Super Smash Bros. Ultimate

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

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|fsmashname=S3
|fsmashname=S3
|fsmashdmg=15% (base), 11.5% (middle), 6% (tip)
|fsmashdmg=15% (base), 11.5% (middle), 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=An optical energy blast, similar to the uncharged [[Robo Beam]]. Although this move has poor startup and is very punishable, the strongest hitbox closest to ROB's eyes deals extremely high knockback, KOing around 75% near the ledge. It can also be angled, allowing it to catch jumps and ledge options.  
|usmashname= 
|usmashname= 
|usmashdmg=3% (hit 1), 14% (hit 2)
|usmashdmg=3% (hit 1), 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=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 very powerful. It KOs middleweights at around 100%. Altogether, these traits make it a reliable KOing option, especially from [[out of shield]]. However, it has high ending lag, an is very punishable.
|dsmashname= 
|dsmashname= 
|dsmashdmg=3.5% (hits 1 and 2), 5% (hit 3)
|dsmashdmg=3.5% (hits 1 and 2), 5% (hit 3)
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|nairname=AirN
|nairname=AirN
|nairdmg=9.5% (base), 7.5% (tip)
|nairdmg=9.5% (base), 7.5% (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 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. If [[SHFF]]'d, it can reliable combo into Forward Air, Arm Roter, or Up Air. It also also ROB's best landing option and is safe on shield. However, Duee to it hitting on frame 14, however, it is one of the slowest of its type and can be stuffed out by faster aerials.
|fairname= 
|fairname= 
|fairdmg=7%
|fairdmg=7%
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|bairname=Air Boosters
|bairname=Air Boosters
|bairdmg=15% (base), 13% (middle), 9% (late base/middle)
|bairdmg=15% (base), 13% (middle), 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 19 and has several sourspots. Back aerial can also be used for horizontal recovery, as it slightly propels him forward and does not consume [[Robo Burner]]'s fuel, and due to it briefly halting R.O.B's momentum, it can autocancel in a short hop, just like his other aerials.
|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 19 and has several sourspots. Back aerial can also be used for horizontal recovery, as it slightly propels him forward and does not consume [[Robo Burner]]'s fuel, and due to it briefly halting R.O.B's momentum, it can autocancel in a short hop, just like his other aerials. One of the strongest Back Air's in the game, KOing around 80% at the ledge.
|uairname= 
|uairname= 
|uairdmg=1.5% (hits 1 - 4), 4% (hit 5)
|uairdmg=1.5% (hits 1 - 4), 4% (hit 5)
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|grabname=   
|grabname=   
|grabdesc=[[wikipedia:Clinch fighting|Clinches]] the opponent.
|grabdesc=[[wikipedia:Clinch fighting|Clinches]] the opponent. All of ROb's grabs are extremely fast, but boast terrible range.
|pummelname= 
|pummelname= 
|pummeldmg=1.3%
|pummeldmg=1.3%
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|uthrowname=
|uthrowname=
|uthrowdmg=12%
|uthrowdmg=12%
|uthrowdesc=Performs a jet-propelled [[Wikipedia:Piledriver (professional wrestling)#Reverse piledriver|reverse piledriver]].
|uthrowdesc=Performs a jet-propelled [[Wikipedia:Piledriver (professional wrestling)#Reverse piledriver|reverse piledriver]]. A reliable combo starter, comboing into Forward Air, Forward Tilt, Up Tilt, or Up Air at a wide range of percents. It is also a useful KO throw, KOing around 160% from ground level and even earlier if ROB has rage or lands on a platform.
|dthrowname=
|dthrowname=
|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|burying]] them. Depending on the opponent's mashing, ROB can follow up with an Up Tilt, Up Air, or Up Smash.
|floorfname= 
|floorfname= 
|floorfdmg=7%
|floorfdmg=7%
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|ssname=Arm Rotor
|ssname=Arm Rotor
|ssdmg=1.5% (loop), 3% (final hit)<br/>1.5× reflected projectile
|ssdmg=1.5% (loop), 3% (final hit)<br/>1.5× reflected projectile
|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 kill most opponent offstage below 70%, but struggles to kill onstage due to its poor knockback growth.  
|usname=Robo Burner
|usname=Robo Burner
|usdmg=0%
|usdmg=0%

Revision as of 02:46, February 17, 2020

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
{{{content1}}}
{{{content2}}}

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

Availability Unlockable
Final Smash Guided Robo Beam
R.O.B. (SSBU)
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.
Super Smash Blog, Super Smash Bros. Ultimate Official Site

R.O.B. (ロボット, 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.

How to unlock

Complete one of the following:

With the exception of the third method, R.O.B. must then be defeated on Wrecking Crew.

Attributes

R.O.B. is the eighteenth heaviest character in the game, being tied with Snake and Banjo & Kazooie, thus making him a heavyweight. R.O.B. sports average mobility: he has the thirty-third fastest walking speed, thirty-ninth fastest dashing speed and average initial dash, twenty-sixth fastest air speed, thirtieth highest air acceleration, and the forty-eighth highest traction. R.O.B. also has the thirty-ninth highest falling, fast falling speeds, and gravity.

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-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 having greater KOing potential. Thanks to R.O.B.'s item throws being among the strongest in the game, Gyro is also very useful when smash thrown as an item.

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.

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 a great vertical KO option for R.O.B. due to its large and long lasting hitboxes, fast startup, and high knockback. 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.

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 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. ROB's down throw is one of ROB's best tools for taking a stock. While it deals poor damage, it buries opponents, allowing for followups into Up Tilt, Up Air, or Up Smash. However, with mashing, the opponent can typically get out before R.O.B. has any chance to act.

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.

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 Pichu would have an easier time getting away from. This also means he is susceptible to combo-oriented characters, such as Mario and 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.

While R.O.B.'s zoning game remains among his greatest strengths, 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 tossing 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 Young Link and Pikachu); attacks that counteract his own projectiles (such as Fox and Mr. Game & Watch); or both (such as Wolf).

Changes from Super Smash Bros. 4

R.O.B. has been significantly buffed overall in his transition to Ultimate. Similarly to 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.

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 combos 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 universally increased shieldstun for grounded attacks has also been fairly beneficial to R.O.B., as it makes his very fast and decently-ranged down tilt safer on shield. The universal decrease to landing lag noticeably improves R.O.B.'s combo game as well; aside from changes made to his Arm Rotor, they make up aerial's looping hits more viable for starting combos, and neutral aerial's reduced start-up lag coupled with its decreased landing lag noticeably improves its combo potential and makes it a safer option when landing. Lastly, the changes to air 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.

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 8BitMan, Dill, OCEAN, Raffi-X, WaDi and Zackray. This has lead to a strikingly positive reception from the competitive Smash community, with most players viewing him as a high or even top tier character, in comparison to his mid tier status in both Brawl and Smash 4.

Aesthetics

  • 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

  • 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

  • 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

  • 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

  • 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

  • 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

R.O.B has recieved a mix of buffs and nerfs.

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.

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   3% Two 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 attack button, and can also jab lock opponents, while the second hit is useful for spacing.
3%
Forward tilt   7% (body), 8% (arm), 10% (arm's tip) A lunging hook. This attack can be angled; the tip of R.O.B.'s arm is decent for spacing, beginning at 50%.
Up tilt   3% (hit 1), 5% (hit 2, tip), 6% (hit 2, middle) 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.
Down tilt   5% 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.
Dash attack   7% A double forearm club. It can be followed up with forward aerial if the opponent's reaction is read properly.
Forward smash S3 15% (base), 11.5% (middle), 6% (tip) An optical energy blast, similar to the uncharged Robo Beam. Although this move has poor startup and is very punishable, the strongest hitbox closest to ROB's eyes deals extremely high knockback, KOing around 75% near the ledge. It can also be angled, allowing it to catch jumps and ledge options.
Up smash   3% (hit 1), 14% (hit 2) Performs a handstand and activates his thrusters to emit a 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 very powerful. It KOs middleweights at around 100%. Altogether, these traits make it a reliable KOing option, especially from out of shield. However, it has high ending lag, an is very punishable.
Down smash   3.5% (hits 1 and 2), 5% (hit 3) Lowers his torso and spins it around rapidly while outstretching his arms to perform a series of 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.
Neutral aerial AirN 9.5% (base), 7.5% (tip) 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. If SHFF'd, it can reliable combo into Forward Air, Arm Roter, or Up Air. It also also ROB's best landing option and is safe on shield. However, Duee to it hitting on frame 14, however, it is one of the slowest of its type and can be stuffed out by faster aerials.
Forward aerial   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. 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.
Back aerial Air Boosters 15% (base), 13% (middle), 9% (late base/middle) Leans forward and activates his thrusters to emit a fiery blast behind himself. Very high power, but is very slow, coming out on frame 19 and has several sourspots. Back aerial can also be used for horizontal recovery, as it slightly propels him forward and does not consume Robo Burner's fuel, and due to it briefly halting R.O.B's momentum, it can autocancel in a short hop, just like his other aerials. One of the strongest Back Air's in the game, KOing around 80% at the ledge.
Up aerial   1.5% (hits 1 - 4), 4% (hit 5) 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.
Down aerial   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 a very potent edge-guarding option, especially after an edge trump if the opponent re-grabs the edge. Auto-cancels in a short hop due to it stopping R.O.B's momentum for a while. Due to it hitting on frame 20 and having 43 frames of ending lag, it is R.O.B.'s slowest aerial. When coupled with its 12 frames of landing lag, it is punishable if it is not spaced properly and auto-canceled, though not to the same extent as in SSB4.
Grab   Clinches the opponent. All of ROb's grabs are extremely fast, but boast terrible range.
Pummel   1.3% A headbutt.
Forward throw 8% While holding the opponent in his "hand", R.O.B. pulls his arm back and then flings it forward, throwing them away.
Back throw 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 mid percentages.
Up throw 12% Performs a jet-propelled reverse piledriver. A reliable combo starter, comboing into Forward Air, Forward Tilt, Up Tilt, or Up Air at a wide range of percents. It is also a useful KO throw, KOing around 160% from ground level and even earlier if ROB has rage or lands on a platform.
Down throw 5% R.O.B. flips the opponent over and drills them into the ground headfirst, burying them. Depending on the opponent's mashing, ROB can follow up with an Up Tilt, Up Air, or Up Smash.
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 doesn't possess a flame hitbox.
Neutral special Robo Beam 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) 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.

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% (final hit)
1.5× reflected projectile
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 kill most opponent offstage below 70%, but struggles to kill onstage due to its poor knockback growth.
Up special Robo Burner 0% 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 helplessness, 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 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 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.
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 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.

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

Idle poses

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

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. 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.
  • Up: Hovers in the air, spins, and 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.
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

Notable players

Any number following the Smasher name indicates placement on the Fall 2019 PGRU, which recognizes the official top 50 players in the world in Super Smash Bros. Ultimate from July 13th, 2019 to December 15th, 2019.

Classic Mode: Unreadable Expressions

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.

Round Opponent Stage Music
1 Meta Knight Meta Knight (SSBU) Halberd Pink Ball Activate!
2 Dark Samus Dark Samus (SSBU) Frigate Orpheon Psycho Bits
3 Mr. Game & Watch (x5) Mr. Game & Watch (SSBU)Mr. Game & Watch (SSBU)Mr. Game & Watch (SSBU)Mr. Game & Watch (SSBU)Mr. Game & Watch (SSBU) Flat Zone X Flat Zone
4 Little Mac Little Mac (SSBU) Boxing Ring Tunnel Theme - X-Scape
5 Wii Fit Trainer (x2) Wii Fit Trainer (SSBU)Wii Fit Trainer (SSBU) Wii Fit Studio (Battlefield form) Rhythm Boxing
6 R.O.B. (x6) R.O.B. (SSBU)R.O.B. (SSBU)R.O.B. (SSBU)R.O.B. (SSBU)R.O.B. (SSBU)R.O.B. (SSBU) Mario Bros. (Battlefield form) Stack-Up/Gyromite
Bonus Stage
Final Galleom Base Boss Battle - Super Smash Bros. 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

Finding R.O.B. in World of Light

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 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. SSBU.png
R.O.B.
Shield
Shield
10,500 Wrecking Crew (Ω form) Stack-Up/Gyromite

Template:-

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 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.

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

In Spirit battles

As the main opponent

Spirit Battle parameters
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music
245 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 Spirits 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
Rob 64.png
ROB 64 Star Fox series R.O.B. R.O.B. (SSBU)
Falco Falco (SSBU)
Fox Fox (SSBU)
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
Landmaster Spirit.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
Metagross Spirit.png
Metagross Pokémon series •Metal R.O.B. R.O.B. (SSBU)
Shield
4,400 Unova Pokémon League •Earthquake Stamina battle
•Periodic earthquakes will shake the stage
•The enemy is metal
Battle! (Steven)
511
RegigigasSpirit.png
Regigigas Pokémon series •Giant R.O.B. R.O.B. (SSBU) (INT) R.O.B. (SSBU) (JP/CHI/KR)
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 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 Earthbound series •Giant R.O.B. R.O.B. (SSBU)
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
Metal Gear REX.png
Metal Gear REX Metal Gear Solid series •Metal R.O.B. R.O.B. (SSBU) (×2)
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
Metal Gear ZEKE Spirit.png
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 Gamma Sonic the Hedgehog series R.O.B. R.O.B. (SSBU)
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
Omega Spirit.png
Omega Sonic the Hedgehog series •Giant R.O.B. R.O.B. (SSBU)
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
Spirits 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
871 Auto Mega Man series R.O.B. R.O.B. (SSBU)
Shield
3,600 Moray Towers •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. R.O.B. (SSBU)
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
904 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
•Gravity is reduced
•The enemy starts the battle with a Black Hole
Flash In The Dark (Dr. Wily Stage 1)
1,089
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
SPI-Ancient Minister.png
Ancient Minister Super Smash Bros. series R.O.B. Team (×4) (R.O.B. (SSBU)R.O.B. (SSBU)R.O.B. (SSBU)R.O.B. (SSBU) (INT) R.O.B. (SSBU) (JP/CHI/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
1,178
Mokka Spirit.png
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
Mappo (GiFTPiA).png
Mappo Giftpia R.O.B. R.O.B. (SSBU)
Grab
1,700 Wuhu Island •Attack Power ↑
•Move Speed ↓
•Survive until the timer runs out
•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 R.O.B. (SSBU) (×4) (INT) R.O.B. (SSBU) (x4) (JP/CHI/KR)
Grab
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. 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 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
Toy-Con VR Goggles Spirit.png
Toy-Con VR Goggles Nintendo Labo series R.O.B. R.O.B. (SSBU)
Mii Gunner Mii Gunner (SSBU) (Toy-Con Visor, Red Standard Outfit)
Mii Gunner Mii Gunner (SSBU) (Toy-Con Visor, Blue Standard Outfit)
Shield
3,800 Gamer (Single building layout) Assist Trophy Enemies (Yuri Kozukata)
Dragoon Parts
•Hostile assist trophies will appear after a little while Garage
1,333 Golem DRAGON QUEST Series •Giant R.O.B. R.O.B. (SSBU)
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
T Block Spirit.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)

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 Bowser Jr. (SSBU)
R.O.B. R.O.B. (SSBU)
Neutral
3,700 Prism Tower N/A Stamina battle
•The enemy starts the battle with a Rocket Belt
The Grand Finale Fawful's Vacuum Helmet
567
Lloyd.png
Lloyd Earthbound series Villager Villager (SSBU)
R.O.B. R.O.B. (SSBU)
Grab
9,200 Magicant 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 Spirit.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 Palette)
736 Dr. Crygor WarioWare series Dr. Mario Dr. Mario (SSBU)
R.O.B. R.O.B. (SSBU)
Wario Wario (SSBU)
Grab
3,400 WarioWare, Inc. N/A •Defeat the main fighter to win Mike's Song Mike
752 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
Paz Spirits.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
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
Megamanlegends.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
LinSpirit.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 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
Mumbo Jumbo Spirit.png
Mumbo Jumbo Banjo-Kazooie series •Gold Mii Swordfighter Mii Swordfighter (SSBU) (Skull Kid's Hat, Ashley Outfit)
•Giant Gold R.O.B. R.O.B. (SSBU) (US) R.O.B. (SSBU) (JP)
Grab
9,500 Jungle Japes •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 Ganondorf Ganondorf (SSBU)
R.O.B. (x3) R.O.B. (SSBU)R.O.B. (SSBU)R.O.B. (SSBU)
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

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.

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

Character Showcase Video

Trivia

File:Regiggas ROB Japan.jpgFile:Regiggas 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 four to show eyes, the others being Kirby, Meta Knight, and Sonic.
    • This is not counting Captain Falcon and Larry, as the eyes depicted for the former is not his actual eyes, and the latter lacks the 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 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.
    • Coincidentally, all four are Brawl newcomers.
  • 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., Cloud and Ice Climbers are the only fighters that cannot receive a series bonus since they don't have any primary spirits from their own series.
  • 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.
    • This is not counting Alph, the male Inkling, or female Corrin, who use their main colors, but are all alternate costume characters, though it should be noted that the default female Inkling was eventually in Futaba Sakura's spirit battle.
    • 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 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."
  • While R.O.B. is "voiced", in Stamina Mode, he stays silent when KO'd when reaching 0 HP with no stocks remaining. Mr. Game & Watch and the Mii Fighters also share this oddity.