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Revision as of 22:38, June 27, 2024
R.O.B. in Super Smash Bros. Ultimate | |
---|---|
Universe | R.O.B. |
Other playable appearances | in Brawl in SSB4 |
Availability | Unlockable |
Final Smash | Guided Robo Beam |
Tier | S (6) |
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 large 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
Complete one of the following:
- Play VS. matches, with R.O.B. being the 31st character to be unlocked.
- Clear Classic Mode with Pikachu or any character in its unlock tree, being the 3rd character unlocked after Shulk.
- Have R.O.B. join the player's party in World of Light.
R.O.B. must then be defeated on Wrecking Crew (the Ω form is used in World of Light).
Attributes
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
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
- 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.
- R.O.B.'s eye expressions are now seen properly at all times, as in Super Smash Bros. for Nintendo 3DS.
- 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.
- 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
- R.O.B.'s character model is smaller. This makes his hurtbox slightly smaller, while keeping his range mostly intact.
- 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.
- Like all characters, R.O.B.'s jumpsquat animation takes 3 frames to complete (down from 5).
- Double jump animation has been altered: R.O.B. spins horizontally while jumping.
- R.O.B. walks slightly faster (1.122 → 1.178).
- R.O.B. runs faster (1.568 → 1.725).
- His initial dash speed is much faster (1.3 → 2.002).
- 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.
- R.O.B.'s air speed is slightly higher (1.08 → 1.134).
- R.O.B.'s traction has been increased (0.06 → 0.105).
- Forward roll grants less intangibility (frames 4-16 → 4-15).
- Back roll has more startup with less intangibility (frames 4-16 → 5-16), and more ending lag (FAF 30 → 35).
- Spot dodge has less ending lag (FAF 27 → 26).
- Air dodge grants more intangibility (frames 3-27 → 3-29).
- Air dodge has more ending lag (FAF 33 → 51).
- 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
- Neutral attack:
- The first hit can be held for a consecutive jab.
- 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.
- 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.
- The second hit has a higher hitlag multiplier (1× → 2×), making it easier to DI.
- Forward tilt:
- Forward tilt deals more damage (5%/6%/8% → 7%/8%/10%).
- 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.
- 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.
- It uses stationary hitboxes rather than connecting them to R.O.B.'s arm.
- Up tilt:
- R.O.B. no longer faces the screen directly during the move, much like his taunts.
- Dash attack:
- Dash attack has less ending lag (FAF 36 → 32), improving its combo potential in combination with R.O.B.'s faster jumpsquat.
- Forward smash:
- Forward smash has more knockback scaling (100 → 105 (sweetspot)/110 (middlespot, sourspot)), improving its KO potential.
- 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.
- 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.
- It starts charging earlier (frame 10 → 7).
- Down smash:
- 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.
- The first two hits have less knockback (30 base/40 scaling → 20/20), allowing them to connect more reliably.
- It starts charging later (frame 2 → 4), making it less likely to be charged on accident and thus delayed.
- 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%).
- 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
- All aerials have less landing lag (12 → 7 frames (neutral), 15 → 9 (forward), 22 → 13 (back, up), 21 → 12 (down).
- Neutral aerial:
- Neutral aerial has less startup with a longer hitbox duration (frames 18-32 → 14-32).
- 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.
- 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:
- Forward aerial has a longer hitbox duration (frames 6-7 → 6-8).
- Back aerial:
- 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.
- The late hit has a longer duration (frames 24-29 → 24-32).
- Up aerial:
- The last hit has less startup with a longer duration (frame 26 → frames 23-24), allowing it to connect better from the previous hits.
- However, the move's total duration remains unchanged, increasing its ending lag.
- The last hit has less startup with a longer duration (frame 26 → frames 23-24), allowing it to connect better from the previous hits.
- Down aerial:
- 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.
- R.O.B. faces further forward when performing the move.
Throws and other attacks
- Grabs:
- All grabs have more ending lag (FAF 31 → 38 (standing), FAF 38 → 46 (dash), FAF 37 → 41 (pivot)).
- Standing and pivot grab have less startup (frame 7 → 6 (standing), frame 11 → 10 (pivot)).
- Standing grab has more range (Z2 offset: 10.6u → 11.6u).
- Dash and pivot grab have less range (Z2 offset: 12.7u → 12.2u (dash), -18.1u → -17.3u (pivot).
- Pummel:
- R.O.B. has a new pummel: he headbutts the opponent instead of squeezing them in his grip.
- 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.
- It deals less damage (2% → 1.3%).
- Forward throw:
- R.O.B. has a new forward throw: he throws the opponent overhead with one arm.
- 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:
- 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:
- 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:
- Down throw buries opponents, much like Banjo & Kazooie and King K. Rool's down throws.
- 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.
- It deals half as much damage (10% → 5%).
- 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
- Robo Beam:
- Super Robo Beam deals significantly more damage (10% → 15%).
- 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.
- Both stages launch opponents at lower angles (80° → 60° (Robo Beam), 60° → 45° (Super Robo Beam)), improving their effectiveness for edgeguarding.
- Both stages deal negative shield damage (0 → -2.2 (Robo Beam), -3.7 (Super Robo Beam)).
- Super Robo Beam has much less knockback scaling (70 → 43), hindering its KO potential despite its increased damage, unless it hits near the edge.
- Super Robo Beam's graphic is flashier.
- Arm Rotor:
- 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).
- 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.
- Akin to its Brawl counterpart, Arm Rotor has much less horizontal maneuverability on the ground (speed multiplier: 1x → 0.4x).
- R.O.B doesn't jump forward as far when activating the move (initial speed: 1.5 → 1.2).
- 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%).
- However, it still racks up more damage overall when extended, due to its significantly improved linking ability.
- The reflection doesn't last as long (29 frames → 23).
- The last hit has a lower hitlag multiplier (3.4× → 2.4×).
- The last hit has a less exaggerated animation.
- Robo Burner:
- Robo Burner's fuel has a longer duration (~110 frames → 143).
- 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.
- The move has new particle effects.
- 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:
- Like other charge-cancelable moves, Gyro can be canceled by spot dodging or jumping.
- 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.
- It deals less damage when thrown as an item (8.9%-11% → 6.7%-7.9% (forward)).
- It deals less shield damage.
- Final Smash:
- 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
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.
- Removed instant Gyro Cancelling.
- Arm Rotor connects more reliably.
- Robo Beam deals less shield damage (0 → -2.2/-3.7 (normal/Super)).
- Gyro deals less shield damage (0 → -2/-2.5 (thrown/spinning)).
- Neutral attack 1 connects into neutral attack 2 more reliably (hitbox 2 BKB: 18 → 40).
- Neutral attack 2 has more range (hitbox 2 Z offset: 14u → 14u-15u).
- 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.
- Changed the length of vulnerability when crumpling to be consistent with other fighters.
Moveset
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 terrible range. | |
Pummel | CatchA | 1.3% | A headbutt. A relatively quick pummel that inflicts decent damage. | |
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
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 2.56 – Fast-fall |
3 | 38 - Base 18.38 - Short hop |
38 |
Announcer call
English
Japanese/Chinese
On-screen appearance
- Portions of R.O.B.'s body descend from the sky and assemble together.
Taunts
- 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
- Briefly looks toward the screen.
- Briefly nods off, then shakes his head and wakes up.
Crowd cheer
Victory poses
- 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 competitive play
Most historically significant players
See also: Category:R.O.B. players (SSBU)
- Anathema - One of the best R.O.B. players in the United States in the post-online metagame, with his most notable run being his run to 2nd place at the major Rise 'N Grind. In addition, he has also placed 5th at Port Priority 7 and 7th at Let's Make Big Moves 2022.
- Epic_Gabriel - One of the best players during the online metagame, with his best ranking being 5th on the Wi-Fi Warrior Rank v6. Offline, he is also considered one of the best R.O.B. players in the United States, having placed top 32 at several majors such as 13th at Riptide and 17th at Let's Make Moves Miami.
- Longo - The best R.O.B. player in Europe, having placed top 32 at nearly every major he has attended, including 13th at Ultimate Fighting Arena 2022 and 17th at COLOSSEL 2022. He was also ranked 139th on the OrionRank 2022.
- MKBigBoss - One of the best R.O.B. players in North America, and is also a top 10 player in Mexico who regularly places top 16 at Mexican majors. He began traveling in the post-online metagame and achieved several high placements at notable events, including 4th at the major Port Priority 6 and 7th at the supermajor Let's Make Big Moves 2023.
- Raffi-X - Although his tournament activity was limited to New England, he was considered one of the best R.O.B. players in the world in the early metagame, placing 7th at the supermajor Shine 2019 and 9th at the supermajor Super Smash Con 2019, and was ranked 31st on the Fall 2019 PGRU. Due to a controversy, he has since retired from competitive play.
- WaDi - One of the best R.O.B. players in the world in the early metagame, placing top 16 at several majors including 7th at CEO 2019 and Glitch 7 - Minus World, and ranking 20th on the Fall 2019 PGRU. Since the post-online metagame, WaDi played R.O.B. alongside a variety of characters until early-2023, where he went inactive due to sexual misconduct allegations.
- Zackray - Although known for playing a variety of characters, one of his best known characters is his R.O.B., whom he most prominently used from mid-2019 to late-2022. He is considered the second best R.O.B. player of all-time and is the first R.O.B. player to win a major, doing so at the supermajor The Big House 9. Since then, he has won several other majors with primarily R.O.B., including EGS Cup 3 and Ultimate WANTED 4.
- Zomba - The best R.O.B. player of all-time, and is also one of the best players in the United States in 2023. He is the only solo-R.O.B. major winner, winning the supermajors Crown the Third and GENESIS X.
Tier placement and history
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
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 | Halberd | Pink Ball Activate! | |
2 | Dark Samus | Frigate Orpheon | Psycho Bits | |
3 | Mr. Game & Watch (x5) | Flat Zone X | Flat Zone | Horde Battle. |
4 | Little Mac | Boxing Ring | Tunnel Theme - X-Scape | |
5 | Wii Fit Trainer (x2) | Wii Fit Studio (Battlefield form) | Rhythm Boxing | |
6 | R.O.B. (x6) | Mario Bros. (Battlefield form) | Stack-Up/Gyromite | Horde Battle. 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. 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
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
No. | Image | Name | Type | Power | Stage | Music |
---|---|---|---|---|---|---|
42 | R.O.B. | 10,500 | Wrecking Crew (Ω form) | Stack-Up/Gyromite |
Spirits
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
As the main opponent
Spirit | Battle parameters | Inspiration | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music | Character |
245 | Guardian | The Legend of Zelda Series | •Giant R.O.B. | 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 | Diggernaut | Metroid Series | •Giant R.O.B. | 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 | ROB 64 | Star Fox Series | •R.O.B. (120 HP) •Falco (50 HP) •Fox (50 HP) |
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 | Landmaster | Star Fox Series | •Giant R.O.B. | 4,000 | Venom (Ω form) | N/A | •The enemy's neutral special has increased power •The enemy is giant |
Space Battleground | |||
494 | Metagross | Pokémon Series | •Metal R.O.B. (140 HP) | 4,400 | Unova Pokémon League (hazards off) | •Earthquake | •Stamina battle •Periodic earthquakes will shake the stage •The enemy is metal |
Battle! (Steven) | |||
511 | Regigigas | Pokémon Series | •Giant R.O.B. (INT)/ (JP/CH/KR) (200 HP) | 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 | Genesect | Pokémon Series | •R.O.B. Team ×4 | 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 | EarthBound Series | •Giant R.O.B. (160 HP) | 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 | Metal Gear REX | Metal Gear Solid Series | •Metal R.O.B. ×2 (90 HP) | 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 | Metal Gear ZEKE | Metal Gear Solid Series | •R.O.B. | 1,900 | Halberd | N/A | •The enemy starts the battle with a Super Scope | Encounter | |||
784 | Gamma | Sonic The Hedgehog Series | •R.O.B. (120 HP) | 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 | Omega | Sonic The Hedgehog Series | •Giant R.O.B. (120 HP) | 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 | Gyromite | R.O.B. Series | •Giant R.O.B. ×3 | 3,900 | Living Room | N/A | •The enemy favors down specials •The enemy is giant |
Stack-Up/Gyromite | R.O.B. | ||
871 | Auto | Mega Man Series | •R.O.B. | 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 | Wily Capsule | Mega Man Series | •Metal R.O.B. (180 HP) | 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 | Galaxy Man | Mega Man Series | •R.O.B. | 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 | Monita | Nintendo Land | •R.O.B. | 3,600 | Pokémon Stadium 2 | •Sudden Damage | •All fighters take serious damage | Nintendo Land Medley | |||
1,114 | Ancient Minister | Super Smash Bros. Series | •R.O.B. Team (INT)/ (JP/CH/KR) | 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 | Mokka | Magical Vacation Series | •R.O.B. | 3,700 | Great Plateau Tower | •Move Speed ↓ | •You have reduced move speed | Attack - Soma Bringer | |||
1,203 | Mappo | Giftpia | •R.O.B. | 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 | Chibi-Tot | Chibi-Robo! Series | •Metal R.O.B. Team ×4 (INT)/×4 (JP/CH/KR) | 2,300 | Gamer | •Item: Blocks | •The enemy is metal •The enemy has increased move speed |
Garage | |||
1,222 | Warrior Mech Gauss | Chōsōjū Mecha MG | •R.O.B. | 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 | Ando Kensaku | And-Kensaku | •R.O.B. •Mr. Game & Watch |
2,000 | PictoChat 2 (Battlefield form) | •Hazard: Zap Floor | •The floor is electrified •The enemy favors side specials |
PictoChat | |||
1,320 | Toy-Con VR Goggles | Nintendo Labo Series | •R.O.B. •Mii Gunner (Moveset 3322, Toy-Con Visor, Red Standard Outfit) •Mii Gunner (Moveset 2233, Toy-Con Visor, Blue Standard Outfit) |
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 | Golem | DRAGON QUEST Series | •Giant R.O.B. (187 HP) | 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 | T-Tetrimino | Tetris Series | •R.O.B. | 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 | Villager & Iron Golem | Minecraft Series | •Giant R.O.B. (INT)/ (JP/CH/KR) •Steve ×2 |
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 | Diminutive Guardian | The Legend of Zelda Series | •Tiny R.O.B. (INT)/ (JP/CH/KR) •Giant R.O.B. |
1,600 | Temple (Battlefield form) | N/A | •Defeat the main fighter to win | Ballad of the Goddess (Original) | Guardian (green costume) | ||
1,498 | E.M.M.I. | Metroid Series | •Giant R.O.B. (INT)/ (JP/CH/KR) (20 HP) | 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 | The 13 Sentinel Pilots | [sic] | •Giant R.O.B. Team ×3 (INT)/×3 (JP/CH/KR) (45 HP) ×10/×10 (45 HP) | 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
Spirit | Battle parameters | Inspiration | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music | Character |
106 | Fawful | Mario & Luigi Series | •Iggy (140 HP) •R.O.B. (140 HP) |
3,700 | Prism Tower | N/A | •Stamina battle •The enemy starts the battle with a Rocket Belt |
The Grand Finale | Mechawful | ||
567 | Lloyd | EarthBound Series | •Villager (160 HP) •R.O.B. (160 HP) |
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 | Mr. EAD | F-Zero Series | •Giant Wario •Giant R.O.B. |
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 | Dr. Crygor | WarioWare Series | •Dr. Mario •R.O.B. •Wario |
3,400 | WarioWare, Inc. (hazards off) | N/A | •Defeat the main fighter to win | Mike's Song | Mike | ||
752 | Hal Emmerich | Metal Gear Solid Series | •Dr. Mario •Giant Metal R.O.B. |
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 | Paz Ortega Andrade | Metal Gear Solid Series | •Villager •Giant R.O.B. |
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 | Strangelove | Metal Gear Solid Series | •Bayonetta •Metal R.O.B. |
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 | Tron Bonne | Mega Man Legends Series | •Wendy •Tiny R.O.B. ×2 |
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 | Lin | Xenoblade Chronicles Series | •Daisy •Mega Man •R.O.B. |
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 | Chibi-Robo! Series | •Captain Falcon •Tiny Metal R.O.B. |
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 | Mumbo Jumbo | Banjo-Kazooie Series | •Gold Mii Swordfighter (Moveset 1231, Skull Kid's Hat, Ashley Outfit) •Giant Gold R.O.B. (INT)/ (JP/CH/KR) |
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 | Bullet Walker (Brigadier General) | DAEMON X MACHINA | •Tiny Ganondorf (50 HP) •Giant R.O.B. (60 HP) (50 HP) (50 HP) |
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 | Sophia | Persona Series | •Ness •Metal R.O.B. ×3 (INT)/×3 (JP/CH/KR) |
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 | Kokorowa | Sakuna: Of Rice and Ruin | •Zelda •R.O.B. ×2 (INT)/×2 (JP/CH/KR) |
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 | Rauru | The Legend of Zelda Series | •Mewtwo (100 HP) •Zelda (70 HP) •Giant R.O.B. (70 HP) •Robin (60 HP) •Inkling (60 HP) •Charizard (60 HP) •Pit (60 HP) |
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 |
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 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.
Gallery
Taunting on Port Town Aero Dive.
Attacking Mega Man with Robo Beam on Battlefield.
Crouching with a buried Wario on Gaur Plain.
Attacking Marth with his down smash on Tomodachi Life.
Blue, metal, and pink R.O.B.s with a Bombchu on PictoChat 2.
R.O.B. holding the completed Daybreak.
Using his back aerial on Lucas on Magicant.
Fighter Showcase Video
Trivia
- 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
R.O.B. universe | |
---|---|
Fighter | R.O.B. (SSBB · SSB4 · SSBU) |
Enemies | R.O.B. Squad (R.O.B. Blaster · R.O.B. Launcher · R.O.B. Sentry) |
Other | Ancient Minister · Isle of the Ancients |
Trophies, Stickers, and Spirits | Trophies (SSBB · SSB4) · Spirits |
Music | Gyromite |