Super Smash Bros. 4

R.O.B. (SSB4): Difference between revisions

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*{{buff|R.O.B.'s arms now produce hitboxes in his up smash that launch opponents into the main hitbox, making the move significantly easier to land, as well as making the move a powerful [[out of shield]] punish option. These new hitboxes also allows the move to deal 3% more damage (for 17% total).}}
*{{buff|R.O.B.'s arms now produce hitboxes in his up smash that launch opponents into the main hitbox, making the move significantly easier to land, as well as making the move a powerful [[out of shield]] punish option. These new hitboxes also allows the move to deal 3% more damage (for 17% total).}}
*{{buff|Down smash's final hit is significantly more powerful, and now sends opponents on a much more favorable [[semi-spike]] angle, making it now a viable KO move. Down smash also deals 2% more damage if all hits connect.}}
*{{buff|Down smash's final hit is significantly more powerful, and now sends opponents on a much more favorable [[semi-spike]] angle, making it now a viable KO move. Down smash also deals 2% more damage if all hits connect.}}
*{{nerf|Down smash has slower start up.}}
*{{nerf|Down smash has slightly slower start up.}}


===Aerial attacks===
===Aerial attacks===

Revision as of 03:15, February 15, 2015

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This article is about R.O.B.'s appearance in Super Smash Bros. 4. For the character in other contexts, see R.O.B..
R.O.B.
in Super Smash Bros. 4
R.O.B.
ROBSymbol.svg
Universe R.O.B.
Other playable appearance in Brawl


Availability Unlockable
Final Smash Super Diffusion Beam
R.O.B. (SSB4)

R.O.B. (ロボット, Robot) was officially revealed as a playable character in Super Smash Bros. 4 on October 15th alongside Ganondorf. Prior to this, he was leaked on September 11 on a leaker's Twitch stream. He has a new Final Smash. His other attacks seem to have the same properties as in Brawl, but are performed differently (for example, R.O.B. now crouches when performing his forward smash, and raises his arms when using Robo Burner).

His proportions and visual appearance are different than in Brawl: his head is seemingly smaller, and his appearance is more glossy and less metallic, putting him more in line with the original plastic toy.

How to unlock

Super Smash Bros. for Nintendo 3DS

  • Play 70 VS Matches.
  • Collect at least 200 unique trophies.

R.O.B. must then be defeated on PictoChat 2.

Super Smash Bros. for Wii U

  • Play through at least 8 rounds of Crazy Orders
  • Play 60 VS Matches.

R.O.B must then be fought on Wrecking Crew.

Changes from Brawl

R.O.B. has had his powerful zoning abilities from Brawl nerfed, with his projectiles and spacing tools made slower and/or given less reach, and losing his valuable glide toss. On the other hand, his zoning abilities still remain relatively strong, while he had his previously very poor KOing ability buffed considerably, with most of his old KO moves being made more powerful or easier to land, as well as given access to new KO moves. Many of R.O.B's attacks in general were also given some sort of buff. Overall R.O.B. is a more competitively viable character, still possessing the positive traits he possessed in Brawl, while having his most significant faults addressed (namely KO power). R.O.B. also benefits from the rebalancing of other characters who significantly countered him in Brawl, most infamously Meta Knight.

Attributes/Asthestics

  • Buff R.O.B.'s air speed is improved.
  • Change R.O.B is more emotive, such as making angry eyes and having one eye closed when hurt.
  • Change R.O.B. now faces the screen at an angle, as opposed to Brawl, where he faced straight.
    • Change This affects his taunts slightly, causing him to no longer face the screen.

Ground attacks

  • Nerf Forward tilt's reach was reduced, being about two-thirds of what it was before.
  • Nerf Up tilt's side hitboxes no longer effectively launches opponents into the main hitboxes, and now have almost no horizontal reach, making it effectively useless against opponents who aren't above R.O.B.
  • Buff Up tilt has slightly more vertical reach.
  • Buff Dash attack covers more ground, increasing its reach, and it deals 2% more damage.
  • Buff R.O.B.'s forward smash was heavily altered; R.O.B. now crouches down and fires a much larger laser beam. This altered forward smash has significantly more reach and larger hitboxes (possessing about twice the reach of his old forward smash). Its sweetspot is also more powerful, dealing 3% more damage with slightly stronger knockback, while covering a larger portion of the attack.
  • Nerf Forward smash's sourspot is drastically weakened, dealing 5% less damage (reducing its damage output to 6%) with minimal knockback.
  • Buff R.O.B.'s arms now produce hitboxes in his up smash that launch opponents into the main hitbox, making the move significantly easier to land, as well as making the move a powerful out of shield punish option. These new hitboxes also allows the move to deal 3% more damage (for 17% total).
  • Buff Down smash's final hit is significantly more powerful, and now sends opponents on a much more favorable semi-spike angle, making it now a viable KO move. Down smash also deals 2% more damage if all hits connect.
  • Nerf Down smash has slightly slower start up.

Aerial attacks

  • Buff Neutral aerial has faster start-up, ending, and landing lag, and can now auto-cancel in a short hop. Besides making the move safer to use, it can now be used as an effective combo starter.
  • Nerf Neutral aerial is significantly weaker, now dealing 3% less damage, and no longer KOing until beyond 150%.
  • Nerf Forward aerial deals 3% less damage, with drastically reduced knockback, no longer being able to KO at very high damages.
  • Buff Forward aerial has slightly faster ending and landing lag.
  • Change Forward aerial has a slightly altered animation, where R.O.B. swings his arms out from above more forcefully and follows through fully with his swing, instead of keeping his arms out.
  • Buff Back aerial propels R.O.B. significantly farther, making the move safer and increasing its utility as a recovery aid. It is also slightly more powerful, dealing 1% more damage with slightly increased knockback.
  • Buff Up aerial now has a proper finishing hit that knocks opponents away for farther followup, and is powerful enough to turn the move into a KO move.
  • Change Up aerial consists of significantly less hits, reducing its maximum damage output by 10% (now causing the move to deal 10% damage total if all hits connect). This change however gives opponents less opportunity to SDI out, making the move more difficult to escape, and thus improving its reliability as a KO move.
  • Buff Down aerial has faster start-up lag, and the new ledge mechanics give the move increased usability to easily meteor smash opponents who regrab the ledge without renewing their ledge invincibility.

Grab and throws

  • Nerf Forward throw is slightly weaker, dealing 2% less damage and slightly weaker knockback.
  • Buff Up throw's knockback scaling was significantly improved, making it now a reliable KO move under 150%. R.O.B. will also land on platforms above he passes by when using the move, allowing R.O.B. to use the move closer to the top blast lines when under a platform and thus buffing its KOing ability farther. It also deals 2% more damage.
  • Buff The removal of hitstun cancelling makes down throw an excellent combo starter, with a guaranteed followup into up aerial up to mid-high damages (depending on rage).

Special moves

  • Buff Super Robo Beam charges faster, and is slightly more powerful, dealing 1% more damage with slightly increased knockback.
  • Nerf Both types of lasers shot by Robo Beam travel slower, moreso for Super Robo Beam, and the uncharged laser deals 1% less damage.
  • Change Super Robo Beam's laser is aesthetically different, being a wide, brighter, and more colorful beam.
  • Buff Arm Rotor has been drastically improved in multiple ways. It now has a proper finishing hit that launches opponents away at the end of move, making the move significantly safer to use as an attack, and the final hit is powerful enough to KO at damages around 150%. R.O.B. can also now move significantly back and forth while using the move, for a possible total distance of up to half of Final Destination's length, significantly aiding the move's offensive capabilities as well as making the move much safer. The previous two points combined with the move's reduced SDI capacity also allows the move to deal significantly more damage.
  • Nerf When using Robo Burner, R.O.B. moves slower horizontally, and repeated bursts give less distance, reducing the move's recovery potential and making R.O.B. easier to edge-guard.
  • Change R.O.B. raises his arms while rising with Robo Burner, and when out of fuel, smoke visibly emits from beneath R.O.B. until he lands.
  • Nerf Fired fully charged Gyros deal 8% less damage (now dealing 10%), and the distance they are fired has been reduced. R.O.B. also has a new, laggier animation for failing to pull a Gyro when one is present on stage, that leaves him more vulnerable if a R.O.B. player tries charging a Gyro too soon.
  • Buff Thrown Gyros deal slightly more damage, with a maximum damage potential of 13% instead of 10%.
  • Change R.O.B. has a new final smash, Super Diffusion Beam, that involves R.O.B. crouching down and firing a massive laser, similar to Zero Laser.

Moveset

  Name Damage Description
Neutral attack   3% R.O.B. punches twice.
3%
Forward tilt   6%/5%/8% A lean-forward punch.
Up tilt   3% (early), 5% (clean top), 6% (clean base) R.O.B. throws both arms upwards.
Down tilt   5% R.O.B. pokes the ground.
Dash attack   7% A two-handed downwards swing.
Forward smash S3 15% (base), 11.5% (mid), 6% (tip) R.O.B. spins his head around and fires a short-ranged laser forwards.
Up smash   3% (early), 14% (base), 13% (tip) R.O.B. flips over and fires his burners upwards.
Down smash   2% (loop base), 1.5% (loop tip), 5% (last) R.O.B. spins his arms around in a low circle.
Neutral aerial   8% (base), 6% (tip) A flaming vertical spin.
Forward aerial   7% Similar in appearance to his dash attack.
Back aerial   12% (clean base), 10% (clean tip), 6% (late base), 4.5% (late tip) R.O.B. shoots fire backwards, propelling him forwards.
Up aerial   1%? (hits 1-4), 4% (hit 5) An upwards, windmilling arm attack.
Down aerial   12% (clean base), 11% (clean mid), 6% (clean tip), 8% (late) R.O.B. fires a blast downwards.
Grab  
Pummel   2% R.O.B. squeezes the opponent.
Forward throw   8% R.O.B. lets go of the opponent.
Back throw   10% R.O.B. flings the opponent backwards.
Up throw   12% R.O.B. hops into the air and slams the opponent into the ground. This is R.O.B's strongest throw and is one of the strongest up throws in the game, being capable of KOing characters under 150%.
Down throw   10% R.O.B. drills the opponent's head into the ground.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7%
Floor attack (back)
Floor getups (back)
  7%
Floor attack (trip)
Floor getups (trip)
  5%
Edge attack
Edge getups
  7%
Neutral special Default Robo Beam 7% (uncharged), 4.5% (charged), 10% (fully charged) An optical laser. Becomes a high-powered shot if left unused; can't fire if used consecutively.
Custom 1 Wide-Angle Beam 7% (uncharged), 3.5% (charged), 8% (fully charged) Less damage, but can be aimed in a wider arc.
Custom 2 Infinite Robo Beam 4% (uncharged), 3%/2% (charged), 10% (fully charged) No charging is needed to fire, but does less damage, cannot bounce, and the super variant takes longer to charge.
Side special Default Arm Rotor 1% (loop), 3% (last) R.O.B. spins his arms, trapping opponents and reflecting projectiles.
Custom 1 Reflector Arm 2% (loop), 4% (last) Doesn't trap opponents, but gives more power to reflected projectiles.
Custom 2 Backward Arm Rotor 2% (loop), 4% (last) Much shorter duration overall.
Up special Default Robo Burner 0% Lets R.O.B. fly upwards on limited fuel.
Custom 1 Robo Rocket 5% (early), 8% (clean) Acts more like a traditional recovery move, launching R.O.B. upwards and dealing damage.
Custom 2 High-Speed Burner 0% Travels faster, though with less fuel.
Down special Default Gyro 1% (base), 4% (thrown), 5% (idle) Charges and fires a spinning top projectile item.
Custom 1 Fire Gyro 7% (base), 3% (thrown), 6% (idle) Does more damage with less distance.
Custom 2 Slip Gyro 2% (base), 3% (thrown), 3% (idle) Instead of bouncing, slides along the ground and trips opponents.
Final Smash Super Diffusion Beam 0.5%/1% (narrow beam loop/last), 1%/2% (wide beam loop/last), 10% (final) Fires several trapping lasers that then combine into a high-power single shot.

Trophies

Super Smash Bros. for Nintendo 3DS trophy descriptions

R.O.B.'s regular trophy can be obtained by completing Classic Mode with him and his alternative trophy can be obtained by completing All-Star mode with him.

R.O.B.
NA: This NES accessory was released in 1985, a groundbreaking system that controlled the robot via a game on the screen. In Smash Bros., R.O.B. has two projectile weapons and can use his rocket base to fly through the air. If you let his Robo Beam charge over time, it'll make for a powerful blast.
PAL: Originally released in 1985 as a peripheral for the NES, R.O.B. was a little robot that responded to flashing lights in games. In this game, he can fire gyros and lasers at his enemies. He also has the ability to hover, which is handy for recoveries. Keep in mind that his Robo Beam can be charged up for an extra-powerful shot.
R.O.B. (Alt.)
NA: R.O.B.'s side smash, S3, fires a laser beam that does more damage up close. You can also aim it slightly up or down before firing. His down special Gyro sends a spinning top hurtling forward and can be charged for more damage. You can even dodge while charging!
PAL: R.O.B.'s side smash, S3, fires a laser beam that does more damage up close. You can also aim it slightly up or down before firing. His down special Gyro sends a spinning top hurtling forwards. While charging it up, you can move left or right to do a quick dodge, then continue charging where you left off!

Gallery

Alternate costumes

R.O.B. Palette (SSB4).png
R.O.B. (SSB4) R.O.B. (SSB4) R.O.B. (SSB4) R.O.B. (SSB4) R.O.B. (SSB4) R.O.B. (SSB4) R.O.B. (SSB4) R.O.B. (SSB4)

Trivia

R.O.B.'s default costume for the English version.
  • Depending on what version of the game the player has, R.O.B.'s default color palette changes. In English regions, he uses his North American grey color scheme, while in Japan, it uses his Famicom color scheme. This affects the colour of R.O.B.'s standard trophy, but not his appearances in the Sound Test and Special Orders tickets. His Final Smash trophy in Super Smash Bros. for Wii U also uses his Famicom appearance. R.O.B. is the only character in all of the series with this distinction.
    • The official website shows his Japanese appearance in official artwork, although half of the screenshots show his North American appearance.
  • R.O.B. now has a helpless state, though he can only enter it when landing on the trampoline summoned by Pac-Man's up special move, Pac-Jump, and only when the trampoline turns red.
  • As of Super Smash Bros. for Wii U version 1.0.1, a bug exists where R.O.B.'s eyes do not emote in any of the standard Smash modes, whether he is damaged, asleep, etc. In the Solo modes, his eyes function normally.