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

m
→‎Changes from Super Smash Bros. 4: one final edit, removing competitive play history from this section as it's redundant and very much outdated
m (→‎In competitive play: cleanup here as well)
m (→‎Changes from Super Smash Bros. 4: one final edit, removing competitive play history from this section as it's redundant and very much outdated)
Line 53: Line 53:
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 appearance; 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.
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 appearance; 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 appearances. R.O.B.'s results in the early metagame of ''Ultimate'' have been the strongest of any of his appearances thus far, thanks to the efforts of notable players such as {{sm|8BitMan}}, {{sm|Dill}}, {{sm|OCEAN}}, {{sm|Raffi-X}}, {{sm|WaDi}} and {{sm|Zackray}}. This has lead to a strikingly positive reception from the competitive Smash community, with most players viewing him as a high tier or even top tier character, in comparison to his mid tier status in both ''Brawl'' and ''SSB4''.
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.  


{{SSB4 to SSBU changelist|char=R.O.B.}}
{{SSB4 to SSBU changelist|char=R.O.B.}}