R.O.B. (SSB4)
R.O.B. in Super Smash Bros. 4 | |
---|---|
Universe | R.O.B. |
Other playable appearance | in Brawl |
Availability | Unlockable |
Final Smash | Super Diffusion Beam |
R.O.B. (ロボット, Robot) was officially revealed as a playable character in Super Smash Bros. 4 on October 15th, 2014 alongside Ganondorf. R.O.B. reuses his mechanical sound effects from Brawl (albeit edited to sound quieter) and now appears more in-line with how he looks as a toy in real life, such as his body looking glossier more so than metallic and his proportions being slightly adjusted.
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.
Attributes
As in Brawl, R.O.B. is a zoning-oriented character with a strong projectile game to keep his opponents at bay. However, his zoning ability has been hampered somewhat in Super Smash Bros. 4, with Gyro in particular being the most negatively affected of his projectiles. Conversely, his previously poor KOing ability has been drastically improved, as he now has a number of reliable options to score KOs. To further compliment this, his grab game has also been improved, with his up throw being a new KOing option and his down throw being a reliable combo starter, especially when used in sync with his up aerial. Ultimately, while R.O.B. now has to use close quarters combat more frequently due to his playstyle being slightly adjusted to be less reliant on projectiles, he can now effectively KO opponents without having to rack up absurd amounts of damage, as well as take on various types of opponents.
Changes from Brawl
R.O.B. has been buffed in the transition from Brawl to SSB4. He has had his previously poor KOing ability improved, with many of his old KOing moves being made more powerful or slightly easier to connect, as well as being given access to new KO moves such as his heavily buffed up aerial and up throw. R.O.B. also benefits from the re-balancing of other characters who countered him in Brawl, most infamously Meta Knight, as well as being slightly better equipped to handle the new characters that are commonly seen competitively. R.O.B. also received some nerfs, however. His powerful zoning game has been hampered due to SSB4 removing glide tossing and his projectile and spacing tools having been made slower and/or given less reach. Although Robo Beam's super variation was slightly improved, a fully charged Gyro has lost a lot of its damage potential. This makes approaching more important, as R.O.B. is now poorer at projectile trading and effectively forces him to engage in a mix of zoning and close quarters combat in order to score KOs. R.O.B.'s recovery was also slightly toned down, being slower and easier to punish.
Custom moves 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. Overall, R.O.B. is a more competitively viable character in that he still possesses many of the positive traits he possessed in Brawl, while having one of his most significant faults (KOing ability) addressed. This has resulted in overall average tournament results, although he has fared much better in custom move-allowed tournaments due to the aforementioned improvements that High-Speed Burner and both variations of Robo Beam grant him.
Aesthetics
- R.O.B.'s proportions and visual appearance are different than in Brawl. His head is seemingly smaller, his appearance is more glossy than metallic, and his poses are now diagonal. This puts his design more in line with how he appears as a toy in real life.
- R.O.B. is more emotive, such as making "angry" eyes during some attacks, and having "sad" eyes when being grabbed.
- R.O.B. now faces the screen at an angle, as opposed to Brawl, where he faced straight.
- For all of his taunts, regardless of the direction he's facing, R.O.B. will turn to the right.
- The mechanical sound effects of R.O.B.'s attacks and taunts are quieter.
Attributes
- R.O.B. walks slightly faster (1.1 → 1.122).
- R.O.B. dashes slightly faster (1.5 → 1.568).
- R.O.B.'s air speed is faster (0.89 → 1.08).
- R.O.B.'s falling speed is much faster (1.2 → 1.6).
- R.O.B.'s size has increased, making him easier to combo, but improving his range in some attacks.
Ground attacks
- Forward tilt's reach was reduced, being about two-thirds of what it was before.
- Up tilt's side hitboxes no longer effectively launch opponents into the main upper hitbox and now have almost no horizontal reach, making it effectively useless against opponents who are not above R.O.B. or at least very close to his torso.
- Up tilt has slightly more vertical reach.
- Dash attack has better reach and deals 2% more damage (6% → 8% (arms), 5% → 7% (arms' tips)).
- R.O.B.'s forward smash was heavily altered; R.O.B. now positions himself like a cannon down and fires a longer 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 also deals more 3% more damage (14% → 17% (base), 13% → 16% (mid), 12% → 15% (tip)) and slightly stronger knockback, while covering a larger portion of the attack. Although its sourspot deals 5% less damage, it now hits where the move would not have hit at all in Brawl.
- Forward smash has slightly more start-up lag.
- As R.O.B. charges his forward smash, his head spins clockwise.
- R.O.B.'s arms now produces hitboxes during his up smash, which knocks opponents into the sweetspot (the thrusters) and not only makes the move much easier to land (as it can now hit opponents on the ground to either side of R.O.B.), but also results in becoming both a much better KOing option as well as a powerful out of shield punishing option. These new hitboxes also allow the move to deal 3% more damage (12% → 15% (base), 13% → 16% (mid), 14% → 17% (tip)).
- Down smash's final hit is much more powerful, and now sends opponents on a much more favorable semi-spike trajectory instead of a highly undesirable diagonal trajectory. This makes it both a significantly more viable KOing option and a more rewarding move to hit with in general, as opponents will now be launched off-stage into an unfavorable recovery position, instead of into the air with no follow-up capability. Down smash also deals 2% more damage (2% → 4% (hits 1-4), 5% → 7% (hit 5)) if all hits connect.
- Down smash has slightly more start-up lag.
Aerial attacks
- Neutral aerial has fewer start-up, ending, and landing frames, and can now auto-cancel from a short hop. Besides making the move safer to use, it can now be used as an effective combo starter.
- Neutral aerial is significantly weaker, deals 3% less damage (10% → 7%) and no longer KOs until beyond 150%.
- Forward aerial deals 3% less damage (10% → 7% (clean) and 6% → 3% (late)). Its drastically reduced knockback, reach, and duration also results in it no longer being a KOing option, even at very high percents.
- Forward aerial has slightly less ending and landing lag.
- 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.
- 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 (11% → 12%) with slightly increased knockback.
- Back aerial has slightly more start-up lag.
- Up aerial now has a proper finishing hit, which is strong enough to be a KOing option, especially near the upper blast line with its high base knockback. While it consists of significantly fewer hits and deals 10% less damage (20% → 10%) if all hits connect, it gives opponents less opportunity to SDI out and thus makes the move more difficult to escape, improving its reliability as a KOing option and general follow-up option.
- Down aerial has faster start-up, and the new ledge mechanics allow R.O.B. to more easily meteor smash opponents who regrab the ledge without renewing their ledge invincibility. The move's hitboxes also go slightly below the ledge.
Grab and throws
- Forward throw deals 2% less damage (10% → 8%) and has slightly weaker knockback.
- Up throw's knockback scaling was significantly improved, making it a 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 (10% → 12%). While rare, R.O.B. can additionally use it for a suicide KO if on a moving platform, as he continues with the move all the way to the bottom blast line if there is no platform underneath.
- The removal of hitstun cancelling makes down throw an excellent combo starter, with a guaranteed follow-up into his up aerial up to mid-high percents depending on rage. Down throw can also setup a KOing combo to up aerial at high percents if R.O.B. can properly read the opponent's reaction.
Special moves
- Super Robo Beam charges faster, is wider, and is slightly more powerful, as it deals 1% more damage (9% → 10%) and slightly increased knockback.
- Both types of lasers shot by Robo Beam travel slower, more so for Super Robo Beam, and the uncharged laser deals 1% less damage (5% → 4%).
- Super Robo Beam's laser is aesthetically different, being a wider, brighter, and more colorful beam.
- 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 Final Destination's length, significantly aiding the move's offensive capability 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.
- 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.
- 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.
- Fully charged Gyros deal 8% less damage (18% → 10%) when fired, while 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.
- Thrown Gyros deal 4% more damage (8%-9% → 12%-13%).
- R.O.B. has a new Final Smash, Super Diffusion Beam. Super Diffusion Beam involves R.O.B. crouching down and firing a massive laser, similar to Zero Laser. While it is a better finisher overall, it is less reliable at racking up damage than R.O.B's old Final Smash in exchange for sporting high KOing power. Super Diffusion Beam also forces R.O.B. to be stationary throughout its duration, severely limiting his options.
Update History
- Removed the glitch where throwing the Gyro up while using Robo Burner could cause the flames to continue coming out of R.O.B.'s base after Robo Burner was finished.
- Up throw's knockback was reduced.
Moveset
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 3% | R.O.B. punches twice. | ||
3% | ||||
Forward tilt | 6%/5%/8% | A leaning hook 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 with both arms. | ||
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 into a handstand 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-angled corkscrewing motion. | ||
Neutral aerial | 8% (base), 6% (tip) | Performs a somersault with his thrusters ablaze. | ||
Forward aerial | 7% | Swings arms in a clobbering strike. 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 out of his thrusters behind him, slightly propelling him forwards. | ||
Up aerial | 1%? (hits 1-4), 4% (hit 5) | An upwards, windmilling arm attack. Combos reliably after his down throw. | ||
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. pushes the opponent away. | ||
Back throw | 10% | R.O.B. flings the opponent backwards. | ||
Up throw | 12% | R.O.B. hovers into the air piledrives them. 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. Combos reliably into his up air. | ||
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 the Super Robo Beam if left unused for some time; cannot fire if used consecutively. Ricochets off of flat surfaces such as the ground or a wall. |
Custom 1 | Wide-Angle Beam | 7% (uncharged), 3.5% (charged), 8% (fully charged) | R.O.B.'s laser deals 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 it does less damage, cannot ricochet, and the super variant takes longer to charge. | |
Side special | Default | Arm Rotor | 1% (loop), 3% (last) | R.O.B. spins his torso in a corkscrewing motion to strike the opponent repeatedly with his arms. Can trap opponents and reflect projectiles. |
Custom 1 | Reflector Arm | 2% (loop), 4% (last) | Does not trap opponents, but gives more power to reflected projectiles. | |
Custom 2 | Backward Arm Rotor | 2% (loop), 4% (last) | R.O.B. hops backwards while performing the move. Much shorter duration overall. | |
Up special | Default | Robo Burner | 0% | Allows R.O.B. fly upwards on a limited amount of fuel. The fuel recovers over time while he is on the ground. |
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% | R.O.B. travels faster, though at the cost of less fuel. | |
Down special | Default | Gyro | 1% (base), 4% (thrown), 5% (idle) | Charges and fires a spinning top projectile. It can be picked up and thrown as a regular item after making contact. |
Custom 1 | Fire Gyro | 7% (base), 3% (thrown), 6% (idle) | R.O.B. throws a flaming top that deals more damage at the cost of distance. | |
Custom 2 | Slip Gyro | 2% (base), 3% (thrown), 3% (idle) | Instead of bouncing, the top 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) | R.O.B. transforms his body into a turret and fires several trapping lasers that then combine into a single, high-powered shot. |
Taunts
- ROBUpTauntSSB4.jpg
- ROBSideTauntSSB4.jpg
- ROBDownTauntSSB4.jpg
- Up Taunt: Faces the camera and the spins his head and arms in a circle.
- Side Taunt: Faces the camera and moves his head around, shooting small lasers from his eyes.
- Down Taunt: Faces the camera and moves his arms down and back up again while spinning them.
Idle Poses
- Briefly looks at the camera.
- Tilts his head down and closes its eyes, as if going to sleep, then tilts his head back up.
On-Screen Appearance
Each part of his body falls down from the sky assembling R.O.B together.
Victory Fanfare
A remixed version of the title screen to Memory Stack from Stack-Up, a R.O.B supported game for the Nintendo Entertainment System.
Victory Poses
- R.O.B.Pose1WiiU.png
- R.O.B.Pose2WiiU.png
- R.O.B.Pose3WiiU.png
- Hovers in the air, spins, and lands, then puts his arms down and brings them up again while turning his head.
- Adjusts his arms to face upward, and does a cheering gesture.
- Turns his head and flashes the lights in his eyes.
In Competitive Play
Official Custom Moveset Project
Character | Custom sets available | ||||
---|---|---|---|---|---|
ROB | 1231 | 1233 | 1331 | 1333 | 1332 |
2233 | 1131 | 1133 | 1221 | 1223 |
Notable players
Trophies
- R.O.B.
- 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.
- : Robotic Operating Buddy (10/1985)
- : Mario Kart DS (11/2005)
- R.O.B. (Alt.)
- 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!
- : Robotic Operating Buddy (10/1985)
- : Mario Kart DS (11/2005)
- Super Diffusion Beam
- For R.O.B.'s Final Smash, he folds his arms down, transforms into an invincible cannon, and fires a huge beam that can be panned slowly up and down. The beam splits up partway through into smaller beams that drags foes to the center, where they'll be hit continuously. The assault finishes off with a single wide beam just for good measure.
- For R.O.B.'s Final Smash, he folds his arms down, transforms into an invincible cannon, and fires a huge beam that can be aimed slowly up and down. The beam splits up partway through into smaller beams that drag foes to the centre, where they'll be hit continuously. The assault finishes off with a single wide beam, just for good measure.
- ROBAllStarTrophy3DS.png
Alt. (3DS)
- ROBAllStarTrophyWiiU.png
Alt. (Wii U)
In Event Matches
Solo Events
- All-Star Battle: Secret: R.O.B. is one of the opponents fought in this event. All opponents are characters that have been unlockable in previous Super Smash Bros. games.
- Mechanical Menace: The player, as Shulk, must defeat a metal R.O.B., Mega Man, and Metal Face.
- Robotic Rampage: The player controls R.O.B., helped by 2 other R.O.B.s, and must defeat a giant metal R.O.B..
Co-op Events
- Robots vs. Dragons: R.O.B. and Mega Man must defeat a giant Yoshi and Charizard as well as Ridley.
- The Ultimate Battle: Two players select a character and must defeat the entire roster.
Gallery
On Pilotwings.
About to attack Meta Knight and Donkey Kong.
Posing metallically with Diddy Kong and Toon Link.
Stopping after using Arm Rotor.
About to use his Final Smash.
Smacking forward on Rainbow Road.
Using Robo Burner next to a falling Olimar
Alternate costumes
Trivia
- Depending on what version of the game the player has, R.O.B.'s default color palette changes. In Western regions, he uses his NES 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.
- This also applies to his amiibo, as it changes its color depending on the region.
- Despite the distinctions, the official website shows his Japanese appearance in official artwork, although half of the screenshots show his American appearance.
- Unlike in Brawl, 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. He shares this trait with Jigglypuff.
- 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.
Fighters in Super Smash Bros. 4 | |
---|---|
Veterans | Bowser · Captain Falcon · Charizard · Diddy Kong · Donkey Kong · Dr. Mario · Falco · Fox · Ganondorf · Ike · Jigglypuff · King Dedede · Kirby · Link · Lucario · Lucas · Luigi · Mario · Marth · Meta Knight · Mewtwo · Mr. Game & Watch · Ness · Olimar · Peach · Pikachu · Pit · R.O.B. · Roy · Samus · Sheik · Sonic · Toon Link · Wario · Yoshi · Zelda · Zero Suit Samus |
Newcomers | Bayonetta · Bowser Jr. · Cloud · Corrin · Dark Pit · Duck Hunt · Greninja · Little Mac · Lucina · Mega Man · Mii Fighter (Mii Brawler · Mii Gunner · Mii Swordfighter) · Pac-Man · Palutena · Robin · Rosalina & Luma · Ryu · Shulk · Villager · Wii Fit Trainer |
R.O.B. universe | |
---|---|
Fighter | R.O.B. (SSBB · SSB4 · SSBU) |
Enemies | R.O.B. Squad (R.O.B. Blaster · R.O.B. Launcher · R.O.B. Sentry) |
Other | Ancient Minister · Isle of the Ancients |
Trophies, Stickers, and Spirits | Trophies (SSBB · SSB4) · Spirits |
Music | Gyromite |