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m ("I repeat things for emphasis. EMPHASIS!") |
Omega Tyrant (talk | contribs) m (Saying ROB's fair is his "least useful aerial" is blatantly wrong anyway. Could probably do lots of other cleanup here, but that at least has to be corrected) |
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Aside from his offensive prowess with projectiles, R.O.B. also does not have issues against projectiles, courtesy of [[Arm Rotor]]'s ability to [[reflect]] them with greater strength than they initially had. In addition to its reflection ability, Arm Rotor now boasts KO potential, thanks to its finishing hit having significantly higher knockback growth. | Aside from his offensive prowess with projectiles, R.O.B. also does not have issues against projectiles, courtesy of [[Arm Rotor]]'s ability to [[reflect]] them with greater strength than they initially had. In addition to its reflection ability, Arm Rotor now boasts KO potential, thanks to its finishing hit having significantly higher knockback growth. | ||
R.O.B.'s 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 a reliable combo starter at low to medium percentages when [[SHFF]]'d, as well as a useful spacing option. Up aerial is one of R.O.B.'s best moves overall, thanks to its usefulness in harassing airborne opponents by either juggling or KOing them. 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, whereas the latter is a [[meteor smash]]. Lastly, forward aerial | 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 a reliable combo starter at low to medium percentages when [[SHFF]]'d, as well as a useful spacing option. Up aerial is one of R.O.B.'s best moves overall, thanks to its usefulness in harassing airborne opponents by either juggling or KOing them. 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, whereas the latter is a [[meteor smash]]. Lastly, forward aerial is R.O.B.'s fastest aerial, which makes it reliable for spacing, especially when SHFF'd, as well as edge-guarding. | ||
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]]. | 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]]. |