This article is about R.O.B.'s appearance in Super Smash Bros. Ultimate. For the character in other contexts, see R.O.B..
R.O.B.
in Super Smash Bros. Ultimate
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ROBSymbol.svg
Universe R.O.B.
Other playable appearances in Brawl
in SSB4

Availability Unlockable
Final Smash Guided Robo Beam
R.O.B. (SSBU)
He has two powerful projectiles: Robo Beam and Gyro, along with a very effective recovery. The 1P color in the North American version of the game is a light gray, and the 2P is red and white, but this is reversed in the Japanese version.
Super Smash Blog, Super Smash Bros. Ultimate Official Site

R.O.B. (ロボット, Robot) is a playable character in Super Smash Bros. Ultimate. He was confirmed as a playable character on June 12th, 2018. R.O.B. is classified as fighter #42.

R.O.B's beeping sound effects from Brawl and Smash 4 were repurposed for Ultimate.

How to unlock

Complete one of the following:

With the exception of the third method, R.O.B. must then be defeated on Wrecking Crew.

Attributes

R.O.B. is the seventeenth heaviest character in the game, being tied with Snake, thus making him a heavyweight. Contrary to his weight class, R.O.B. sports overall good mobility: he has the thirty-third fastest walking speed, thirty-ninth fastest dashing speed and average initial dash, twenty-sixth fastest air speed, thirtieth highest air acceleration, and the forty-eighth highest traction. R.O.B. also has the thirty-ninth highest falling, fast falling speeds, and gravity.

Changes from Super Smash Bros. 4

Likely as a result of his mid-low tier placement in SSB4 (36th out of 55th), R.O.B. has been considerably buffed in his transition to Ultimate. One of his biggest buffs was to Arm Rotor: the move has less start-up, traps opponents in the looping hits significantly more reliably, and had much stronger knockback on the final hit. All of these changes has turned what was previously considered an all-around useless move into one of R.O.B.'s most dangerous moves in his toolkit, functioning both as a powerful combo finisher and a reliable edgeguarding tool. Robo Beam reaches its charge state sooner and Gyro can now be jump cancelled, improving his mix-up options involving his projectiles, and all-around improve his strong zoning game. His ground game has also improved, with dash attack having less endlag, making it a harder move to punish as well as improving its combo potential, and his forward smash and down smash are now more reliable finishers, with the former having increased range, and the latter now sending opponents at a consistent angle. Lastly, his aerials have been considerably improved: Neutral air has reduced start-up, landing lag, and increased range, improving its versatility as both a combo tool and a landing option. Back aerial is much stronger and harder to punish due to changes to shieldstun and its landing lag reduction, down aerial has more knockback, making it a more dangerous edgeguarding tool, and up air sends more vertically upwards, allowing it to vertically KO earlier.

However, R.O.B. has received a few nerfs. His grab game has been weakened overall, with universal changes to grabs hindering the safety of his grabs. His up throw has increased endlag, making follow-ups harder, and his down throw now buries, allowing for guaranteed follow-ups at high percents, but removes any guaranteed set-ups at low to mid percents, particularly his effective down throw-up air combo, dubbed the "Beep Boop". Lastly, he retains a few of the same issues from his SSB4 counterpart, where his unusually large size and lack of fast aerial options leaves him susceptible to juggling, with the buffs to his neutral air failing to fully address this issue.

Overall, R.O.B.'s buffs heavily outweigh his nerfs, though how he fares compared to the rest of the cast is currently unknown. R.O.B.'s results in the early metagame of Ultimate have been very strong, where notable players such as WaDi, Dill, Raffi-X, zackray, and 8BitMan have all obtained favorable placements with him at both a local and regional level.

Aesthetics

  •   As with all veterans returning from SSB4, R.O.B.'s model features a more subdued color scheme. His body has a duller matte finish, and his eyes are less reflective. As a result, he more closely resembles the original peripheral.
  •   R.O.B.'s eye expressions are now seen properly at all times, as in Super Smash Bros. for Nintendo 3DS.
  •   During his side taunt, R.O.B. now emits purple flashing sparkles from his eyes instead of white.
  •   R.O.B.'s dash animation is slightly altered.
  •   R.O.B.'s double jump animation is now a midair twirl.
  •   R.O.B.'s supine and prone animations has been altered.
  •   R.O.B.'s hurtbox appears to be slightly smaller as a result of his character model being shrunken.

Attributes

  •   Like all characters, R.O.B.'s jumpsquat animation now takes three frames to complete (down from 5).
  •   R.O.B. walks slightly faster (1.122 → 1.178).
  •   R.O.B.'s initial dash speed is much faster (1.3 → 2.002).
  •   R.O.B. dashes much faster (1.568 → 1.725).
  •   R.O.B.'s air speed is slightly higher (1.08 → 1.134).
  •   The re-introduction of directional airdodges improves R.O.B.'s recovery, as he can airdodge after he has ran out of fuel in his Robo Burner.

Ground attacks

  • Neutral attack:
    •   The first hit of neutral attack can be held for a consecutive jab.
  • Forward tilt:
    •   Forward tilt deals more damage (5%/6% (arm)/8% (arm's tip) → 8% (arm)/10% (arm's tip)).
  • Up tilt:
    •   Up tilt's knockback angle was changed to be more horizontal.
  • Dash attack:
    •   Dash attack has reduced endlag (FAF 35 → 31), improving its combo potential.
  • Forward smash:
    •   Forward smash has a larger hitbox.
    •   Forward smash's clean hit deals more knockback.
    •   Forward smash's charging animation has been changed to resemble its animation in Brawl.
  • Down smash:
    •   Down smash only hits 3 times instead of 5, slightly reducing its overall damage output (2% (hits 1-4 base), 1.5% (hits 1-4 tip), 5% (hit 5), 13%/11% (total) → 3.5% (hits 1-2 base), 3% (hits 1-2 tip), 5% (hit 3), 12%/11% (total)).
    •   The side of which down smash launches opponents is no longer random, the front hits always launch in front of R.O.B. and vice versa.

Aerial attacks

  •   All aerials have less landing lag (12 → 7 frames (neutral), 15 → 9 frames (forward), 22 → 13 frames (back and up aerials), 21 → 12 frames (down).
  • Neutral aerial:
    •   Has more range and faster startup (18 → 14 frames).
    •   Deals more damage (8% (base)/6% (tip) → 9.5%/7.5%).
  • Back aerial:
    •   It slows down R.O.B. upon hitting a shielding opponent.
    •   Deals more damage (12% (base)/10% (tip)/6% (late base) → 15%/13%/9%).
    • {{buff|Deals more knockback.
    •   Due to the changes to shieldstun, the move has become significantly safer on shield .
  • Up aerial:
    •   Up aerial's final hit comes out quicker (frame 26 → 23).
      •   This allows the final hit to connect better with the initial hits.
      •   The move's duration has been unchanged, resulting in increased endlag overall.
    •   Up aerial's knockback angle was changed to be more vertical.
  • Down aerial:
    •   Deals more knockback.
    •   R.O.B. faces further forward when performing his down aerial.

Throws/other attacks

  •   Standing grab and pivot grab have slightly reduced start-up (frame 7 → 6 (standing), frame 11 → 10 (pivot)).
  •   All grabs have increased endlag (FAF 30 → 37 (standing), FAF 37 → 45 (dash), FAF 36 → 40 (pivot)).
  •   R.O.B. has a new pummel where he headbutts the opponent. This pummel is faster, but also deals less damage (2% → 1.3%).
  • Forward throw:
    •   R.O.B. has a new forward throw where he takes his right hand back and throws them.
    •   Forward throw has reduced endlag (16 frames → 12). This, combined with R.O.B.'s improved mobility, grants the move combo potential at low percentages.
  • Up throw:
    •   Up throw rises higher during the animation.
    •   Up throw has increased endlag (15 frames → 22), hindering its combo potential.
  • Down throw:
    •   Buries opponents briefly.
      •   This allows for more read-based followups, including up tilts, and KO's with Up Smash, although no follow-ups are guaranteed.
      •   The new, more consistent attack sacrifices the potential for early KO's that 'Beep Boop' could achieve in Smash 4, although it is still possible at low percentages or if the opponent doesn't mash out fast enough.
    •   Down throw deals much less damage (10% → 5%).
    •   Down throw has increased endlag (15 frames → 25).

Special Moves

  • Robo Beam
    •   Robo Beam deals significantly more damage when fully charged. (10% (Super Robo Beam)/17% (point-blank Super Robo Beam) → 15%/22%).
    •   Robo Beam overall charges much faster than before, being able to reach its fully charged state much earlier.
    •   Fully charged Robo Beam's graphic is flashier.
    •   Fully charged Robo Beam is larger, making it easier to hit opponents.
    •   Robo Beam deals less shield damage.
  • Arm Rotor
    •   Arm Rotor has reduced startup (frame 16 → 13) and significantly reduced endlag (54 frames → 41).
    •   Arm Rotor is executed much faster (FAF 110~137 → FAF 86~108), improving its safety.
    •   Arm Rotor's hits connect significantly more reliably.
    •   Arm Rotor's final hit deals more knockback.
    •   Similar to its Brawl counterpart, Arm Rotor has much less horizontal maneuverability on the ground.
    •   Arm Rotor deals more damage per hit (1% → 1.5%), but only hits every five frames as opposed to three, reducing its overall damage output.
    •   Arm Rotor's finishing hit animation has been altered. (Still has hitboxes in front and behind).
  • Robo Burner
    •   R.O.B. has a gauge on his chassis that shows how much fuel he has left for Robo Burner.
    •   Robo Burner has new particle effects.
    •   Robo Burner can be jump cancelled.
    •   Robo Burner can be cancelled immediately into an air dodge if one is available.
  • Gyro
    •   Gyro can be returned to its dock when in hand.
    •   Gyro can be jump cancelled while charging.
    •   Gyro deals less shield damage.
  • Final Smash:
    •   R.O.B. has a new Final Smash called Guided Robo Beam, in which he fires multiple small red beams that ricochet and home in on enemies, before firing a larger green beam that enlarges at the last second. This is a massive improvement over Super Diffusion Beam, as it is much easier to hit opponents.

Update History

R.O.B has recieved a mix of buffs and nerfs.

  1.1.0

  •   Removed instant Gyro Cancelling.

  2.0.0

  •   Arm Rotor connects more reliably.

  3.0.0

  •   Robo Beam deals less shield damage.
  •   Gyro deals less shield damage.

Moveset

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack   3% Two alternating hooks. Both of its hits hit on frame 3, which ties it with down tilt as R.O.B.'s fastest attack. Its first hit has almost nonexistent base knockback, average knockback growth and launches at 100°, all of which allow it to jab cancel. Its most reliable follow-up is down tilt, thanks to it also hitting on frame 3, although it can also jab cancel reliably into forward tilt, smash attacks, or a grab. The tilt attack follow-ups can be performed up to high percentages, while the smash attack and grab follow-ups can be performed on lightweights and middleweights beginning at 80%-85% and heavyweights beginning at 110%-115%. However, it cannot jab cancel reliably against fast-fallers. Conversely, its second hit has very high knockback growth and launches at 361°, which make it useful for spacing.
3%
Forward tilt   8% (arm), 10% (arm's tip) A lunging hook. This attack can be angled; the tip of R.O.B.'s arm is decent for spacing, beginning at 50%.
Up tilt   3% (hit 1), 5% (hit 2) Thrusts his arms upward. It is good for starting combos into itself, up smash and up aerial from low to medium percentages, or functioning as an anti-air attack. However, it has very minimal horizontal range, which forces R.O.B. to practically stand next to a grounded opponent in order to land it.
Down tilt   5% Thrusts his arms low along the ground. It hits on frame 3, which ties it with neutral attack as R.O.B.'s fastest attack. Although it has a small chance to trip opponents, its overall fast speed largely offsets this and makes it an excellent set-up option.
Dash attack   7% A double forearm club. It can be followed up with forward aerial if the opponent's reaction is read properly.
Forward smash S3 15% (base), 11.5% (middle), 6% (tip) An optical energy blast, similar to the uncharged Robo Beam. It can be angled; has very high knockback growth; and its base hitbox deals respectable damage. Altogether, these enable it to KO middleweights at 109% near the edge. Although slightly weaker, its middle hitbox is still strong enough to KO middleweights at 136% near the edge. However, its range is merely average at best, it has high ending lag and the blast's tip has extremely minimal KO potential.
Up smash   3% (hit 1), 14% (hit 2) Performs a handstand and activates his thrusters to emit a fiery blast upward. It hits on frame 10, which is somewhat fast for a smash attack. It also has deceptive horizontal range on the ground, thanks to R.O.B.'s arms having hitboxes that launch opponents into the thrusters' hitboxes, the latter of which are fairly powerful. Its base KOs middleweights at 113%, whereas its tip KOs them at 116%. Altogether, these traits make it a reliable KOing option, especially from out of shield because of R.O.B.'s high traction. However, it has high ending lag.
Down smash   3.5% (hits 1 and 2), 5% (hit 3) Lowers his torso and spins it around rapidly while outstretching his arms to perform a series of discus clotheslines, similarly to Arm Rotor. It hits on frame 7, which is very fast for a smash attack. Thanks to it being a semi-spike and its last hit's very high knockback growth, it KOs at middleweights at 129% while near the edge, and is very effective for edge-guarding. However, its base hitboxes launch the opponent behind R.O.B., which means that he must face away from the edge when attempting to use this move in order to properly launch the opponent off-stage. Like forward and up smash, it also has high ending lag.
Neutral aerial AirN 9.5% (base), 7.5% (tip) Activates his thrusters to somersault and emit a fiery blast in a circular motion. Its large hitbox, very minimal landing lag and ability to auto-cancel with a short hop collectively make it very useful for spacing, approaching and starting combos. Due to it hitting on frame 18, however, it is punishable if it is not spaced properly.
Forward aerial   7% A double forearm club. It hits on frame 6, making it R.O.B.'s fastest aerial. It is also ideal for spacing when SHFF'd, has minimal landing lag and is decent for edge-guarding. However, it lacks KO potential because of its average damage output and very low base knockback. It is also R.O.B.'s only aerial that does not have a disjointed hitbox.
Back aerial Air Boosters 15% (base), 13% (middle), 9% (late base/middle) Leans forward and activates his thrusters to emit a fiery blast behind himself. Back aerial can also be used for horizontal recovery, as it slightly propels him forward and does not consume Robo Burner's fuel.
Up aerial   1.5% (hits 1 - 4), 4% (hit 5) Rapidly rotates his arms upward, ending it with an upward double forearm club. It hits on frame 7, making it R.O.B.'s second fastest aerial. It is down throw's most reliable follow-up from low to medium percentages. It is also useful for juggling and KOing, as its loop hits keep the opponent trapped reliably, whereas its last hit's extremely high knockback growth enables it to KO middleweights at 115% while near the upper blast line. It can also auto-cancel with a short hop.
Down aerial   12% (base), 11% (middle), 6% (tip) Activates his thrusters to emit a fiery blast downward. The middle portion of the blast is a powerful meteor smash, which makes it a very potent edge-guarding option, especially after an edge trump if the opponent re-grabs the edge. It can also auto-cancel with a short hop. Due to it hitting on frame 20 and having 43 frames of ending lag, it is R.O.B.'s slowest aerial. When coupled with its 12 frames of landing lag, it is punishable if it is not spaced properly and auto-canceled, though not to the same extent as in SSB4.
Grab   Clinches the opponent.
Pummel   1.3% A headbutt.
Forward throw 8% While holding the opponent in his "hand", R.O.B. pulls his arm back and then flings it forward, throwing them away.
Back throw 10% Flings the opponent behind him with both of his arms. If fully charged beforehand, Gyro can follow up from a back throw from low to mid percentages.
Up throw 12% Performs a jet-propelled reverse piledriver.
Down throw 5% R.O.B. flips the opponent over and drills them into the ground headfirst, burying them.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Punches around himself while getting up.
Floor attack (back)
Floor getups (back)
  7% Punches in front of himself and then behind himself while getting up.
Floor attack (trip)
Floor getups (trip)
  5% Spins his torso around to throw a low-angle hook around himself while getting up.
Edge attack
Edge getups
  9% Swings his base forward and activates his thrusters to emit a fiery blast forward while climbing up. Dispite the appearance, it doesn't posess a flame hitbox.
Neutral special Robo Beam 7% (Uncharged Robo Beam), 11.5% (Robo Beam, point-blank), 4.5% (Robo Beam, long range), 22% (Super Robo Beam, point-blank), 15% (Super Robo Beam, long range) An optical laser with 3 different levels: Uncharged Robo Beam, Robo Beam, and Super Robo Beam. Uncharged Robo Beam is a very small energy blast instead of a laser, and can only damage opponents at point-blank range. However, it can be fired consecutively and has deceptively high knockback growth, which allow it to ward off nearby opponents. Conversely, both Robo Beam and Super Robo Beam can damage opponents from afar and ricochet, but cannot be fired consecutively. Robo Beam and Super Robo Beam also deal noticeably more damage when fired at point-blank range. It is one of R.O.B.'s options for zoning alongside Gyro, with Robo Beam being better for his neutral game, while Super Robo Beam is better for surprising opponents.

The light on R.O.B.'s head indicates the level: a dim, slow-paced pulsating glow indicates an Uncharged Robo Beam; a brighter, moderate-paced pulsating glow indicates Robo Beam; and a bright, rapid-paced pulsating glow indicates Super Robo Beam.

Side special Arm Rotor 1.5% (loop), 3% (final hit)
1.5× reflected projectile
Rapidly spins his torso around to perform a series of discus clotheslines that concludes with an uppercut. Mashing the special button extends the duration of the move. It can also reflect projectiles and move R.O.B. forward or backward while the control stick is tilted in the respective direction.
Up special Robo Burner 0% Activates his thrusters in order to fly. It grants impressive vertical and horizontal recovery distance, although R.O.B. has a set amount of fuel, indicated by the gauge in his chassis, to use in order to perform this move. Fuel is recovered over time as long as R.O.B. is grounded. This doesn't cause helplessness, allowing R.O.B. to fast fall, air dodge, or attack with any aerials or any of his other specials either through its duration or after its conclusion. R.O.B. is also immune to footstool jumps while using this move, although other characters can still jump off of him regardless. It also grants intangibility on frames 2-4, but only when performed on the ground.
Down special Gyro 6.1%-8.7% (uncharged), 7.2%-10.8% (fully charged), 5% (idle Gyro) Charges a spinning top on his base. R.O.B.'s other zoning option alongside Robo Beam, it can be picked up and thrown as an item after making contact with either the opponent or the stage. However, opponents can do the same and thus use the top against him. Only one Gyro can be active at a time, and attempting another will result in R.O.B. flailing in confusion. If R.O.B. is holding his Gyro, he will be able to charge it again. Typically, an idle Gyro deals little knockback when touched, (albeit enough to harass anyone trying to get past), but it can lock.
Final Smash Guided Robo Beam 1.2% (homing lasers), 1% (laser loop), 3% (enlarged laser loop) Re-configures his body into a cannon-like form, and begins to charge energy. During the charge, he fires smaller red lasers that home on opponents in front of him. He then unleashes the built up energy in the form of a green laser, which can be angled up or down. As the Final Smash begins to end, the laser briefly enlarges, becoming wider and more powerful.

Victory poses

  • While advancing forward, R.O.B. rotates his "hands" outward while his arms point out straight. After halting, he spins his arms in alternating directions and rotates his head 360° counterclockwise. Afterwards, he adjusts his arms to face upward, continuously raising and lowering them in a flexing gesture. R.O.B.'s head also rotates 360° clockwise after every 2 times he pumps his arms.
  • Hovers in the air, spins, and lands. He then proceeds to continuously lower and raise his arms while rotating his head.
  • Turns his head and flashes the lights in his eyes while clapping. He then proceeds to continuously clap, lowering his arms after each clap.
In the NES game Stack-Up, the first game that the R.O.B. accessory was compatible with, this track would play before starting memory mode. In this remix, a short intro is added, and the first part is repeated once.

In competitive play

Notable players

Classic Mode: Unreadable Expressions

R.O.B.'s opponents all wear masks or lack expressive faces.

Round Opponent Stage Music
1 Meta Knight Halberd Pink Ball Activate!
2 Dark Samus Frigate Orpheon Psycho Bits
3 5 Mr. Game & Watches Flat Zone X Flat Zone
4 Wireframe Mac Boxing Ring Tunnel Theme - X-Scape
5 Male and Female Wii Fit Trainer Wii Fit Studio (Battlefield form) Rhythm Boxing
6 6 R.O.B.'s Mario Bros. (Battlefield form) Stack-Up/Gyromite
Bonus Stage
Final Galleom ? Boss Battle - Super Smash Bros. Brawl

Role in World of Light

 
Finding R.O.B. in World of Light

Although R.O.B. does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (sans Kirby) when Galeem unleashed his beams of light.

R.O.B. was one of the many fighters that fell under Dharkon's control upon Galeem's first defeat. He can be found in the Mysterious Dimension sub-area, as the fighter closest to the entrance, standing in a floating island with scattered mechanical junk. To reach him, the player must first defeat the spirit of Redd as the answer to a trivia question ("Which of these spirits sells furniture?"), allowing access to the island he's in.

Fighter Battle

No. Image Name Type Power Stage Music
01 R.O.B. Shield 10,500 Wrecking Crew (Ω form) Stack-Up/Gyromite

Template:-

Spirits

R.O.B.'s Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins. Unlocking R.O.B. in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate.

Additionally, R.O.B. makes an appearance in a few Support Spirits.

In Spirit battles

As the main opponent

Spirit Battle parameters
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music
245 Guardian The Legend of Zelda series •Giant R.O.B.   3,800 Great Plateau Tower (Ω form) N/A •The enemy has super armor and is hard to launch or make flinch
Stamina battle
•The enemy favors neutral specials
Nintendo Switch Presentation 2017 Trailer BGM
290 Diggernaut Metroid series •Giant R.O.B.   3,900 The Great Cave Offensive (Battlefield form) •Item: Drill •The enemy starts the battle with a Drill
•The enemy is giant
Magmoor Caverns - Metroid: Samus Returns
388 ROB 64 Star Fox series R.O.B.  
Falco  
Fox  
3,300 Corneria (Battlefield form) N/A •Defeat the main fighter to win
Stamina battle
•Reinforcements will appear during the battle
Area 6 - Star Fox 64
392 Landmaster Star Fox series •Giant R.O.B.   4,000 Venom (Ω form) N/A •The enemy's neutral special has increased power
•The enemy is giant
Space Battleground
494 Metagross Pokémon series •Metal R.O.B.   4,400 Unova Pokémon League •Earthquake Stamina battle
•Periodic earthquakes will shake the stage
•The enemy is metal
Battle! (Steven)
511 Regigigas Pokémon series •Giant R.O.B.   (US)   (JP) 9,600 Brinstar Depths (Ω form) •Move Speed ↑
•Attack Power ↑
Stamina battle
•The enemy has increased attack power after a little while
•The enemy has increased move speed after a little while
Battle! (Dialga/Palkia) / Spear Pillar
537 Genesect Pokémon series R.O.B. Team   (×4) 9,300 Prism Tower N/A •The enemy favors neutral specials
•Only certain Pokémon will emerge from Poké Balls (Genesect)
•The enemy has increased move speed
N's Castle
569 EVE Earthbound series •Giant R.O.B.   9,700 Frigate Orpheon •Defense ↓
•Attack Power ↓
•The enemy's energy attacks have increased power
•The enemy has super armor and is hard to launch or make flinch
Stamina battle
Magicant
769 Metal Gear REX Metal Gear Solid series •Metal R.O.B.   (×2) 9,500 Shadow Moses Island •Item: Shooting Types Stamina battle
•The enemy is metal
•The enemy starts the battle with a Steel Diver
Cavern
772 Metal Gear ZEKE Metal Gear Solid series R.O.B.   1,900 Halberd N/A •The enemy starts the battle with a Super Scope Encounter
784 Gamma Sonic the Hedgehog series R.O.B.   1,700 Frigate Orpheon N/A Stamina battle
•The enemy's shooting items have increased power
•The enemy starts the battle with a Ray Gun
Open Your Heart
792 Omega Sonic the Hedgehog series •Giant R.O.B.   2,200 Green Hill Zone (Battlefield form) N/A Stamina battle
•The enemy starts the battle with a Drill
•The enemy is giant
Sonic Heroes
824 Gyromite R.O.B. series •Giant R.O.B.   (×3) 3,900 Living Room N/A •The enemy favors down specials
•The enemy is giant
Stack-Up/Gyromite
871 Auto Mega Man series R.O.B.   3,600 Moray Towers •Item: Shooting Types •The enemy starts the battle with a Super Scope We're Robots (Dr. Wily Stage 2)
874 Wily Capsule Mega Man series •Metal R.O.B.   9,700 Wily Castle (Ω form) •Assist Trophy Enemies (Wily Capsule) Stamina battle
•Hostile assist trophies will appear
•The enemy is metal
Mega Man 2 Medley
904 Galaxy Man Mega Man series R.O.B.   2,100 Lylat Cruise •Hazard: Low Gravity
•Item: Black Hole
•Timed battle
•Gravity is reduced
•The enemy starts the battle with a Black Hole
Flash In The Dark (Dr. Wily Stage 1)
1,089 Monita Nintendo Land R.O.B.   3,600 Pokémon Stadium 2 •Sudden Damage •All fighters take serious damage Nintendo Land Medley
1,114 Ancient Minister Super Smash Bros. series R.O.B. Team (×4) (    ) 9,000 Halberd •Hazard: Screen Flip •The screen will suddenly flip
•The enemy starts the battle with a Bomber
•Explosion attacks aren't as effective against the enemy
Final Destination - Super Smash Bros. Brawl
1,178 Mokka Magical Vacation Series R.O.B.   3,700 Great Plateau Tower •Move Speed ↓ •You have reduced move speed Attack - Soma Bringer
1,203 Mappo Giftpia R.O.B.   1,700 Wuhu Island •Attack Power ↑
•Move Speed ↓
•Survive until the timer runs out
•You have reduced move speed after a little while
•The enemy has increased attack power after a little while
Tomorrow's Passion
1,210 Chibi-Tot Chibi-Robo! series •Metal R.O.B. Team   (×4) (US)   (x4) (JP) 2,300 Gamer •Item: Blocks •The enemy is metal
•The enemy has increased move speed
Garage
1,222 Warrior Mech Gauss Chōsōjū Mecha MG R.O.B.   1,800 Wily Castle N/A •The enemy starts the battle with a Killing Edge
•The enemy has increased move speed
Marionation Gear
1,248 Ando Kensaku And-Kensaku R.O.B.  
Mr. Game & Watch  
2,000 PictoChat 2 (Battlefield form) •Hazard: Zap Floor •The floor is electrified
•The enemy favors side specials
PictoChat
1,320 Toy-Con VR Goggles Nintendo Labo series R.O.B.  
Mii Gunner   (Toy-Con Visor, Red Standard Outfit)
Mii Gunner   (Toy-Con Visor, Blue Standard Outfit)
3,800 Gamer (Single building layout Assist Trophy Enemies (Yuri Kozukata)
Dragoon Parts
•Hostile assist trophies will appear after a little while Garage

As a minion

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
106 Fawful Mario & Luigi series Iggy  
R.O.B.  
3,700 Prism Tower N/A Stamina battle
•The enemy starts the battle with a Rocket Belt
The Grand Finale Fawful's Vacuum Helmet
567 Lloyd Earthbound series Villager  
R.O.B.  
9,200 Magicant Bob-omb Festival •Defeat the main fighter to win
•Bob-ombs will rain from the sky after a little while
Stamina battle
Bein' Friends EVE
599 Mr. EAD F-Zero series •Giant Wario  
R.O.B.  
3,800 Big Blue N/A •Defeat the main fighter to win
•The enemy's dash attacks have increased power
•The enemy can deal damage by dashing into you
Brain Cleaner Great Star
736 Dr. Crygor WarioWare series Dr. Mario  
R.O.B.  
Wario  
3,400 WarioWare, Inc. N/A •Defeat the main fighter to win Mike's Song Mike
752 Hal Emmerich Metal Gear Solid series Dr. Mario  
•Giant Metal R.O.B.  
4,500 Prism Tower N/A •Defeat the main fighter to win
•The enemy tends to avoid conflict
•The enemy is metal
Yell "Dead Cell" Metal Gear REX
767 Paz Ortega Andrade Metal Gear Solid series Villager  
R.O.B.  
3,500 Gaur Plain (Battlefield form) •Bob-omb Festival •Bob-ombs will rain from the sky after a little while
•The enemy is giant
Main Theme - METAL GEAR SOLID PEACE WALKER Metal Gear ZEKE
768 Strangelove Metal Gear Solid series Bayonetta  
•Metal R.O.B.  
1,600 Midgar (Battlefield form) N/A •Defeat the main fighter to win
•Reinforcements will appear during the battle
•The enemy is metal
Main Theme - METAL GEAR SOLID PEACE WALKER Peace Walker
913 Tron Bonne Mega Man Legends series Wendy  
•Tiny R.O.B.   (×2)
3,600 Wuhu Island (Talon Rock) N/A •Take your strongest team into this no-frills battle We're Robots (Dr. Wily Stage 2) Servbots
962 Lin Xenoblade Chronicles series Daisy  
Mega Man  
R.O.B.  
1,600 Shadow Moses Island N/A •Defeat the main fighter to win
•The enemy starts the battle with a Drill
Xenoblade Chronicles Medley Skell
1,209 Drake Redcrest Chibi-Robo! series Captain Falcon  
•Tiny Metal R.O.B.  
1,700 Living Room N/A •Defeat the main fighter to win
•The enemy's neutral special has increased power
•The enemy loves to taunt
ST01: Roll Out, Wonderful 100! Chibi-Robo

Alternate costumes

 
               

Gallery

Character Showcase Video

Trivia

File:Regiggas ROB Japan.jpgFile:Regiggas ROB USA.jpg
A comparison of Regigigas Spirit battle in the
Japanese release (left) vs. the international release
(right), showing the difference between
regions on R.O.B.'s default costumes.
  • R.O.B.'s stock icon is one of four to show eyes, the others being Kirby, Meta Knight, and Sonic.
  • On the official site for Ultimate, each character is accompanied by a background image of a stage from their universe. As R.O.B. is the only character to not have a stage from his home universe, his page is the only one with no stage for the background image.
  • R.O.B. is one of four characters to have appeared since Brawl to have a different Final Smash across every installment; the other three are Pit, Zero Suit Samus, and King Dedede.
    • Coincidentally, all four are Brawl newcomers.
  • R.O.B., Cloud and Ice Climbers are the only fighters that cannot receive a series bonus since they don't have any primary spirits from their own series.
  • Since the Famicom R.O.B. is the default costume in the Japanese version and a few spirit battles feature a Famicom R.O.B., He is technically one of the five characters that can use a “default” costume in spirit battles, the others being Corrin, Yoshi. Robin, Inkling, Joker, Mr. Game & Watch, Bowser Jr., and Alph, although Alph and female Corrin are merely alternate characters using their “default” colors.
  • R.O.B.'s NES color scheme is the only one which bears the NES' base sticker which reads "Robotic Operating Buddy"; all other palettes bear the Famicom base sticker, which reads "Family Computer Robot".