R.O.B. (SSB4): Difference between revisions
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Overall R.O.B. is a more competitively viable character, still possessing many of the positive traits he possessed in ''Brawl'', while having one of his most significant faults addressed (KO power). However, he is still easy to combo as he is now larger, and [[Gyro]] has lost a lot of its damage potential being a huge nerf to his powerful zoning abilities, with his projectiles and spacing tools made slower and/or given less reach, and losing his valuable [[glide toss]]. This makes approaching more important, as R.O.B. is now more poor at projectile trading. R.O.B.'s recovery was also slightly toned down, being slower and easier to punish, resulting in overall average tournament results. | Overall R.O.B. is a more competitively viable character, still possessing many of the positive traits he possessed in ''Brawl'', while having one of his most significant faults addressed (KO power). However, he is still easy to combo as he is now larger, and [[Gyro]] has lost a lot of its damage potential being a huge nerf to his powerful zoning abilities, with his projectiles and spacing tools made slower and/or given less reach, and losing his valuable [[glide toss]]. This makes approaching more important, as R.O.B. is now more poor at projectile trading. R.O.B.'s recovery was also slightly toned down, being slower and easier to punish, resulting in overall average tournament results. | ||
Customs can | Customs can alleviate many of R.O.B.'s weaknesses, with High-Speed Burner allowing R.O.B. to combo easier and improve his recovery considerably, and both variations to Robo Beam slightly improving his projectile game. As a result, R.O.B. has seen much better results in custom-allowed [[tournaments]]. | ||
===Aesthetics=== | ===Aesthetics=== | ||
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*{{buff|R.O.B. dashes slightly faster (1.5 → 1.568).}} | *{{buff|R.O.B. dashes slightly faster (1.5 → 1.568).}} | ||
*{{buff|R.O.B. has greater [[air speed]] (0.89 → 1.08).}} | *{{buff|R.O.B. has greater [[air speed]] (0.89 → 1.08).}} | ||
*{{change|R.O.B's [[falling speed]] is much faster (1.2 → 1.6).}} | *{{change|R.O.B.'s [[falling speed]] is much faster (1.2 → 1.6).}} | ||
*{{change|R.O.B's size has increased, making him easier to combo, but improving his range in some attacks}} | *{{change|R.O.B.'s size has increased, making him easier to combo, but improving his range in some attacks}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
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===Grab and throws=== | ===Grab and throws=== | ||
*{{nerf|Forward throw is slightly weaker, dealing 2% less damage and slightly weaker knockback.}} | *{{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 | *{{buff|Up throw's knockback scaling was significantly improved, making it a reliable KOing option 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 even further. It also deals 2% more damage. While rare, R.O.B. can additionally use it for a [[suicide KO]] if on a moving platform, as R.O.B. continues with the move all the way to the bottom blast line if there's no platform underneath.}} | ||
*{{buff|The removal of hitstun cancelling makes down throw an excellent combo starter, with a guaranteed followup into his up aerial up to mid-high damages (depending on [[rage]]). Down throw can also setup a KO combo to up aerial at high damages if the R.O.B. player can read the opponent's reaction.}} | *{{buff|The removal of hitstun cancelling makes down throw an excellent combo starter, with a guaranteed followup into his up aerial up to mid-high damages (depending on [[rage]]). Down throw can also setup a KO combo to up aerial at high damages if the R.O.B. player can read the opponent's reaction.}} | ||
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*{{nerf|Both types of lasers shot by Robo Beam travel slower, moreso for Super Robo Beam, and the uncharged laser deals 1% less damage.}} | *{{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.}} | *{{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 | *{{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 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 {{SSB4|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.}} | *{{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.}} | *{{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.}} |