''Minecraft'' Series
|•Giant {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px}} (INT)/{{Head|R.O.B.|g=SSBU|s=20px|cl=Grey}} (JP/CH/KR)<br>•{{SSBU|Steve}} {{Head|Steve|g=SSBU|s=20px|cl=AlexWhite}}×2 {{Head|Steve|g=SSBU|s=20px|cl=SteveWhite}}
|{{SpiritType|Grab}}
|8,700
|[[Minecraft World]] (Plains, Day)
|•Item: [[Cucco]]
|•The enemy has super armor and is hard to launch or make flinch<br>•The enemy favors grabs and throws<br>•Reinforcements will appear during the battle
|{{SSBUMusicLink|Minecraft|Earth}}
|Iron Golem
|-
|1,453
|{{SpiritTableName|Diminutive Guardian|size=64}}
|''The Legend of Zelda'' Series
|•Tiny {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px}} (INT)/{{Head|R.O.B.|g=SSBU|s=20px|cl=Grey}} (JP/CH/KR)<br>•Giant {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Green}}
|{{SpiritType|Shield}}
|1,600
|[[Temple]] ([[Battlefield form]])
|N/A
|•Defeat the main fighter to win
|{{SSBUMusicLink|The Legend of Zelda|Ballad of the Goddess (Original)}}
|Guardian (green costume)
|-
|1,498
|{{SpiritTableName|E.M.M.I.|size=64}}
|''Metroid'' Series
|•Giant {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px}} (INT)/{{Head|R.O.B.|g=SSBU|s=20px|cl=Grey}} (JP/CH/KR) (20 HP)
|{{SpiritType|Attack}}
|9,600
|[[Brinstar Depths]] ([[Battlefield form]])
|•Attack Power ↑<br>•Move Speed ↑<br>•Temporary Invincibility
|•The enemy will occasionally be invincible<br>•[[Stamina battle]] (player 30 HP)<br>•The enemy has increased move speed
|{{SSBUMusicLink|Metroid|Lockdown Battle Theme}}
|
|-
|1,518
|{{SpiritTableName|The 13 Sentinel Pilots|size=64}}
|{{rollover|{{sic}}|No series is listed for this spirit|?}}
|•Giant {{SSBU|R.O.B.}} Team {{Head|R.O.B.|g=SSBU|s=20px}}×3 (INT)/{{Head|R.O.B.|g=SSBU|s=20px|cl=Grey}}×3 (JP/CH/KR) (45 HP) {{Head|R.O.B.|g=SSBU|s=20px}}×10/{{Head|R.O.B.|g=SSBU|s=20px|cl=Grey}}×10 (45 HP)
|{{SpiritType|Shield}}
|9,700
|[[Fourside]] ([[Battlefield form]])
|•Sudden Final Smash
|•The enemy will suddenly have a Final Smash after a little while<br>•Timed [[stamina battle]] (1:40)<br>•Reinforcements will appear after an enemy is KO'd
|{{SSBUMusicLink|Other|Marionation Gear}}
|Sentinels
|}
|}


===As a minion===
===As a minion===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
!colspan=4|Spirit
!colspan=7|Battle parameters
!colspan=1|Inspiration
|-
|-
! colspan=4|Spirit
!style="width:5%;"|No.
! colspan=7|Battle parameters
!style="width:5%;"|Image
! colspan=1|Inspiration
!Name
|-
!Series
! style="width:5%;"|No.
!Enemy Fighter(s)
! style="width:5%;"|Image
!style="width:5%;"|Type
! Name
!style="width:5%;"|Power
! Series
!Stage
! Enemy Fighter(s)
!Rules
! style="width:5%;"|Type
!Conditions
! style="width:5%;"|Power
!Music
! Stage
!Character
! Rules
! Conditions
! Music
! Character
|-
|-
|106
|106
|[[File:FawfulSpiritSSBU.png|center|64x64px]]
|{{SpiritTableName|Fawful|size=64}}
|{{anchor|Fawful}}Fawful
|''Mario & Luigi'' Series
|''Mario & Luigi series''
|•[[Bowser Jr. (SSBU)|Iggy]] {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Iggy}} (140 HP)<br>•{{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Green}} (140 HP)
|•[[Bowser Jr. (SSBU)|Iggy]] {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Iggy}}<br>•{{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Green}}
|{{SpiritType|Neutral}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|3,700
|3,700
|[[Prism Tower]]
|[[Prism Tower]]
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|•[[Stamina battle]]<br>•The enemy starts the battle with a [[Rocket Belt]]
|•[[Stamina battle]]<br>•The enemy starts the battle with a [[Rocket Belt]]
|{{SSBUMusicLink|Super Mario Bros.|The Grand Finale}}
|{{SSBUMusicLink|Super Mario Bros.|The Grand Finale}}
|{{s|mariowiki|Fawful}}'s {{s|mariowiki|Vacuum Helmet}}
|{{s|mariowiki|Mechawful}}
|-
|-
|567
|567
|[[File:Lloyd.png|center|64x64px]]
|{{SpiritTableName|Lloyd|size=64}}
|Lloyd
|''EarthBound'' Series
|''Earthbound series''
|•{{SSBU|Villager}} {{Head|Villager|g=SSBU|s=20px|cl=Cyan}} (160 HP)<br>•{{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Red}} (160 HP)
|•{{SSBU|Villager}} {{Head|Villager|g=SSBU|s=20px|cl=Cyan}}<br>•{{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Red}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|9,200
|9,200
|[[Magicant]]
|[[Magicant]] (hazards off)
|•[[Bob-omb]] Festival
|•[[Bob-omb]] Festival
|•Defeat the main fighter to win<br>•Bob-ombs will rain from the sky after a little while<br>•[[Stamina battle]]
|•Defeat the main fighter to win<br>•Bob-ombs will rain from the sky after a little while<br>•[[Stamina battle]]
Line 789: Line 793:
|-
|-
|599
|599
|[[File:Mr EAD Spirit.png|center|64x64px]]
|{{SpiritTableName|Mr. EAD|iw=fzerowiki|size=64}}
|{{s|fzerowiki|Mr. EAD}}
|''F-Zero'' Series
|''F-Zero series''
|•Giant {{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=Red}}<br>•Giant {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Blue}}
|•Giant {{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=Red}}<br>•Giant {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Blue}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|{{SpiritType|Shield}}
|3,800
|3,800
|[[Big Blue]]
|[[Big Blue]]
Line 799: Line 802:
|•Defeat the main fighter to win<br>•The enemy's dash attacks have increased power<br>•The enemy can deal damage by dashing into you
|•Defeat the main fighter to win<br>•The enemy's dash attacks have increased power<br>•The enemy can deal damage by dashing into you
|{{SSBUMusicLink|F-Zero|Brain Cleaner}}
|{{SSBUMusicLink|F-Zero|Brain Cleaner}}
|{{s|fzerowiki|Great Star}}
|{{s|fzerowiki|Great Star}} (cyan color scheme)
|-
|-
|736
|736
|[[File:Dr Crygor.png|center|64x64px]]
|{{SpiritTableName|Dr. Crygor|size=64}}
|Dr. Crygor
|''WarioWare'' Series
|''WarioWare series''
|•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=Green}}
|•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Wario}} {{Head|Wario|g=SSBU|s=20px|cl=Green}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|{{SpiritType|Grab}}
|3,400
|3,400
|[[WarioWare, Inc.]]
|[[WarioWare, Inc.]] (hazards off)
|N/A
|N/A
|•Defeat the main fighter to win
|•Defeat the main fighter to win
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|-
|-
|752
|752
|{{anchor|Hal Emmerich}}[[File:Halemmerich.png|center|64x64px]]
|{{SpiritTableName|Hal Emmerich|link=y|size=64}}
|[[Hal Emmerich]]
|''Metal Gear Solid'' Series
|''Metal Gear Solid series''
|•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Black}}<br>•Giant Metal {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Cyan}}
|•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Black}}<br>•Giant Metal {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Cyan}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|{{SpiritType|Shield}}
|4,500
|4,500
|[[Prism Tower]]
|[[Prism Tower]]
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|-
|-
|767
|767
|[[File:Paz Spirits.png|center|64x64px]]
|{{SpiritTableName|Paz Ortega Andrade|size=64}}
|Paz Ortega Andrade
|''Metal Gear Solid'' Series
|''Metal Gear Solid series''
|•{{SSBU|Villager}} {{Head|Villager|g=SSBU|s=20px|cl=Green}}<br>•Giant {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Cyan}}
|•{{SSBU|Villager}} {{Head|Villager|g=SSBU|s=20px|cl=Green}}<br>•Giant {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Cyan}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|{{SpiritType|Shield}}
|3,500
|3,500
|[[Gaur Plain]] ([[Battlefield form]])
|[[Gaur Plain]] ([[Battlefield form]])
|•Bob-omb Festival
|•[[Bob-omb]] Festival
|•Bob-ombs will rain from the sky after a little while<br>•The enemy is giant
|•Bob-ombs will rain from the sky after a little while<br>•The enemy is giant
|{{SSBUMusicLink|Metal Gear|Main Theme - METAL GEAR SOLID PEACE WALKER}}
|{{SSBUMusicLink|Metal Gear|Main Theme - METAL GEAR SOLID PEACE WALKER}}
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|-
|-
|768
|768
|[[File:Strangelove.PNG|center|64x64px]]
|{{SpiritTableName|Strangelove|customname=[https://metalgear.fandom.com/wiki/Strangelove Strangelove]|size=64}}
|Strangelove
|''Metal Gear Solid'' Series
|''Metal Gear Solid series''
|•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=White}}<br>•Metal {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Cyan}}
|•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=White}}<br>•Metal {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Cyan}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|{{SpiritType|Grab}}
|1,600
|1,600
|[[Midgar]] ([[Battlefield form]])
|[[Midgar]] ([[Battlefield form]])
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|-
|-
|913
|913
|{{anchor|Tron Bonne}}[[File:Megamanlegends.png|center|64x64px]]
|{{SpiritTableName|Tron Bonne|size=64}}
|Tron Bonne
|''Mega Man Legends'' Series
|''Mega Man Legends series''
|•[[Bowser Jr. (SSBU)|Wendy]] {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Wendy}}<br>•Tiny {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Yellow}}×2
|•[[Bowser Jr. (SSBU)|Wendy]] {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Wendy}}<br>•Tiny {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Yellow}} (×2)
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|3,600
|3,600
|[[Wuhu Island]] (Talon Rock)
|[[Wuhu Island]] (Talon Rock)
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|-
|-
|962
|962
|[[File:LinSpirit.png|center|64x64px]]
|{{SpiritTableName|Lin|size=64}}
|Lin
|''Xenoblade Chronicles'' Series
|''Xenoblade Chronicles series''
|•{{SSBU|Daisy}} {{Head|Daisy|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Mega Man}} {{Head|Mega Man|g=SSBU|s=20px|cl=Cyan}}<br>•{{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Cyan}}
|•{{SSBU|Daisy}} {{Head|Daisy|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Mega Man}} {{Head|Mega Man|g=SSBU|s=20px|cl=Cyan}}<br>•{{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Cyan}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|{{SpiritType|Grab}}
|1,600
|1,600
|[[Shadow Moses Island]]
|[[Shadow Moses Island]]
|N/A
|N/A
|•Defeat the main fighter to win<br>•The enemy starts the battle with a [[Drill]]
|•Defeat the main fighter to win<br>•The enemy starts the battle with a [[Drill]]
|{{SSBUMusicLink|Xenoblade|Xenoblade Chronicles Medley}}
|{{SSBUMusicLink|Xenoblade Chronicles|Xenoblade Chronicles Medley}}
|[https://xenoblade.fandom.com/wiki/Skell Skell]
|[https://xenoblade.fandom.com/wiki/Skell Skell]
|-
|-
|1,209
|1,209
|{{anchor|Drake Redcrest}}[[File:Drake Redcrest.png|center|64x64px]]
|{{SpiritTableName|Drake Redcrest|size=64}}
|Drake Redcrest
|''Chibi-Robo!'' Series
|''Chibi-Robo! series''
|•{{SSBU|Captain Falcon}} {{Head|Captain Falcon|g=SSBU|s=20px|cl=White}}<br>•Tiny Metal {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Cyan}}
|•{{SSBU|Captain Falcon}} {{Head|Captain Falcon|g=SSBU|s=20px|cl=White}}<br>•Tiny Metal {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Cyan}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|{{SpiritType|Neutral}}
|1,700
|1,700
|[[Living Room]]
|[[Living Room]]
|N/A
|N/A
|•Defeat the main fighter to win<br>•The enemy's neutral special has increased power<br>•The enemy loves to taunt
|•Defeat the main fighter to win<br>•The enemy's neutral special has increased power<br>•The enemy loves to taunt
|{{SSBUMusicLink|Nintendo|ST01: Roll Out, Wonderful 100!}}
|{{SSBUMusicLink|Other|ST01: Roll Out, Wonderful 100!}}
|[https://chibirobo.fandom.com/wiki/Chibi-Robo Chibi-Robo]
|[[Chibi-Robo]]
|-
|-
|1,340
|1,340
|{{anchor|Mumbo Jumbo}}[[File:Mumbo Jumbo Spirit.png|center|64x64px]]
|{{SpiritTableName|Mumbo Jumbo|size=64}}
|Mumbo Jumbo
|''Banjo-Kazooie'' Series
|''Banjo-Kazooie series''
|•Gold {{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Gale Strike|1]][[Gale Stab|2]][[Hero's Spin|3]][[Blade Counter|1]], Skull Kid's Hat, Ashley Outfit)<br>•Giant Gold {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Grey}} (INT)/{{Head|R.O.B.|g=SSBU|s=20px}} (JP/CH/KR)
|•Gold {{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Skull Kid's Hat, Ashley Outfit)<br>•Giant Gold {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Grey}} (US) {{Head|R.O.B.|g=SSBU|s=20px}} (JP)
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|9,500
|9,500
|[[Jungle Japes]]
|[[Jungle Japes]] (hazards off)
|•Flowery
|•Flowery
|•Defeat the main fighter to win<br>•You constantly take minor damage<br>•The enemy favors air attacks
|•Defeat the main fighter to win<br>•You constantly take minor damage<br>•The enemy favors air attacks
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|-
|-
|1,349
|1,349
|[[File:Bullet Walker.png|center|64x64px]]
|{{SpiritTableName|Bullet Walker (Brigadier General)|size=64}}
|Bullet Walker (Brigadier General)
|''DAEMON X MACHINA''
|''DAEMON X MACHINA''
|{{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Green}}<br>{{SSBU|R.O.B.}} (x3) {{Head|R.O.B.|g=SSBU|s=20px|cl=Blue}}{{Head|R.O.B.|g=SSBU|s=20px|cl=Red}}{{Head|R.O.B.|g=SSBU|s=20px|cl=Green}}
|•Tiny {{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=20px|cl=Green}} (50 HP)<br>•Giant {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Green}} (60 HP) {{Head|R.O.B.|g=SSBU|s=20px|cl=Red}} (50 HP) {{Head|R.O.B.|g=SSBU|s=20px|cl=Blue}} (50 HP)
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|{{SpiritType|Shield}}
|9,300
|9,300
|[[Bridge of Eldin]] ([[Battlefield form]])
|[[Bridge of Eldin]] ([[Battlefield form]])
|•Move Speed ↑<br>•Attack Power ↑<br>•Item: Exploding Types
|•Move Speed ↑<br>•Attack Power ↑<br>•Item: Exploding Types
|•Stamina battle<br>•The enemy has increased attack power<br>•The enemy has increased move speed after a little while
|•[[Stamina battle]]<br>•The enemy has increased attack power<br>•The enemy has increased move speed after a little while
|{{SSBUMusicLink|Metal Gear|Battle in the Base}}
|{{SSBUMusicLink|Metal Gear|Battle in the Base}}
|Bullet Walker
|[https://daemonxmachina.gamepedia.com/Bullet_Walker Bullet Walker (Green)]<br>[https://daemonxmachina.gamepedia.com/Scarlet_Sword Scarlet Sword (Red)]<br>[https://daemonxmachina.gamepedia.com/Shadow_Fang Shadow Fang (Blue)]
|-
|rowspan="2"|1,466
|{{SpiritTableName|Sophia|size=64|dlcalt=y}}
|rowspan="2"|''Persona'' Series
|rowspan="2"|•{{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=White}}<br>•Metal {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px}}×3 (INT)/{{Head|R.O.B.|g=SSBU|s=20px|cl=Grey}}×3 (JP/CH/KR)
|rowspan="2"|{{SpiritType|Neutral}}
|rowspan="2"|9,500
|[[New Pork City]] ([[Battlefield form]])
|rowspan="2"|N/A
|rowspan="2"|•Defeat the main fighter to win<br>•The enemy is metal
|{{SSBUMusicLink|Other|Light Plane (Vocal Mix) (for 3DS / Wii U)}}
|rowspan="2"|Pithos
|-
|style="background-color:#EEE;"|[[Mementos]] ([[Battlefield form]])<ref group="SB" name="DLC"/>
|style="background-color:#EEE;"|{{SSBUMusicLink|Persona|Last Surprise}}<ref group="SB" name="DLC"/>
|-
|1,489
|{{SpiritTableName|Kokorowa|size=64}}
|''Sakuna: Of Rice and Ruin''
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px}}×2 (INT)/{{Head|R.O.B.|g=SSBU|s=20px|cl=Grey}}×2 (JP/CH/KR)
|{{SpiritType|Shield}}
|3,700
|[[Suzaku Castle]]
|N/A
|•Defeat the main fighter to win<br>•The enemy favors down specials
|{{SSBUMusicLink|Nintendo|Boss 1 - Sakura Samurai: Art of the Sword}}
| Mihashira Capital Automatons
|-
|1,514
|{{SpiritTableName|Rauru|iw=zeldawiki|size=64}}
|''The Legend of Zelda'' Series
|•{{SSBU|Mewtwo}} {{Head|Mewtwo|g=SSBU|s=20px|cl=Purple}} (100 HP)<br>•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px}} (70 HP)<br>•Giant {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Green}} (70 HP)<br>•{{SSBU|Robin}} {{Head|Robin|g=SSBU|s=20px|cl=Red}} (60 HP)<br>•{{SSBU|Inkling}} {{Head|Inkling|g=SSBU|s=20px|cl=Cyan}} (60 HP)<br>•{{SSBU|Charizard}} {{Head|Charizard|g=SSBU|s=20px|cl=Yellow}} (60 HP)<br>•{{SSBU|Pit}} {{Head|Pit|g=SSBU|s=20px}} (60 HP)
|{{SpiritType|Neutral}}
|13,000
|[[Temple]] ([[Battlefield form]])
|N/A
|•[[Stamina battle]]<br>•The enemy favors neutral specials<br>•Reinforcements will appear after an enemy is KO'd
|{{SSBUMusicLink|The Legend of Zelda|Calamity Ganon Battle - Second Form}}
|{{iw|zeldawiki|Mineru}}
|}
|}
<references group="SB">
<ref name="DLC">This alternative occurs when the corresponding DLC has been purchased and downloaded.</ref>
</references>


==[[Alternate costume (SSBU)#R.O.B.|Alternate costumes]]==
==[[Alternate costume (SSBU)#R.O.B.|Alternate costumes]]==
As in ''SSB4'', R.O.B.'s default costume switches between the 1st and 2nd costumes listed here depending on the language the game is set to. The Famicom colors are the default if the language is set to Japanese, Korean, or Chinese, while the NES colors are the default color if the language is set to English, French, Spanish, German, Italian, Dutch or Russian.
As in ''SSB4'', R.O.B.'s default costume switches between the 1st and 2nd costumes listed here depending on the language the game is set to. The Famicom colors are the default if the language is set to Japanese, Korean, or Chinese, while the NES colors are the default color if the language is set to any other language. Newly scanned R.O.B. amiibo default to the language's default color instead of the color of the R.O.B. amiibo, unlike other amiibo variants.
{|style="margin:1em auto 1em auto;text-align:center"
{|style="margin:1em auto 1em auto;text-align:center"
|-
|-
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<gallery>
<gallery>
SSBU R.O.B. Number.png|R.O.B.'s fighter card.
SSBU R.O.B. Number.png|R.O.B.'s fighter card.
R.O.B. unlock notice SSBU.jpg|R.O.B.'s unlock notice.
SSBUWebsiteR.O.B.1.jpg|[[Taunting]] on [[Shadow Moses Island]].
SSBUWebsiteR.O.B.1.jpg|[[Taunting]] on [[Shadow Moses Island]].
SSBUWebsiteR.O.B.2.jpg|Taunting on [[Port Town Aero Dive]].
SSBUWebsiteR.O.B.2.jpg|Taunting on [[Port Town Aero Dive]].
Line 946: Line 983:
SSBUWebsiteSnake5.jpg|Crouching with {{SSBU|Snake}} on [[Magicant]].
SSBUWebsiteSnake5.jpg|Crouching with {{SSBU|Snake}} on [[Magicant]].
SSBUWebsiteSonic3.jpg|Getting kicked by {{SSBU|Sonic}} on [[Skyworld]].
SSBUWebsiteSonic3.jpg|Getting kicked by {{SSBU|Sonic}} on [[Skyworld]].
SSBU R.O.B. with Daybreak.jpg|R.O.B. holding the completed [[Daybreak]].
SSBUWebsite34.jpg|Taunting on Shadow Moses Island.
SSBUWebsite34.jpg|Taunting on Shadow Moses Island.
ROBSSBUBackAerial.PNG|Using his back aerial on {{SSBU|Lucas}} on Magicant.
ROBSSBUBackAerial.PNG|Using his back aerial on {{SSBU|Lucas}} on Magicant.
</gallery>
</gallery>


===Character Showcase Video===
===Fighter Showcase Video===
{{#widget:YouTube|id=NqL7m9CuGD0}}
{{#widget:YouTube|id=NqL7m9CuGD0}}


==Trivia==
==Trivia==
{{ImageCaption|File:Regiggas_ROB_Japan.jpg|File:Regiggas ROB USA.jpg|width1=160x160px|width2=160x160px|align  = right|caption=A comparison of [[List of spirits (Pokémon series)|Regigigas]] Spirit battle in the<br>Japanese, Chinese and Korean versions (left) vs.<br>other languages (right), showing the difference<br> between language versions on R.O.B.'s default<br>costumes.}}
{{ImageCaption|File:Regigigas ROB Japan.jpg|File:Regigigas ROB USA.jpg|width1=160x160px|width2=160x160px|align  = right|caption=A comparison of {{h2|List of spirits (Pokémon series)|Regigigas}} Spirit Battle in the<br>Japanese, Chinese, and Korean versions (left) vs.<br>other languages (right), showing the difference<br> between language versions on R.O.B.'s default<br>costumes.}}
*R.O.B.'s stock icon is one of four to show eyes, the others being {{SSBU|Kirby}}, {{SSBU|Meta Knight}}, and {{SSBU|Sonic}}.
*R.O.B.'s stock icon is one of six to show the character's eyes, the others being {{SSBU|Kirby}}, {{SSBU|Meta Knight}}, {{SSBU|Sonic}}, [[Steve (SSBU)|Zombie, and Enderman]].
**This is not counting {{SSBU|Captain Falcon}} and [[Bowser Jr. (SSBU)|Larry]], as the eyes depicted for the former are not his actual eyes, and the latter lacks his irises.
*On the official site for ''Ultimate'', each character is accompanied by a background image of a stage from their universe. As R.O.B. is the only character to not have a stage from his home universe, his page is the only one with no stage for the background image.
*On the official site for ''Ultimate'', each character is accompanied by a background image of a stage from their universe. As R.O.B. is the only character to not have a stage from his home universe, his page is the only one with no stage for the background image.
*R.O.B. is one of four characters to have appeared since ''Brawl'' to have a different Final Smash across every installment; 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]].
**Coincidentally, all four are ''Brawl'' newcomers.
*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.
*R.O.B., {{SSBU|Cloud}} and {{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.
*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''.
*Although {{SSBU|Snake}} can recover endless times when damaging himself, and despite {{SSBU|Lucario}} soaring higher at high damage, R.O.B. has the highest recovery special by default.
*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. is one of the few characters in the game that uses his default color scheme in a spirit battle alongside {{SSBU|Mr. Game & Watch}}, {{SSBU|Bowser Jr.}}, {{SSBU|Yoshi}}, {{SSBU|Peach}}, {{SSBU|Mario}}, {{SSBU|Luigi}}, {{SSBU|Inkling}}, {{SSBU|Robin}} and {{SSBU|Joker}} due to the [[Ancient Minister]] spirit battle.
**Previously prior to the 10.1.0 update patch, {{SSBU|Cloud}} also shared this distinction.
**Out of all of these characters, Bowser Jr., Yoshi, Mr. Game & Watch, and R.O.B. are the only ones who used their default costumes in spirit battles through one of the 1297 spirits available when the game first launched.
*{{SSBU|Bowser Jr.}}, {{SSBU|Yoshi}}, {{SSBU|Mr. Game & Watch}}, and R.O.B. are the only fighters who used their default costumes in spirit battles through one of the 1297 spirits available when the game first launched. In R.O.B.'s case, it is due to the [[Ancient Minister]] spirit.
**This is not counting {{SSBU|Alph}} or female {{SSBU|Corrin}}.
**Due to certain spirit battles (such as Ancient Minister, Villager & Iron Golem, E.M.M.I., and 13 Sentinel Pilots), R.O.B. is the only character whose color scheme used for a spirit battle changes based on the language version used.
**Due to the Regigigas, Ancient Minister, Chibi-Tot, and Mumbo Jumbo spirit battles, R.O.B. is the only character whose color scheme used for a spirit battle changes based on the language version used.
*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 which 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".
*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 special moves are based on the raw file-names for these categories of moves in the game.<ref>https://youtu.be/XMzR5mJHPDg</ref>
 
==References==
{{reflist}}


{{SSBUCharacters}}
{{SSBUCharacters}}
{{R.O.B. universe}}
{{R.O.B. universe}}
[[Category:R.O.B. (SSBU)| ]]
[[Category:R.O.B. (SSBU)| ]]
[[Category:Spirits]]
[[Category:Spirits]]
[[es:R.O.B. (SSBU)]]
[[es:R.O.B. (SSBU)]]

Latest revision as of 16:17, November 10, 2024

This article is about R.O.B.'s appearance in Super Smash Bros. Ultimate. For the character in other contexts, see R.O.B..
R.O.B.
in Super Smash Bros. Ultimate
R.O.B. (JPN) SSBU.png
R.O.B. SSBU.png

ROBSymbol.svg
Universe R.O.B.
Other playable appearances in Brawl
in SSB4

Availability Unlockable
Final Smash Guided Robo Beam
Tier S (6)
R.O.B. (SSBU)

R.O.B. (ロボット, Robot) is a playable character in Super Smash Bros. Ultimate. He was officially revealed on June 12th, 2018 alongside Dr. Mario, Duck Hunt, and the rest of the returning roster. R.O.B. is classified as Fighter #42. R.O.B.'s beeping sound effects from Super Smash Bros. Brawl and Super Smash Bros. 4 were repurposed for Ultimate.

R.O.B. is ranked 6th out of 82 on the tier list, placing him at the end of the S tier. This is a significant improvement from his placement in SSB4, where he was ranked 35th out of 54, and is his best placement in the series to date. R.O.B.'s biggest strengths come from his ultimately improved moveset, allowing him to play both an offensive and defensive playstyle. His entire moveset has received increased utility overall, allowing him to box out his opponents with ease, as well as KOing more effectively and edgeguard opponents with limited recovery without the risk of himself self-destructing. His attributes of lingering hitboxes and heavy weight allow him to survive to incredibly high percents, making him among the best zoners in the game due to being able to patiently chip away at the opponent's percentage until finding an opportunity to rushdown and close out a stock. He also possesses arguably one of the best item-generating moves in the form of Gyro, which has several practical applications of usage including KO combos into Arm Rotor, which has been retooled into a potent finishing move at the ledge or offstage.

While sporting a myriad of strengths, R.O.B. is not without weaknesses. His most well-known one is his large hurtboxes, which makes him an easy target both on stage and off stage. When combined with his heavy weight and above-average falling speed, he is extremely susceptible to combos, which is only exacerbated by the slow startup of his aerials (excluding his forward and up aerials) giving him little in the way of combo breakers. Despite being heavily reliant on grabs to initiate combos, his grab is among the shortest-ranged in the game and can be easily punished if a grab misses. His moveset revolving around several projectiles means he is under a disadvantage against opponents with a reflector, and his large hurtboxes and recovery being a finite resource while airborne means he can easily be edgeguarded himself by being highly susceptible to 2 frame punishes and being walled out from until being forced to SD.

Despite these weaknesses, R.O.B. has seen very strong representation from multiple players such as Zackray, Zomba, Anathema, and MKBigBoss. As a result, he is among one of the most common characters seen in majors and tournaments, consistently ranking in the top 3 for representation in the metagame.

How to unlock[edit]

Complete one of the following:

R.O.B. must then be defeated on Wrecking Crew (the Ω form is used in World of Light).

Attributes[edit]

R.O.B. is the eighteenth-heaviest character in the game, being tied with Snake and Banjo & Kazooie, thus rendering him a heavyweight. R.O.B. sports an above-average walking speed, initial dash, and falling speed, is tied with Ike and Bowser Jr. for the 26th-fastest air speed, average dashing speed, gravity, and traction, as well as the 30th-highest air acceleration. This grants him mobility that is fairly average overall, yet balanced compared to most of his fellow heavyweights. This, along with several of his other attributes, most notably his extremely long-distanced recovery, noticeably set him apart from most of them.

Like in Brawl and Smash 4, R.O.B. is a zoning-oriented character with versatile projectiles to keep his opponents at bay. Robo Beam enables him to attack from considerable distance, and becomes the noticeably stronger Super Robo Beam when it is left idle for 14.3 seconds. While Robo Beam interrupts opponents faster, Super Robo Beam deals more damage and has higher knockback growth. Gyro is an auto-chargeable projectile that becomes an item when fired. Compared to Robo Beam, it has a more favorable angle for disrupting opponents, while also being more manipulable as a projectile and possessing greater KO power. Thanks to R.O.B.'s item throws being among the strongest in the game, Gyro is also especially useful when smash thrown as an item.

Aside from his projectiles, R.O.B.'s grounded game is also excellent. His neutral attack comes out on frame 3 and acts as a quick move at low percentages to escape pressuring situations, and it can also jab lock and combo. Forward tilt can be useful for spacing at higher percentages since it comes out on frame 7, but its usefulness ends there. Up tilt comes out on frame 4, and is great for acting as an anti-air and combos into his up aerial. Down tilt is R.O.B.'s single-best move in his entire kit, as it lowers his hurtbox, has great range, is tied with his jab as his fastest move at frame 3, pressures shields, trades with shield grabs, and its total active frames is only 14, meaning it is one of the safest pressuring moves in the game. It also combos into itself at lower percentages, and at higher percents, it can combo into grab or dash attack, and can send opponents into a jab lock-based scenario for a KO at relatively low percentages. Lastly, dash attack is useful for punishing landings and whiffs, is extremely fast at frame 7, has relatively long range, and can combo into his forward air at low to medium percentages.

R.O.B.'s air game is also great, thanks to the excellent and disjointed ranges of all excluding one of his aerials. Neutral aerial has large, disjointed hitboxes that make it great for covering the opponents' options if lacking the range to deal with it. It is also very hard to punish out of shield due to its damage, total landing lag (7 frames) and range. It is also a reliable combo starter at low to medium percentages when SHFF'd, as well as a useful spacing option and, to a lesser extent, a KOing tool. Up aerial is a great vertical KO move due to its large and long-lasting hitboxes, fast startup, and the last hit’s high knockback. Back and down aerials are R.O.B.'s most damaging aerials when sweetspotted, and they too have large and disjointed hitboxes, much like neutral aerial. However, they also boast their own specific strengths: back aerial has recovery potential thanks to it propelling R.O.B. forward, and it is his only aerial that can KO in neutral due to its incredible knockback and huge hitbox. Not only that, but it is also one of the strongest back aerials in the game. Meanwhile, his down aerial is a powerful meteor smash that can hit below the ledge and KO very early if done so. It is also active for 6 whole frames, making it difficult to avoid for characters with linear recoveries. Lastly, forward aerial is R.O.B.'s fastest aerial coming out on frame 6, making it very spammable in neutral due to how low committal it is to use, as it is safe on shield. However, its hitbox has much shorter range and is not disjointed.

R.O.B.'s grab game is also quite outstanding. Forward and back throws are decent for spacing and setting up edge-guards. The latter can also KO at the ledge at very high percents, and both can combo into dash attack or Gyro at minimal percents. In comparison, R.O.B.'s up throw is comparatively more useful: it is his most damaging throw, a solid KO move (especially when boosted by rage or if he lands on a platform), and can even be used for combos at low percentages. His down throw, despite not being a KOing move, is also one of his best tools for sealing a stock. While it deals poor damage, it buries opponents, allowing for follow-ups into up tilt, up air, or even up smash. However, with excessive button mashing, the opponent can typically get out before R.O.B. has any chance to act. As such, it is more of a read-based tool rather than a guaranteed method for taking a stock.

Although R.O.B. possesses a large number of strengths, he does also have a few noteworthy shortcomings. Despite possessing a good chunk of respectable KOing options, landing a KO can often be problematic because of his finishers being burdened with either considerable lag and/or unimpressive range. The latter trait is especially noticeable in regard to R.O.B.'s arm-based attacks, most of which have short ranges, which further extends to R.O.B.'s grab, which is among the shortest-ranged in Ultimate in comparison to his own size.

In addition to R.O.B.'s issues with his hitboxes, his hurtbox also hinders him, as it is both large and wide, meaning he can get hit by a lot of combos that other characters would have an easier time evading. This also means that he has difficulty dealing with combo-oriented characters. This is further compounded by his above-average falling speed, as well as his aerials' inability to reliably break combos: neutral and down aerials are sluggish in terms of startup, forward and up aerials only hit in front of and above R.O.B., respectively, and back aerial is a mixture of both: it has slow startup and only hits behind him.

Overall, R.O.B. is a non-traditional heavyweight zoner. His relatively quick mobility and overall above-average frame data allow him to easily pressure unwary opponents, and he lacks much trouble killing if he can gain the advantage. While his overall range is rather small for a zoner like him, it is functional in the long run regardless. However, R.O.B. players must take high caution, as a single combo can be all it requires to get R.O.B. in an uncomfortable position or potentially even end a stock, thanks to his large size, moderately high weight, above-average falling speed, and lack of options to break free from combos.

Changes from Super Smash Bros. 4[edit]

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 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 combos 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.

R.O.B. also benefits from Ultimate's universally adjusted mechanics. The universal increase in mobility and the ability to 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 dodges 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, most notably to his grab game. The universal changes to grabs hinder the safety of R.O.B.'s grabs despite his improved standing grab. His up throw has increased endlag, making follow-ups harder at low percentages, 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).

Overall, R.O.B.'s playstyle remains fundamentally unchanged from SSB4, but changes to several of his attacks and to the game's engine have now properly cemented R.O.B. as the "jack-of-all-trades" between his fellow zoning brethren, as they give him having a far deadlier punish game compared to both of his previous appearances. However, R.O.B. still retains a few of the same issues from his previous appearance, such as short melee range, susceptibility to combos and juggling due to his large size and slow aerial options, and a predictable, vulnerable recovery, which means he must keep playing patiently and carefully before commiting to exploit the opponent's opening. Game updates have given R.O.B. some slight nerfs, but these are shared among the cast, keeping his effectiveness virtually intact despite the buffs to returning veterans and the introduction of strong DLC characters. Thanks to these changes, R.O.B. performs significantly better than he did in previous installments, with this incarnation being considered R.O.B.'s strongest one so far, and an outstanding contender in competitive play.

Aesthetics[edit]

  • Change As with all veterans returning from SSB4, R.O.B.'s model features a more subdued color scheme. His body has a duller matte finish, and his eyes are less reflective. As a result, he more closely resembles the original peripheral.
  • Bug fix R.O.B.'s eye expressions are now seen properly at all times, as in Super Smash Bros. for Nintendo 3DS.
  • Change Up and side taunt's animations have been slightly altered:
    • During his up taunt, R.O.B. now slightly lifts his arms while spinning.
    • During his side taunt, R.O.B. now emits purple flashing sparkles from his eyes instead of white, and he claps twice.
  • Change R.O.B.'s victory animations have been updated to be more expressive:
    • The first one where he spins his arms and rotates his head, and flexes his arms while rotating his head, now has him advance forward slowly on the ground while he rotates his hands before performing the rest of his victory pose.
    • The second one where he hovers in the air and spins, then lands and rotates his head while continuously lowering and rising his arm base, now has him advance forward before taking off, and he spins twice in quick succession before landing.
    • The third one where he turns his head and flashes the lights in his eyes, now has him spin once before vigorously clapping three times while flashing the lights in his eyes in a more exaggerated manner, then continuously slightly rising his arms and clapping, slowly lowering them after each clap.

Attributes[edit]

  • Buff R.O.B.'s character model is smaller. This makes his hurtbox slightly smaller, while keeping his range mostly intact.
  • Buff R.O.B.'s prone animation has been altered: he lies on the floor compacted instead of straightened. This makes him harder to hit and lock.
  • Buff Like all characters, R.O.B.'s jumpsquat animation takes 3 frames to complete (down from 5).
  • Change Double jump animation has been altered: R.O.B. spins horizontally while jumping.
  • Buff R.O.B. walks slightly faster (1.122 → 1.178).
  • Buff R.O.B. runs faster (1.568 → 1.725).
    • Buff His initial dash speed is much faster (1.3 → 2.002).
  • Change R.O.B.'s running animation has been slightly altered: he crouches slightly while running forward. This makes him harder to hit vertically, but easier to hit horizontally.
  • Buff R.O.B.'s air speed is slightly higher (1.08 → 1.134).
  • Buff R.O.B.'s traction has been increased (0.06 → 0.105).
  • Nerf Forward roll grants less intangibility (frames 4-16 → 4-15).
  • Nerf Back roll has more startup with less intangibility (frames 4-16 → 5-16), and more ending lag (FAF 30 → 35).
  • Buff Spot dodge has less ending lag (FAF 27 → 26).
  • Buff Air dodge grants more intangibility (frames 3-27 → 3-29).
  • Nerf Air dodge has more ending lag (FAF 33 → 51).
  • Buff The reintroduction of directional air dodges benefits R.O.B. to a larger degree than most other characters, improving his edgeguarding ability without leaving him much more vulnerable to it, due to his flexible aerial game and recovery.

Ground attacks[edit]

  • Neutral attack:
    • Buff The first hit can be held for a consecutive jab.
    • Buff Both hits consist of three hitboxes instead of one, which are smaller (3.5u → 2.5u/2.5u/2.8u (hit 1), 3.4u/3.4u/3.6u (hit 2)), but placed farther horizontally (Z offset: 12.5u-4u → 6.5u/10.2u/14.2u (hit 1), 13u-5u → 6.5u/10.5u/14u-15u (hit 2)). This improves their range, properly covering the tips of R.O.B.'s arms.
    • Buff The first hit launches at different angles (100° → 361°/180°) to keep opponents on the ground, and has more base knockback (4 → 18/23), but less knockback scaling (70 → 15), in addition to a hitstun modifier of 5 on the two innermost hitboxes. This allows it to jab lock and connect more reliably into the second hit.
    • Nerf The second hit has a higher hitlag multiplier (1× → 2×), making it easier to DI.
  • Forward tilt:
    • Buff Forward tilt deals more damage (5%/6%/8% → 7%/8%/10%).
    • Buff It has more base knockback (30 → 48), but less knockback scaling (100 → 77). This makes the move safer on hit at low percentages, while still slightly improving its KO power due to its increased damage.
    • Buff Due to the changes to jostle mechanics, the sourspot is harder to land compared to the middlespot and sweetspot, despite having its priority changed to be higher than theirs.
    • Change It uses stationary hitboxes rather than connecting them to R.O.B.'s arm.
  • Up tilt:
    • Change R.O.B. no longer faces the screen directly during the move, much like his taunts.
  • Dash attack:
    • Buff Dash attack has less ending lag (FAF 36 → 32), improving its combo potential in combination with R.O.B.'s faster jumpsquat.
  • Forward smash:
    • Buff Forward smash has more knockback scaling (100 → 105 (sweetspot)/110 (middlespot, sourspot)), improving its KO potential.
    • Buff The sweetspot and middlespot are extended farther horizontally (Z offset: 12u/22u → 14u/24u (non-angled), 11.3u/21.2u → 13.3u/23.2u (angled)), making them easier to land.
    • Buff It has an altered charging animation where R.O.B. lifts his arms and doesn't lean forward, better resembling its charging animation from Brawl. This gives R.O.B. a more favorable hurtbox placement while charging the move.
    • Change It starts charging earlier (frame 10 → 7).
  • Down smash:
    • Buff The first two hits' hitboxes remain static at R.O.B.'s sides, instead of following his arms as he spins, improving the consistency of their range.
    • Buff The first two hits have less knockback (30 base/40 scaling → 20/20), allowing them to connect more reliably.
    • Buff It starts charging later (frame 2 → 4), making it less likely to be charged on accident and thus delayed.
    • Nerf The move only hits three times instead of five, reducing its total damage up close despite the first two hits dealing more damage (2% (hits 1-4 base)/1.5% (hits 1-4 tip) → 3.5% (hits 1-2 base)/3% (hits 1-2 tip); 13%/11% total → 12%/11%).
    • Nerf The first two hits have a shorter duration with gaps between them (frames 7-14 → 7-8, 11-12), no longer using a rehit rate.

Aerial attacks[edit]

  • Buff All aerials have less landing lag (12 → 7 frames (neutral), 15 → 9 (forward), 22 → 13 (back, up), 21 → 12 (down).
  • Neutral aerial:
    • Buff Neutral aerial has less startup with a longer hitbox duration (frames 18-32 → 14-32).
    • Buff It deals more damage (8%/6% → 9.5%/7.5%) with knockback not fully compensated (50 base/100/98 scaling → 48/52 base/90/83 scaling), slightly improving its KO potential, while still having increased combo potential due to its lower landing lag.
    • Change The sourspot takes priority over the sweetspot. As a result, the sourspot is easier to land for combos up to higher percents, but the sweetspot requires more precise spacing to be landed.
  • Forward aerial:
    • Buff Forward aerial has a longer hitbox duration (frames 6-7 → 6-8).
  • Back aerial:
    • Buff Back aerial deals more damage (12%/10% → 15/13% (clean), 6%/4.5% → 9%/7.5% (late)) with knockback not fully compensated (32 base/100 scaling → 41/35 base/87/83 scaling (clean), 30 base/100 scaling → 35 base/76/74 scaling (late)). This noticeably improves its KO potential, with the clean sweetspot KOing at around 115% from the center of Final Destination.
    • Buff The late hit has a longer duration (frames 24-29 → 24-32).
  • Up aerial:
    • Buff The last hit has less startup with a longer duration (frame 26 → frames 23-24), allowing it to connect better from the previous hits.
      • Nerf However, the move's total duration remains unchanged, increasing its ending lag.
  • Down aerial:
    • Buff Down aerial grants more vertical momentum upon on startup (0.1 → 0.7), improving its edgeguarding ability, and allowing R.O.B. to use it closer to the ground without landing before it comes out.
    • Change R.O.B. faces further forward when performing the move.

Throws and other attacks[edit]

  • Grabs:
    • Nerf All grabs have more ending lag (FAF 31 → 38 (standing), FAF 38 → 46 (dash), FAF 37 → 41 (pivot)).
    • Buff Standing and pivot grab have less startup (frame 7 → 6 (standing), frame 11 → 10 (pivot)).
    • Buff Standing grab has more range (Z2 offset: 10.6u → 11.6u).
    • Nerf Dash and pivot grab have less range (Z2 offset: 12.7u → 12.2u (dash), -18.1u → -17.3u (pivot).
  • Pummel:
    • Change R.O.B. has a new pummel: he headbutts the opponent instead of squeezing them in his grip.
    • Buff It deals more hitlag (4 frames → 14), but has less startup (frame 2 → 1) and much less ending lag (FAF 17 → 7), shortening its effective duration by one frame.
    • Nerf It deals less damage (2% → 1.3%).
  • Forward throw:
    • Change R.O.B. has a new forward throw: he throws the opponent overhead with one arm.
    • Buff It releases the opponent later (frame 7 → 11) with its total duration unchanged, reducing its ending lag. Compounded with R.O.B.'s faster initial dash, this grants the move combo potential at low percents.
  • Back throw:
    • Change It has an altered animation: R.O.B. turns to face the direction in which he threw the opponent, and his arms performs a full spin around.
  • Up throw:
    • Nerf Up throw releases the opponent earlier (frame 65 → 58) with its total duration unchanged, increasing its ending lag. This hinders its combo ability past low percents, although it is somewhat compensated by R.O.B.'s faster jumpsquat.
  • Down throw:
    • Change Down throw buries opponents, much like Banjo & Kazooie and King K. Rool's down throws.
    • Buff The throw's bury effect allows for more read-based followups, including up tilt and up aerial, and gives R.O.B. more reliable KO setups into up smash and up aerial at high percents, effectively substituting his "Beep Boop" setup from Smash 4.
    • Nerf It deals half as much damage (10% → 5%).
    • Nerf It has more ending lag (FAF 66 → 76). Combined with the move's bury effect and lower damage, this significantly hinders its combo potential from low to mid percents, as opponents can mash fast enough to escape before R.O.B. is able to initiate another attack.

Special moves[edit]

  • Robo Beam:
    • Buff Super Robo Beam deals significantly more damage (10% → 15%).
    • Buff Both stages of Robo Beam have larger hitboxes (1.5u → 2u (Robo Beam), 3u → 3.5u (Super Robo Beam)) that are placed farther horizontally (Z offset: 0u → 3u (Robo Beam), 2u (Super Robo Beam)). Super Robo Beam's hitbox also extends backward after its first three active frames (Z offset: 0u → 2u–-16u), covering the beam's tail.
    • Buff Both stages launch opponents at lower angles (80° → 60° (Robo Beam), 60° → 45° (Super Robo Beam)), improving their effectiveness for edgeguarding.
    • Nerf Both stages deal negative shield damage (0 → -2.2 (Robo Beam), -3.7 (Super Robo Beam)).
    • Nerf Super Robo Beam has much less knockback scaling (70 → 43), hindering its KO potential despite its increased damage, unless it hits near the edge.
    • Change Super Robo Beam's graphic is flashier.
  • Arm Rotor:
    • Buff The move has less startup (frame 16 → 13) and ending lag (FAF 106-133 → 86-108), improving its safety and utility as a followup option, especially to KO offstage. It also reflects projectiles faster (frame 16 → 13).
    • Buff The looping hits use set knockback (20 base/70 scaling → 40/50 set/65/70 scaling), an autolink angle (120°/145°/145°/361° → 367°), and have a much lower hitlag multiplier (0.7× → 0.2×). Additionally, the move in general has slightly larger hitboxes (3.3u/3.3u/4.3u/3.3u → 4.5u/4u/3.3u/3.3u (looping hits), 5.5u → 6u (last hit)), and the last hit extends further inward (Z offset: -4u–14u → -4.5u–14u). These changes allow the move to connect significantly more reliably, make it harder to escape from, and increase its range behind R.O.B., increasing the move's reliability.
    • Nerf Akin to its Brawl counterpart, Arm Rotor has much less horizontal maneuverability on the ground (speed multiplier: 1x → 0.4x).
    • Nerf R.O.B doesn't jump forward as far when activating the move (initial speed: 1.5 → 1.2).
    • Nerf The looping hits deal more damage (1% → 1.5%), but have a slower rehit rate (3 frames → 5), reducing the move's damage output if all hits connect (16%-25% → 10.5%-18%).
      • Buff However, it still racks up more damage overall when extended, due to its significantly improved linking ability.
    • Nerf The reflection doesn't last as long (29 frames → 23).
    • Change The last hit has a lower hitlag multiplier (3.4× → 2.4×).
    • Change The last hit has a less exaggerated animation.
  • Robo Burner:
    • Buff Robo Burner's fuel has a longer duration (~110 frames → 143).
    • Buff It can be canceled by a double jump or air dodge, should these options be available. In combination with the aforementioned buff, this further improves R.O.B.'s recovery, allowing him to avoid edgeguards more effectively and get additional distance with a directional air dodge.
    • Change The move has new particle effects.
    • Change R.O.B. has a gauge on his chassis that shows how much fuel he has left. The gauge is split into three pieces, and changes color as each piece is emptied, going from light blue to yellow, then to red.
  • Gyro:
    • Buff Like other charge-cancelable moves, Gyro can be canceled by spot dodging or jumping.
    • Buff If R.O.B. grabs a Gyro he's previously thrown or dropped, it can be returned to its dock and charged again. This allows him to store his Gyro in a similar manner to Pocket, reducing the opportunity for his opponents to use it against him, and allowing him to keep up pressure with it for a longer period of time.
    • Nerf It deals less damage when thrown as an item (8.9%-11% → 6.7%-7.9% (forward)).
    • Nerf It deals less shield damage.
  • Final Smash:
    • Buff R.O.B. has a new Final Smash called Guided Robo Beam, in which he fires multiple small red beams that ricochet and home in on enemies, before firing a larger green beam that enlarges at the last second. This is an improvement over Super Diffusion Beam, as it is much easier to hit opponents.

Update history[edit]

R.O.B. has received a mix of buffs and nerfs via game updates, but has been slightly nerfed overall. The removal of Gyro canceling was significant, as it effectively removed several movement-based options and advanced techniques R.O.B. could perform in previous games. R.O.B. was affected more than most of the other characters during update 3.0.0 with the universal reduction to shield damage for projectiles and the down tilt loop became harder to set up in version 4.0.0, with buffs being quality-of-life updates to make moves connect more consistently.

Overall, while faring slightly worse than at launch, R.O.B. remains extremely viable in the competitive scene and is regarded as a high-tier character throughout the game's lifespan.

Super Smash Bros. Ultimate 1.1.0

  • Nerf Removed instant Gyro Cancelling.

Super Smash Bros. Ultimate 2.0.0

Super Smash Bros. Ultimate 3.0.0

  • Nerf Robo Beam deals less shield damage (0 → -2.2/-3.7 (normal/Super)).
  • Nerf Gyro deals less shield damage (0 → -2/-2.5 (thrown/spinning)).

Super Smash Bros. Ultimate 3.1.0

  • Buff Neutral attack 1 connects into neutral attack 2 more reliably (hitbox 2 BKB: 18 → 40).
  • Buff Neutral attack 2 has more range (hitbox 2 Z offset: 14u → 14u-15u).

Super Smash Bros. Ultimate 4.0.0

  • Nerf Neutral attack 1's 180° hitbox has less base knockback (40 → 23) and hitstun, no longer being able to lead into a down tilt loop.

Super Smash Bros. Ultimate 11.0.0

  • Change Changed the length of vulnerability when crumpling to be consistent with other fighters.

Moveset[edit]

For a gallery of R.O.B.'s hitboxes, see here.

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack 11 / 12 3% A pair of alternating hooks. 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.
3%
Forward tilt S2 7% (body), 8% (arm), 10% (arm's tip) A lunging hook. Can be angled. Can set up 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%.
Up tilt Hi2 3% (hit 1), 5% (hit 2 tip), 6% (hit 2 middle) 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.
Down tilt Lw2 5% 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.
Dash attack DashA 7% A double 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.
Forward smash S3 15% (base), 11.5% (middle), 6% (tip) 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.
Up smash Hi3 3% (hit 1), 14% (hit 2) Handstands and activates his thrusters to emit a 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.
Down smash Lw3 3.5% (hits 1-2), 5% (hit 3) Lowers his torso and spins it around rapidly while outstretching his arms to perform a series of 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.
Neutral aerial AirN 7.5% (base), 9.5% (tip) 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 lines. 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.
Forward aerial AirF 7% 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.
Back aerial AirB 15% (base), 13% (middle), 9% (late base/middle) Leans forward and activates his thrusters to emit a fiery blast behind him. It boasts extremely high power and both the clean and late sweetspots out-prioritize the sourspots, but it is burdened with considerable startup lag, coming out on frame 19. 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.
Up aerial AirHi 1.5% (hits 1-4), 4% (hit 5) 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.
Down aerial AirLw 12% (base), 11% (middle), 6% (tip) 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 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.
Grab Grab (つかみ) Clinches the opponent. All of R.O.B.'s grabs are extremely quick (frame 6), at the expense of very low range for his size.
Pummel CatchA 1.3% A headbutt. Average power and speed.
Forward throw ThrowF 8% 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.
Back throw ThrowB 10% 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.
Up throw ThrowHi 12% A 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, platforms assist its KO potential considerably: it KOs middleweights at 160% when performed on 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.
Down throw ThrowLw 5% R.O.B. flips the opponent over and drills them into the ground headfirst, burying 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.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Punches around himself while getting up.
Floor attack (back)
Floor getups (back)
  7% Punches in front of himself and then behind himself while getting up.
Floor attack (trip)
Floor getups (trip)
  5% Spins his torso around to throw a low-angle hook around himself while getting up.
Edge attack
Edge getups
  9% 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.
Neutral special Robo Beam 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) 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.

Side special Arm Rotor 1.5% (loop), 3% (last)
1.5× (reflected projectiles)
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.
Up special Robo Burner 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 helplessness, 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 jumps 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.
Down special Gyro 6.1%-8.7% (uncharged), 7.2%-10.8% (fully charged), 5% (idle Gyro) 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.
Final Smash Guided Robo Beam 1.2% (homing lasers), 1% (laser loop), 3% (enlarged laser loop) 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.

Stats[edit]

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump Height Double jump Height
Value 106 2.002 – Initial dash
1.725 – Run
1.178 0.105 0.015 1.134 0.04 – Base
0.045 – Additional
0.09 1.6 – Base
2.56Fast-fall
3 38 - Base
18.38 - Short hop
38

Announcer call[edit]

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The editor who added this tag suggests: Needs announcer calls from other languages.
If you have a good audio file for this article, upload it here.

On-screen appearance[edit]

  • Portions of R.O.B.'s body descend from the sky and assemble together.

Taunts[edit]

  • 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 rotates his head around, flashing bright lights from his eyes while clapping.
  • Down Taunt: Faces the screen, rotates his arms down, and then moves them back up again, spinning them while he does so.

Idle poses[edit]

  • Briefly looks toward the screen.
  • Briefly nods off, then shakes his head and wakes up.

Crowd cheer[edit]

Cheer (English) Cheer (Japanese/Chinese) Cheer (Italian) Cheer (Dutch) Cheer (French)
Cheer
NTSC

PAL
Description R - O - B! Ro - bot! Rooooob! R - O - B! R - O - B! Rooooob!
Cheer (German) Cheer (Spanish) Cheer (Russian) Cheer (Korean)
Cheer
NTSC

PAL
Description R - O - B! R.O.B.! R.O.B.! *claps 3 times* R - O - B!

Victory poses[edit]

  • Left: While advancing forward, R.O.B. rotates his hands outward while his arms point out straight. After halting, he spins his arms in alternating directions and rotates his head 360° counterclockwise. Afterward, he adjusts his arms to face upward, continuously raising and lowering them in a flexing gesture. R.O.B.'s head also rotates 360° clockwise after every two times he pumps his arms.
  • Up: Uses Robo Burner, spins, and then lands. He then proceeds to continuously lower and raise his arms while rotating his head.
  • Right: Turns his head and flashes the lights in his eyes while clapping, similar to his side taunt. He then proceeds to continuously clap, lowering his arms after each clap.
In the NES game Stack-Up, the first game that the R.O.B. accessory was compatible with, this track would play before starting memory mode. In this remix, a short intro is added, and the first part is repeated once.

In competitive play[edit]

Most historically significant players[edit]

See also: Category:R.O.B. players (SSBU)

  • USA Anathema - One of the best R.O.B. players in North America in the post-pandemic metagame, peaking at 23rd on the UltRank 2022, although his breakout event took place right before the pandemic, placing 13th at CEO Dreamland 2020 defeating MuteAce and Kuro. He is best known for placing 2nd at Rise 'N Grind, where he won a R.O.B. ditto against Zomba and also defeated Onin and Sisqui. In addition, he has placed top 8 at several other majors, placing 5th at both Port Priority 7 and Rise 'N Grind 2023 as well as 7th at Let's Make Big Moves 2022.
  • Japan Kuroponzu - One of the best solo-R.O.B. players in Japan in the post-pandemic metagame. He was initially known for his performances in Japan's online metagame, most notably placing 2nd at the SWT: Japan Ultimate Online Qualifier to qualify for the SWT: East Asia Ultimate Regional Finals. He became an offline regular afterwards, but was not well-known outside of Japan until 2024, where he placed 2nd at Sumabato SP 47 defeating Yoshidora, Asimo, and Raru, being just one game away from winning the entire event. Alongside other strong Sumabato performances during this time, he was eventually ranked 48th on the LumiRank 2024.1.
  • Germany Longo - The best R.O.B. player in Europe and has been ranked in Europe for all of competitive Ultimate. He is known for his performances in the early metagame and the first few years of the post-pandemic metagame, including several noteworthy major performances such as 13th at Albion 4 and Ultimate Fighting Arena 2022, and peaked at 137th on the OrionRank 2022. Although less consistent since, he continues to put up strong performances, including defeating Skyjay at King Con and BeastModePaul at GENESIS X.
  • Mexico MKBigBoss - One of the best R.O.B. players in North America and a top 10 player in Mexico in the post-pandemic metagame. He has been active since the early metagame but gained wider recognition ater he began traveling in the post-pandemic metagame, achieving several high placements at majors including 4th at Port Priority 6 and 7th at Let's Make Big Moves 2023. In addition, he is known for his frequent trips to Europe and regularly placing top 8 at their largest events, including winning Sunrise 2023, placing 3rd at Regen 2023, and placing 7th at Ultimate Fighting Arena 2023.
  • USA Raffi-X - One of New England's best players in the early metagame and also one of the best R.O.B. players in the world during this time; although he had little activity outside of New England until right before the pandemic, he was ultimately ranked 31st on the Fall 2019 PGRU thanks to his 7th-place finish at Shine 2019 and 9th-place finish at Super Smash Con 2019, defeating Dark Wizzy in the former and Dabuz in the latter. He remained active during the online metagame but retired from competitive play in early 2021 following controversy regarding his conduct.
  • Japan sssr - One of the best solo-R.O.B. players in Japan in the post-pandemic metagame. Although notoriously inconsistent at majors throughout his career, his worst performances were often balanced out by some strong major peaks, most notably 7th at Maesuma TOP 14.5 "in Hyogo" and 9th at DELTA 4, and many noteworthy performances at superregionals, including placing 3rd at Wave 3, Shinosuma HEROES 3, and Sumabato SP 36. As such, he has been ranked at or around the top 100 since 2023, peaking at 98th on the LumiRank 2023.
  • USA WaDi - Primarily played R.O.B. in the early metagame and was the second-best R.O.B. player during this time, peaking at 20th on the Fall 2019 PGRU. He is best known for finishing 7th at both CEO 2019 and Glitch 7 - Minus World, defeating Samsora in the former, and also his 9th-place finishes at several majors in the latter half of 2019 (2GG: SwitchFest 2019, The Big House 9 and 2GG: Kongo Saga). He continued to play R.O.B. alongside other characters such as Mewtwo after the early metagame but went inactive in early-2023 due to sexual misconduct allegations.
  • Japan Zackray - Known for playing a variety of characters, with one of his best-known characters being R.O.B. He is considered the second-best R.O.B. player of all-time and was the definitive best in the early metagame, as well as the only R.O.B. player ever ranked in the top 10, peaking at 5th on the OrionRank Ultimate: Eclipse. He was the first R.O.B. player to win a major, doing so at The Big House 9, and since then has used primarily R.O.B. to win EGS Cup 3 and Ultimate WANTED 4. Even after picking up the Pits in 2023, he maintains the character as a secondary or counterpick.
  • USA Zomba - The greatest R.O.B. player of all-time and one of the best players in the United States in the post-pandemic metagame. Although active prior, he broke out onto the scene after placing 4th at Smash World Tour 2021 Championships. Since then, he has been a top 20 player worldwide and has won Crown the Third and GENESIS X, becoming the only solo-R.O.B. player to win a major. He is also known for frequently using R.O.B.'s back aerial to close out stocks, which has become his signature move and as such has been dubbed the "Zombair".

Tier placement and history[edit]

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 WaDi and Zackray, and continued to have strong representation in the post-online metagame from players such as Anathema and Zomba, which lead him to be one of the most represented characters in Ultimate's metagame. As such, R.O.B. is widely considered a top-tier character, which is reflected in his placement on the first two tier lists, where he is ranked 6th.

In online tournaments, which were the standard during the worldwide COVID-19 pandemic, causing almost all offline tournaments to switch to online, R.O.B. fares even better, due to his already safe aerials and tilts being much more reliable due to lag. Many players, including Epic_Gabriel and Raffi-X, have performed fairly well in Wi-Fi tournaments, including various Ultimate Naifu Wars, The Quarantine Series, and The Box.

Classic Mode: Unreadable Expressions[edit]

R.O.B.'s congratulations screen.

R.O.B.'s opponents all wear masks or lack expressive faces. His boss, Galleom, fits in with the theme due to being a robot and lacking an expressive face.

Round Opponent Stage Music Notes
1 Meta Knight (SSBU) Meta Knight Halberd Pink Ball Activate!
2 Dark Samus (SSBU) Dark Samus Frigate Orpheon Psycho Bits
3 Mr. Game & Watch (SSBU)Mr. Game & Watch (SSBU)Mr. Game & Watch (SSBU)Mr. Game & Watch (SSBU)Mr. Game & Watch (SSBU) Mr. Game & Watch (x5) Flat Zone X Flat Zone Horde Battle (2 at a time)
4 Little Mac (SSBU) Little Mac Boxing Ring Tunnel Theme - X-Scape
5 Wii Fit Trainer (SSBU)Wii Fit Trainer (SSBU) Wii Fit Trainer (x2) Wii Fit Studio (Battlefield form) Rhythm Boxing
6 R.O.B. (SSBU)R.O.B. (SSBU)R.O.B. (SSBU)R.O.B. (SSBU)R.O.B. (SSBU)R.O.B. (SSBU) R.O.B. (x6) Mario Bros. (Battlefield form) Stack-Up/Gyromite Horde Battle (3 at a time)
The stage references how R.O.B. used Mario Bros. for his unlocking battle in Super Smash Bros. Brawl, as well as for single player modes. The battle references the R.O.B. Squad from the Subspace Emissary. If any of these costumes are being played as, R.O.B. (SSBU) R.O.B. in the NES version will take place of that costume.
Bonus Stage
Final Galleom Base Boss Battle - Super Smash Bros. Brawl References Galleom's recurring boss battles in Brawl.

Credits roll after completing Classic Mode. Completing it as R.O.B. has Stack-Up/Gyromite accompany the credits.

Role in World of Light[edit]

Finding R.O.B. in World of Light

Although R.O.B. was absent from the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (excluding Kirby) when Galeem unleashed his beams of light.

R.O.B. was one of the many fighters that fell under Dharkon's control upon Galeem's first defeat. He can be found in the Mysterious Dimension sub-area, as the fighter closest to the entrance, standing in a floating island with scattered mechanical junk. To reach him, the player must first defeat the spirit of Redd as the answer to a trivia question ("Which of these spirits sells furniture?"), allowing access to the island he's in.

Fighter Battle[edit]

No. Image Name Type Power Stage Music
42
R.O.B. SSBU.png
R.O.B.
Shield
Shield
10,500 Wrecking Crew (Ω form) Stack-Up/Gyromite

Spirits[edit]

R.O.B.'s fighter spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 300 Gold, but only after R.O.B. has been unlocked. Unlocking R.O.B. in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork in Ultimate.

Additionally, R.O.B. makes an appearance in a few support spirits.

In Spirit Battles[edit]

As the main opponent[edit]

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
245
SSBU spirit Guardian.png
Guardian The Legend of Zelda Series •Giant R.O.B. R.O.B. (SSBU)
Neutral
3,800 Great Plateau Tower (Ω form) N/A •The enemy has super armor and is hard to launch or make flinch
Stamina battle
•The enemy favors neutral specials
Nintendo Switch Presentation 2017 Trailer BGM
290
SSBU spirit Diggernaut.png
Diggernaut Metroid Series •Giant R.O.B. R.O.B. (SSBU)
Attack
3,900 The Great Cave Offensive (Battlefield form) •Item: Drill •The enemy starts the battle with a Drill
•The enemy is giant
Magmoor Caverns - Metroid: Samus Returns
388
SSBU spirit ROB 64.png
ROB 64 Star Fox Series R.O.B. R.O.B. (SSBU) (120 HP)
Falco Falco (SSBU) (50 HP)
Fox Fox (SSBU) (50 HP)
Shield
3,300 Corneria (Battlefield form) N/A •Defeat the main fighter to win
Stamina battle
•Reinforcements will appear during the battle
Area 6 - Star Fox 64
392
SSBU spirit Landmaster.png
Landmaster Star Fox Series •Giant R.O.B. R.O.B. (SSBU)
Neutral
4,000 Venom (Ω form) N/A •The enemy's neutral special has increased power
•The enemy is giant
Space Battleground
494
SSBU spirit Metagross.png
Metagross Pokémon Series •Metal R.O.B. R.O.B. (SSBU) (140 HP)
Shield
4,400 Unova Pokémon League (hazards off) •Earthquake Stamina battle
•Periodic earthquakes will shake the stage
•The enemy is metal
Battle! (Steven)
511
SSBU spirit Regigigas.png
Regigigas Pokémon Series •Giant R.O.B. R.O.B. (SSBU) (INT)/R.O.B. (SSBU) (JP/CH/KR) (200 HP)
Attack
9,600 Brinstar Depths (Ω form) •Move Speed ↑
•Attack Power ↑
Stamina battle
•The enemy has increased attack power after a little while
•The enemy has increased move speed after a little while
Battle! (Dialga/Palkia) / Spear Pillar
537
SSBU spirit Genesect.png
Genesect Pokémon Series R.O.B. Team R.O.B. (SSBU)×4
Shield
9,300 Prism Tower N/A •The enemy favors neutral specials
•Only certain Pokémon will emerge from Poké Balls (Genesect)
•The enemy has increased move speed
N's Castle
569
EVE
EVE EarthBound Series •Giant R.O.B. R.O.B. (SSBU) (160 HP)
Shield
9,700 Frigate Orpheon •Defense ↓
•Attack Power ↓
•The enemy's energy attacks have increased power
•The enemy has super armor and is hard to launch or make flinch
Stamina battle
Magicant
769
SSBU spirit Metal Gear REX.png
Metal Gear REX Metal Gear Solid Series •Metal R.O.B. R.O.B. (SSBU)×2 (90 HP)
Shield
9,500 Shadow Moses Island •Item: Shooting Types Stamina battle
•The enemy is metal
•The enemy starts the battle with a Steel Diver
Cavern
772
from the game files
Metal Gear ZEKE Metal Gear Solid Series R.O.B. R.O.B. (SSBU)
Shield
1,900 Halberd N/A •The enemy starts the battle with a Super Scope Encounter
784
SSBU spirit Gamma.png
Gamma Sonic The Hedgehog Series R.O.B. R.O.B. (SSBU) (120 HP)
Grab
1,700 Frigate Orpheon N/A Stamina battle
•The enemy's shooting items have increased power
•The enemy starts the battle with a Ray Gun
Open Your Heart
792
SSBU spirit Omega.png
Omega Sonic The Hedgehog Series •Giant R.O.B. R.O.B. (SSBU) (120 HP)
Shield
2,200 Green Hill Zone (Battlefield form) N/A Stamina battle
•The enemy starts the battle with a Drill
•The enemy is giant
Sonic Heroes
824
SSBU spirit Gyromite.png
Gyromite R.O.B. Series •Giant R.O.B. R.O.B. (SSBU)×3
Grab
3,900 Living Room N/A •The enemy favors down specials
•The enemy is giant
Stack-Up/Gyromite R.O.B.
871
SSBU spirit Auto.png
Auto Mega Man Series R.O.B. R.O.B. (SSBU)
Shield
3,600 Moray Towers (Ω form) •Item: Shooting Types •The enemy starts the battle with a Super Scope We're Robots (Dr. Wily Stage 2)
874
SSBU spirit Wily Capsule.png
Wily Capsule Mega Man Series •Metal R.O.B. R.O.B. (SSBU) (180 HP)
Grab
9,700 Wily Castle (Ω form) •Assist Trophy Enemies (Wily Capsule) Stamina battle
•Hostile assist trophies will appear
•The enemy is metal
Mega Man 2 Medley Wily Machine 7
904
SSBU spirit Galaxy Man.png
Galaxy Man Mega Man Series R.O.B. R.O.B. (SSBU)
Attack
2,100 Lylat Cruise •Hazard: Low Gravity
•Item: Black Hole
•Timed battle (1:00)
•Gravity is reduced
•The enemy starts the battle with a Black Hole
Flash in the Dark (Dr. Wily Stage 1)
1,089
SSBU spirit Monita.png
Monita Nintendo Land R.O.B. R.O.B. (SSBU)
Neutral
3,600 Pokémon Stadium 2 •Sudden Damage •All fighters take serious damage Nintendo Land Medley
1,114
SSBU spirit Ancient Minister.png
Ancient Minister Super Smash Bros. Series R.O.B. Team R.O.B. (SSBU)R.O.B. (SSBU)R.O.B. (SSBU)R.O.B. (SSBU) (INT)/R.O.B. (SSBU) (JP/CH/KR)
Neutral
9,000 Halberd •Hazard: Screen Flip •The screen will suddenly flip
•The enemy starts the battle with a Bomber
•Explosion attacks aren't as effective against the enemy
Final Destination - Super Smash Bros. Brawl R.O.B. Squad (cyan, red, and NES/Famicom costumes)
1,178
from the game's files
Mokka Magical Vacation Series R.O.B. R.O.B. (SSBU)
Shield
3,700 Great Plateau Tower •Move Speed ↓ •You have reduced move speed Attack - Soma Bringer
1,203
SSBU spirit Mappo.png
Mappo Giftpia R.O.B. R.O.B. (SSBU)
Grab
1,700 Wuhu Island (Wishing Fountain) •Attack Power ↑
•Move Speed ↓
•Survive until the timer runs out (1:00)
•You have reduced move speed after a little while
•The enemy has increased attack power after a little while
Tomorrow's Passion
1,210
from the game's files
Chibi-Tot Chibi-Robo! Series •Metal R.O.B. Team R.O.B. (SSBU)×4 (INT)/R.O.B. (SSBU)×4 (JP/CH/KR)
Grab
2,300 Gamer •Item: Blocks •The enemy is metal
•The enemy has increased move speed
Garage
1,222
from the game's files
Warrior Mech Gauss Chōsōjū Mecha MG R.O.B. R.O.B. (SSBU)
Attack
1,800 Wily Castle N/A •The enemy starts the battle with a Killing Edge
•The enemy has increased move speed
Marionation Gear
1,248
SSBU spirit Ando Kensaku.png
Ando Kensaku And-Kensaku R.O.B. R.O.B. (SSBU)
Mr. Game & Watch Mr. Game & Watch (SSBU)
Grab
2,000 PictoChat 2 (Battlefield form) •Hazard: Zap Floor •The floor is electrified
•The enemy favors side specials
PictoChat
1,320
from the game's files
Toy-Con VR Goggles Nintendo Labo Series R.O.B. R.O.B. (SSBU)
Mii Gunner Mii Gunner (SSBU) (Moveset 3322, Toy-Con Visor, Red Standard Outfit)
Mii Gunner Mii Gunner (SSBU) (Moveset 2233, Toy-Con Visor, Blue Standard Outfit)
Shield
3,800 Gamer (Single building layout) •Assist Trophy Enemies (Yuri Kozukata)
•Item: Dragoon Parts
•Hostile assist trophies will appear after a little while Garage
1,333
SSBU spirit Golem.png
Golem DRAGON QUEST Series •Giant R.O.B. R.O.B. (SSBU) (187 HP)
Shield
4,400 Mushroom Kingdom (Battlefield form) •Sleep Status •The enemy has super armor but moves slower
•The enemy's punches and elbow strikes have increased power
Stamina battle
Fighting Spirits - DRAGON QUEST III
1,352
SSBU spirit T-Tetrimino.png
T-Tetrimino Tetris Series R.O.B. R.O.B. (SSBU)
Neutral
4,400 Flat Zone X (Battlefield form) •Assist Trophy Enemies (Hammer Bro)
•Hazard: Screen Flip
•The screen will suddenly flip
•Hostile assist trophies will appear
•The enemy favors down smash attacks
Chill (Brawl)
1,435
SSBU spirit Villager & Iron Golem.png
Villager & Iron Golem Minecraft Series •Giant R.O.B. R.O.B. (SSBU) (INT)/R.O.B. (SSBU) (JP/CH/KR)
Steve Steve (SSBU)×2 Steve (SSBU)
Grab
8,700 Minecraft World (Plains, Day) •Item: Cucco •The enemy has super armor and is hard to launch or make flinch
•The enemy favors grabs and throws
•Reinforcements will appear during the battle
Earth Iron Golem
1,453
SSBU spirit Diminutive Guardian.png
Diminutive Guardian The Legend of Zelda Series •Tiny R.O.B. R.O.B. (SSBU) (INT)/R.O.B. (SSBU) (JP/CH/KR)
•Giant R.O.B. R.O.B. (SSBU)
Shield
1,600 Temple (Battlefield form) N/A •Defeat the main fighter to win Ballad of the Goddess (Original) Guardian (green costume)
1,498
SSBU spirit E.M.M.I..png
E.M.M.I. Metroid Series •Giant R.O.B. R.O.B. (SSBU) (INT)/R.O.B. (SSBU) (JP/CH/KR) (20 HP)
Attack
9,600 Brinstar Depths (Battlefield form) •Attack Power ↑
•Move Speed ↑
•Temporary Invincibility
•The enemy will occasionally be invincible
Stamina battle (player 30 HP)
•The enemy has increased move speed
Lockdown Battle Theme
1,518
SSBU spirit The 13 Sentinel Pilots.png
The 13 Sentinel Pilots [sic] •Giant R.O.B. Team R.O.B. (SSBU)×3 (INT)/R.O.B. (SSBU)×3 (JP/CH/KR) (45 HP) R.O.B. (SSBU)×10/R.O.B. (SSBU)×10 (45 HP)
Shield
9,700 Fourside (Battlefield form) •Sudden Final Smash •The enemy will suddenly have a Final Smash after a little while
•Timed stamina battle (1:40)
•Reinforcements will appear after an enemy is KO'd
Marionation Gear Sentinels

As a minion[edit]

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
106
SSBU spirit Fawful.png
Fawful Mario & Luigi Series Iggy Bowser Jr. (SSBU) (140 HP)
R.O.B. R.O.B. (SSBU) (140 HP)
Neutral
3,700 Prism Tower N/A Stamina battle
•The enemy starts the battle with a Rocket Belt
The Grand Finale Mechawful
567
lloyd
Lloyd EarthBound Series Villager Villager (SSBU) (160 HP)
R.O.B. R.O.B. (SSBU) (160 HP)
Grab
9,200 Magicant (hazards off) Bob-omb Festival •Defeat the main fighter to win
•Bob-ombs will rain from the sky after a little while
Stamina battle
Bein' Friends EVE
599
SSBU spirit Mr. EAD.png
Mr. EAD F-Zero Series •Giant Wario Wario (SSBU)
•Giant R.O.B. R.O.B. (SSBU)
Shield
3,800 Big Blue N/A •Defeat the main fighter to win
•The enemy's dash attacks have increased power
•The enemy can deal damage by dashing into you
Brain Cleaner Great Star (cyan color scheme)
736
SSBU spirit Dr. Crygor.png
Dr. Crygor WarioWare Series Dr. Mario Dr. Mario (SSBU)
R.O.B. R.O.B. (SSBU)
Wario Wario (SSBU)
Grab
3,400 WarioWare, Inc. (hazards off) N/A •Defeat the main fighter to win Mike's Song Mike
752
Hal emmerich
Hal Emmerich Metal Gear Solid Series Dr. Mario Dr. Mario (SSBU)
•Giant Metal R.O.B. R.O.B. (SSBU)
Shield
4,500 Prism Tower N/A •Defeat the main fighter to win
•The enemy tends to avoid conflict
•The enemy is metal
Yell "Dead Cell" Metal Gear REX
767
SSBU spirit Paz Ortega Andrade.png
Paz Ortega Andrade Metal Gear Solid Series Villager Villager (SSBU)
•Giant R.O.B. R.O.B. (SSBU)
Shield
3,500 Gaur Plain (Battlefield form) Bob-omb Festival •Bob-ombs will rain from the sky after a little while
•The enemy is giant
Main Theme - METAL GEAR SOLID PEACE WALKER Metal Gear ZEKE
768
SSBU spirit Strangelove.png
Strangelove Metal Gear Solid Series Bayonetta Bayonetta (SSBU)
•Metal R.O.B. R.O.B. (SSBU)
Grab
1,600 Midgar (Battlefield form) N/A •Defeat the main fighter to win
•Reinforcements will appear during the battle
•The enemy is metal
Main Theme - METAL GEAR SOLID PEACE WALKER Peace Walker
913
SSBU spirit Tron Bonne.png
Tron Bonne Mega Man Legends Series Wendy Bowser Jr. (SSBU)
•Tiny R.O.B. R.O.B. (SSBU)×2
Grab
3,600 Wuhu Island (Talon Rock) N/A •Take your strongest team into this no-frills battle We're Robots (Dr. Wily Stage 2) Servbots
962
SSBU spirit Lin.png
Lin Xenoblade Chronicles Series Daisy Daisy (SSBU)
Mega Man Mega Man (SSBU)
R.O.B. R.O.B. (SSBU)
Grab
1,600 Shadow Moses Island N/A •Defeat the main fighter to win
•The enemy starts the battle with a Drill
Xenoblade Chronicles Medley Skell
1,209
Drake Redcrest
Drake Redcrest Chibi-Robo! Series Captain Falcon Captain Falcon (SSBU)
•Tiny Metal R.O.B. R.O.B. (SSBU)
Neutral
1,700 Living Room N/A •Defeat the main fighter to win
•The enemy's neutral special has increased power
•The enemy loves to taunt
ST01: Roll Out, Wonderful 100! Chibi-Robo
1,340
SSBU spirit Mumbo Jumbo.png
Mumbo Jumbo Banjo-Kazooie Series •Gold Mii Swordfighter Mii Swordfighter (SSBU) (Moveset 1231, Skull Kid's Hat, Ashley Outfit)
•Giant Gold R.O.B. R.O.B. (SSBU) (INT)/R.O.B. (SSBU) (JP/CH/KR)
Grab
9,500 Jungle Japes (hazards off) •Flowery •Defeat the main fighter to win
•You constantly take minor damage
•The enemy favors air attacks
Mumbo's Mountain Golden Goliath
1,349
SSBU spirit Bullet Walker (Brigadier General).png
Bullet Walker (Brigadier General) DAEMON X MACHINA •Tiny Ganondorf Ganondorf (SSBU) (50 HP)
•Giant R.O.B. R.O.B. (SSBU) (60 HP) R.O.B. (SSBU) (50 HP) R.O.B. (SSBU) (50 HP)
Shield
9,300 Bridge of Eldin (Battlefield form) •Move Speed ↑
•Attack Power ↑
•Item: Exploding Types
Stamina battle
•The enemy has increased attack power
•The enemy has increased move speed after a little while
Battle in the Base Bullet Walker (Green)
Scarlet Sword (Red)
Shadow Fang (Blue)
1,466
SSBU spirit Sophia.png
Sophia Persona Series Ness Ness (SSBU)
•Metal R.O.B. R.O.B. (SSBU)×3 (INT)/R.O.B. (SSBU)×3 (JP/CH/KR)
Neutral
9,500 New Pork City (Battlefield form) N/A •Defeat the main fighter to win
•The enemy is metal
Light Plane (Vocal Mix) (for 3DS / Wii U) Pithos
Mementos (Battlefield form)[SB 1] Last Surprise[SB 1]
1,489
SSBU spirit Kokorowa.png
Kokorowa Sakuna: Of Rice and Ruin Zelda Zelda (SSBU)
R.O.B. R.O.B. (SSBU)×2 (INT)/R.O.B. (SSBU)×2 (JP/CH/KR)
Shield
3,700 Suzaku Castle N/A •Defeat the main fighter to win
•The enemy favors down specials
Boss 1 - Sakura Samurai: Art of the Sword Mihashira Capital Automatons
1,514
SSBU spirit Rauru.png
Rauru The Legend of Zelda Series Mewtwo Mewtwo (SSBU) (100 HP)
Zelda Zelda (SSBU) (70 HP)
•Giant R.O.B. R.O.B. (SSBU) (70 HP)
Robin Robin (SSBU) (60 HP)
Inkling Inkling (SSBU) (60 HP)
Charizard Charizard (SSBU) (60 HP)
Pit Pit (SSBU) (60 HP)
Neutral
13,000 Temple (Battlefield form) N/A Stamina battle
•The enemy favors neutral specials
•Reinforcements will appear after an enemy is KO'd
Calamity Ganon Battle - Second Form Mineru
  1. ^ a b This alternative occurs when the corresponding DLC has been purchased and downloaded.

Alternate costumes[edit]

As in SSB4, R.O.B.'s default costume switches between the 1st and 2nd costumes listed here depending on the language the game is set to. The Famicom colors are the default if the language is set to Japanese, Korean, or Chinese, while the NES colors are the default color if the language is set to any other language. Newly scanned R.O.B. amiibo default to the language's default color instead of the color of the R.O.B. amiibo, unlike other amiibo variants.

Palette swap (SSBU)
R.O.B. (SSBU) R.O.B. (SSBU) R.O.B. (SSBU) R.O.B. (SSBU) R.O.B. (SSBU) R.O.B. (SSBU) R.O.B. (SSBU) R.O.B. (SSBU)

Gallery[edit]

Fighter Showcase Video[edit]

Trivia[edit]

Regigigas ROB Japan.jpgRegigigas ROB USA.jpg
Magnify-clip.pngMagnify-clip.png
A comparison of Regigigas Spirit Battle in the
Japanese, Chinese, and Korean versions (left) vs.
other languages (right), showing the difference
between language versions on R.O.B.'s default
costumes.
  • R.O.B.'s stock icon is one of six to show the character's eyes, the others being Kirby, Meta Knight, Sonic, Zombie, and Enderman.
    • This is not counting Captain Falcon and Larry, as the eyes depicted for the former are not his actual eyes, and the latter lacks his irises.
  • On the official site for Ultimate, each character is accompanied by a background image of a stage from their universe. As R.O.B. is the only character to not have a stage from his home universe, his page is the only one with no stage for the background image.
  • 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.
  • 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 King Dedede, Simon, and 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 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, Cloud also shared this distinction.
  • Bowser Jr., Yoshi, Mr. Game & Watch, and R.O.B. are the only fighters who used their default costumes in spirit battles through one of the 1297 spirits available when the game first launched. In R.O.B.'s case, it is due to the Ancient Minister spirit.
    • Due to certain spirit battles (such as Ancient Minister, Villager & Iron Golem, E.M.M.I., and 13 Sentinel Pilots), R.O.B. is the only character whose color scheme used for a spirit battle changes based on the language version used.
  • 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".
  • 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. Mr. Game & Watch and the Mii Fighters also share this oddity.
  • 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.[1]

References[edit]