Super Smash Bros. Ultimate

R.O.B. (SSBU)

Revision as of 15:26, March 3, 2023 by GQBOY (talk | contribs)
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
Tier S (6)
R.O.B. (SSBU)

R.O.B. (ロボット, Robot) is a playable character in Super Smash Bros. Ultimate. He was officially revealed on June 12th, 2018 alongside Dr. Mario, Duck Hunt, and the rest of the returning roster. R.O.B. is classified as Fighter #42.

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

R.O.B. is ranked 6th out of 82 on the tier list, placing him in the S tier. This is a significant improvement from his placement in SSB4, where he was ranked 35th out of 54, and is his best placement in the series. R.O.B's biggest strengths come from his largely improved moveset, allowing him to play both an offensive and defensive playstyle. His normals have seen increased utility overall allowing him to box out his opponents at ease, with most notably his down tilt being one of, if not the single best ground move in the entire game due to its frame data, combo ability, setups, and safety overall. His up tilt is also useful as a reliable combo starter into itself or his up air at mid to high percents. R.O.B.'s smash attacks have also seen improvement, with his up smash functioning as a solid out-of-shield option , forward smash as a solid finisher, and down smash as a good get-off-me tool. R.O.B.'s aerials have all been buffed as well. First off, his neutral air is perhaps known to be his main combo starter and landing option to make reversals happen. Second, his forward air is good as an out-of-shield in front of him and good for edgeguarding. Third, his back air has infamously high KO power, especially at the ledge, KOing most characters under 100%. Next off, his up air is great as a combo finisher/follow-up from down throw (depending on mash) or up tilt. Finally, his down air is a great edgeguarding tool to spike his opponents due to its active frames.

His specials have also been significantly buffed to fit his archetype as a heavyweight zoner. His Robo Beam is good as a zoning tool for keeping opponents away from him. His Arm Rotor is notorious as a combo finisher/edgeguarding tool that KOs extremely early offstage. His Robo Burner is one of the best recoveries in the game due to its large travel distance and his ability to mix up with acting out of it using up airs or projectiles to stop reckless edgeguarders. Finally, his Gyro is among one of the best projectiles in the game due to how many uses it has. It is good as a combo starter to make a zero to death offstage; it is great as a ledgetrapping and edgeguarding tool due to its lingering hitboxes; and it is good as a zoning tool. R.O.B.'s heavyweight also allows him to survive to many high percents.

Despite the myriad of strengths, R.O.B. is not without weaknesses. His most well-known one is his large hurtbox and size, allowing him to be combo food for most of the cast. This gives him trouble against many combo-heavy characters, such as Mr. Game and Watch, Aegis, Mario, Bayonetta, Pikachu, Falco, and more. His recovery is also on the easier side of getting 2 framed at the ledge. R.O.B.'s gyro can also be used against him if opponents know how to deal with it.

Despite these weaknesses, R.O.B. has seen large representation from many players, such as Zomba, Anathema, WaDi, BigBoss, Zackray, and more. As a result, he is among one of the most common characters seen in majors and tournaments, along with Steve, Cloud, Palutena, Roy, and Wolf.

How to unlock

Complete one of the following:

R.O.B. must then be defeated on Wrecking Crew (the Ω form is used in World of Light).

Attributes

R.O.B. is the eighteenth heaviest character in the game, being tied with Snake and Banjo & Kazooie, thus making him a heavyweight. R.O.B. sports an above average walking speed, initial dash, and falling speed, is tied with Ike and Bowser Jr. for the 26th fastest air speed, average dashing speed, gravity, and traction, as well as the 30th highest air acceleration. This grants him mobility that is fairly average overall, yet balanced compared to most of his fellow heavyweights. This, along with several of his other attributes, most notably his extremely long-distanced recovery, noticeably set him apart from most of them.

Like in Brawl and Smash 4, R.O.B. is a zoning-oriented character with very useful projectiles to keep his opponents at bay. Robo Beam enables him to attack from considerable distance, and becomes the noticeably stronger Super Robo Beam when it is left idle for 14.3 seconds. While Robo Beam interrupts opponents faster, Super Robo Beam deals more damage and has higher knockback growth. Gyro is an auto-chargeable projectile that becomes an item when fired. Compared to Robo Beam, it has a more favorable angle for disrupting opponents, while also being more manipulable as a projectile and having greater kill power. Thanks to R.O.B.'s item throws being among the strongest in the game, Gyro is also very useful when smash thrown as an item.

Aside from his projectiles, R.O.B's ground game is also excellent. Jab comes out on frame 3 and acts as a quick move at low percentages to escape pressure situations, and it can also jab lock and combo. Forward tilt can be useful for spacing at higher percentages since it comes out on frame 7, but its usefulness ends there. Up tilt comes out on frame 4, and is very good for acting as an anti air and combos into his up air. Down tilt is R.O.B.'s single best move, as it lowers his hurtbox, has great range, is tied with jab as his fastest move at frame 3, pressures shields, trades with shield grabs, and its total active frames is only 14, meaning it is one of the safest pressuring moves in the game. It also combos into itself at lower percentages, and at higher percents it can combo into grab or dash attack, and can send opponents into a jab lock scenario for a KO at relatively low percentages. Lastly, dash attack is useful for punishing landings and whiffs, is very fast at frame 7, has decently long range, and can combo into his forward air at low to mid percentages.

R.O.B.'s air game is also great, thanks to the excellent and disjointed ranges of all but one of his aerials. Neutral aerial has large, disjointed hitboxes that make it great for covering the opponents options if they lack the range to deal with it. It's also very hard to punish out of shield, due to its damage, total landing lag (7 frames) and range. It is also a reliable combo starter at low to medium percentages when SHFF'd, as well as a useful spacing option and, to a lesser extent, a kill move. Up aerial is a great vertical kill move due to its large and long-lasting hitboxes, fast startup, and the last hit’s high knockback. Back and down aerials are R.O.B.'s most damaging aerials when sweetspotted, and they too have large hitboxes, much like neutral aerial. However, they also boast their own specific strengths. Back air has recovery potential thanks to it propelling R.O.B. forward, and it's his only aerial that can KO in neutral due to its very high knockback and huge hitbox. Not only that, but it is also one of the strongest back aerials in the game. Down air is a meteor smash that can hit below the ledge and KO very early if done so. It is also active for 6 whole frames, making it difficult to avoid for characters with linear recoveries. Lastly, forward aerial is R.O.B.'s fastest aerial coming out on frame 6, making it very spammable in neutral due to how low committal it is to use, as it is safe on shield. However, its hitbox has much shorter range and isn't disjointed.

R.O.B.'s grab game also has its uses. Forward and back throws are decent for spacing and setting up edge-guards. Back throw can also KO at the ledge at very high percents, and both can combo into dash attack or gyro at very low percents. In comparison, R.O.B.'s up throw is much more useful. It is his most damaging throw, a solid kill move (especially when boosted by rage or if he lands on a platform), and can even be used for combos at low percentages. His down throw, despite not being a kill move, is also one of his best tools for taking a stock. While it deals poor damage, it buries opponents, allowing for followups into up tilt, up air, or even up smash. However, with mashing, the opponent can typically get out before R.O.B. has any chance to act. As such, it is more of a read-based tool rather than a guaranteed method for taking a stock.

Although R.O.B. possesses a large number of strengths, he does also have a few noteworthy shortcomings. Despite having a good chunk of moves with respectable KO potential, landing his kill moves can be problematic because of them either being laggy or having unimpressive ranges, or possibly even both. The latter trait is particularly noticeable in regard to R.O.B.'s arm-based attacks, most of which have short ranges. His grab game is also hindered by his overall grab range being the shortest in the game.

In addition to R.O.B.'s hitbox issues, his hurtbox also hinders him, as it is very large and wide, meaning he can get hit by a lot of combos that other characters such as Jigglypuff would have an easier time getting away from. This also means that he has difficulty dealing with combo-oriented characters, such as Pikachu and Mario. This is further compounded by his above average falling speed, as well as his aerials' inability to reliably break combos: neutral and down aerials are very slow in terms of startup, forward and up aerials only hit in front of and above R.O.B., respectively, and back aerial is a mix of both: it has slow startup and only hits behind him.

Overall, R.O.B. is a non-traditional heavyweight zoner. His decently fast mobility and overall above average frame data allow him to easily pressure unwary opponents, and he doesn’t have too much trouble killing if he can get the advantage. While his overall range is rather small for a zoner like him, it is functional in the long run regardless. However, R.O.B. players must be very cautious, as a single combo can be all it takes to get R.O.B. in an uncomfortable position or possibly even kill him, thanks to his large size, moderately high weight, above average falling speed, and lack of options to break free from combos.

Changes from Super Smash Bros. 4

R.O.B. has been significantly buffed overall in his transition to Ultimate. Similarly to Mario, R.O.B. has received comparatively few major changes in his transition from the previous game; however, most of these changes have majorly improved his toolkit, and he benefits from the changes made to the game's engine as well.

Arguably R.O.B.'s most impactful buff is to his Arm Rotor move. Previously universally regarded as one of the worst attacks in Smash 4, it executes faster, with reduced startup lag, much less ending lag, and larger hitboxes with improved angles that connect with each other much better. This not only significantly improves its use as an edgeguarding option, but when combined with the other changes made to his moveset, it has now become one of the most devastating combo finishers in Ultimate, granting R.O.B. potential zero-to-death combos and allowing him to KO opponents at absurdly early percentages.

Several of R.O.B.'s attacks have received quality of life changes that improve their utility. Forward smash and back aerial deal more knockback, granting them increased KO potential and toning down one of R.O.B.'s previous weaknesses. Up tilt has had its first hit's hitbox from Brawl restored, increasing its range and reliability. Down smash also launches opponents at a consistent angle, improving its consistency all around. Robo Beam has larger hitboxes and launches at lower angles, improving their effectiveness as edgeguarding options. Lastly, Gyro has been significantly buffed: it can now be returned to the dock once R.O.B. has grabbed it to charge it again and fire it with less startup, as opposed to tossing it once he has grabbed it. It can also now be jump canceled. These changes grant R.O.B. even more potential combo routes and give him more safe options against opponents.

R.O.B. also benefits from most of the universal changes to the game's engine. The universal increase in mobility and the ability to use any attack out of a run cancel allows him to close out the distance more effectively and compounds his improved up-close game. The universally increased shieldstun for grounded attacks has also been fairly beneficial to R.O.B., as it makes his very fast and decently-ranged down tilt safer on shield. The universal decrease to landing lag noticeably improves R.O.B.'s combo game as well; aside from changes made to his Arm Rotor, they make up aerial's looping hits more viable for starting combos, and neutral aerial's reduced start-up lag coupled with its decreased landing lag noticeably improves its combo potential and makes it a safer option when landing. Lastly, the changes to air dodging benefit R.O.B., as they allow him to edgeguard his opponents more effectively and use a directional air dodge out of Robo Burner to gain more distance, improving his already excellent recovery.

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 8BitMan, Dill, OCEAN, Raffi-X, WaDi and 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.

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.
  •   Up and side taunt's animations have been slightly altered:
    • During his up taunt, R.O.B. now slightly lifts his arms while spinning.
    • During his side taunt, R.O.B. now emits purple flashing sparkles from his eyes instead of white, and he claps twice.
  •   R.O.B.'s victory animations have been updated to be more expressive:
    • The first one where he spins his arms and rotates his head, and flexes his arms while rotating his head, now has him advance forward slowly on the ground while he rotates his hands before performing the rest of his victory pose.
    • The second one where he hovers in the air and spins, then lands and rotates his head while continuously lowering and rising his arm base, now has him advance forward before taking off, and he spins twice in quick succession before landing.
    • The third one where he turns his head and flashes the lights in his eyes, now has him spin once before vigorously clapping three times while flashing the lights in his eyes in a more exaggerated manner, then continuously slightly rising his arms and clapping, slowly lowering them after each clap.

Attributes

  •   R.O.B.'s character model is smaller. This makes his hurtbox slightly smaller, while keeping his range mostly intact.
  •   R.O.B.'s prone animation has been altered: he lies on the floor compacted instead of straightened. This makes him harder to hit and lock.
  •   Like all characters, R.O.B.'s jumpsquat animation takes 3 frames to complete (down from 5).
  •   Double jump animation has been altered: R.O.B. spins horizontally while jumping.
  •   R.O.B. walks slightly faster (1.122 → 1.178).
  •   R.O.B. runs faster (1.568 → 1.725).
    •   His initial dash speed is much faster (1.3 → 2.002).
  •   R.O.B.'s running animation has been slightly altered: he crouches slightly while running forward. This makes him harder to hit vertically, but easier to hit horizontally.
  •   R.O.B.'s air speed is slightly higher (1.08 → 1.134).
  •   R.O.B.'s traction has been increased (0.06 → 0.105).
  •   Forward roll grants less intangibility (frames 4-16 → 4-15).
  •   Back roll has more startup with less intangibility (frames 4-16 → 5-16), and more ending lag (FAF 30 → 35).
  •   Spot dodge has less ending lag (FAF 27 → 26).
  •   Air dodge grants more intangibility (frames 3-27 → 3-29).
  •   Air dodge has more ending lag (FAF 33 → 51).
  •   The reintroduction of directional air dodges benefits R.O.B. to a larger degree than most other characters, improving his edgeguarding ability without leaving him much more vulnerable to it, due to his flexible aerial game and recovery.

Ground attacks

  • Neutral attack:
    •   The first hit can be held for a consecutive jab.
    •   Both hits consist of three hitboxes instead of one, which are smaller (3.5u → 2.5u/2.5u/2.8u (hit 1), 3.4u/3.4u/3.6u (hit 2)), but placed farther horizontally (Z offset: 12.5u-4u → 6.5u/10.2u/14.2u (hit 1), 13u-5u → 6.5u/10.5u/14u-15u (hit 2)). This improves their range, properly covering the tips of R.O.B.'s arms.
    •   The first hit launches at different angles (100° → 361°/180°) to keep opponents on the ground, and has more base knockback (4 → 18/23), but less knockback scaling (70 → 15), in addition to a hitstun modifier of 5 on the two innermost hitboxes. This allows it to jab lock and connect more reliably into the second hit.
    •   The second hit has a higher hitlag multiplier (1× → 2×), making it easier to DI.
  • Forward tilt:
    •   Forward tilt deals more damage (5%/6%/8% → 7%/8%/10%).
    •   It has more base knockback (30 → 48), but less knockback scaling (100 → 77). This makes the move safer on hit at low percentages, while still slightly improving its KO power due to its increased damage.
    •   Due to the changes to jostle mechanics, the sourspot is harder to land compared to the middlespot and sweetspot, despite having its priority changed to be higher than theirs.
    •   It uses stationary hitboxes rather than connecting them to R.O.B.'s arm.
  • Up tilt:
    •   R.O.B. no longer faces the screen directly during the move, much like his taunts.
  • Dash attack:
    •   Dash attack has less ending lag (FAF 36 → 32), improving its combo potential in combination with R.O.B.'s faster jumpsquat.
  • Forward smash:
    •   Forward smash has more knockback scaling (100 → 105 (sweetspot)/110 (middlespot, sourspot)), improving its KO potential.
    •   The sweetspot and middlespot are extended farther horizontally (Z offset: 12u/22u → 14u/24u (non-angled), 11.3u/21.2u → 13.3u/23.2u (angled)), making them easier to land.
    •   It has an altered charging animation where R.O.B. lifts his arms and doesn't lean forward, better resembling its charging animation from Brawl. This gives R.O.B. a more favorable hurtbox placement while charging the move.
    •   It starts charging earlier (frame 10 → 7).
  • Down smash:
    •   The first two hits' hitboxes remain static at R.O.B.'s sides, instead of following his arms as he spins, improving the consistency of their range.
    •   The first two hits have less knockback (30 base/40 scaling → 20/20), allowing them to connect more reliably.
    •   It starts charging later (frame 2 → 4), making it less likely to be charged on accident and thus delayed.
    •   The move only hits three times instead of five, reducing its total damage up close despite the first two hits dealing more damage (2% (hits 1-4 base)/1.5% (hits 1-4 tip) → 3.5% (hits 1-2 base)/3% (hits 1-2 tip); 13%/11% total → 12%/11%).
    •   The first two hits have a shorter duration with gaps between them (frames 7-14 → 7-8, 11-12), no longer using a rehit rate.

Aerial attacks

  •   All aerials have less landing lag (12 → 7 frames (neutral), 15 → 9 (forward), 22 → 13 (back, up), 21 → 12 (down).
  • Neutral aerial:
    •   Neutral aerial has less startup with a longer hitbox duration (frames 18-32 → 14-32).
    •   It deals more damage (8%/6% → 9.5%/7.5%) with knockback not fully compensated (50 base/100/98 scaling → 48/52 base/90/83 scaling), slightly improving its KO potential, while still having increased combo potential due to its lower landing lag.
    •   The sourspot takes priority over the sweetspot. As a result, the sourspot is easier to land for combos up to higher percents, but the sweetspot requires more precise spacing to be landed.
  • Forward aerial:
    •   Forward aerial has a longer hitbox duration (frames 6-7 → 6-8).
  • Back aerial:
    •   Back aerial deals more damage (12%/10% → 15/13% (clean), 6%/4.5% → 9%/7.5% (late)) with knockback not fully compensated (32 base/100 scaling → 41/35 base/87/83 scaling (clean), 30 base/100 scaling → 35 base/76/74 scaling (late)). This noticeably improves its KO potential, with the clean sweetspot KOing at around 115% from the center of Final Destination.
    •   The late hit has a longer duration (frames 24-29 → 24-32).
  • Up aerial:
    •   The last hit has less startup with a longer duration (frame 26 → frames 23-24), allowing it to connect better from the previous hits.
      •   However, the move's total duration remains unchanged, increasing its ending lag.
  • Down aerial:
    •   Down aerial grants more vertical momentum upon on startup (0.1 → 0.7), improving its edgeguarding ability, and allowing R.O.B. to use it closer to the ground without landing before it comes out.
    •   R.O.B. faces further forward when performing the move.

Throws and other attacks

  • Grabs:
    •   All grabs have more ending lag (FAF 31 → 38 (standing), FAF 38 → 46 (dash), FAF 37 → 41 (pivot)).
    •   Standing and pivot grab have less startup (frame 7 → 6 (standing), frame 11 → 10 (pivot)).
    •   Standing grab has more range (Z2 offset: 10.6u → 11.6u).
    •   Dash and pivot grab have less range (Z2 offset: 12.7u → 12.2u (dash), -18.1u → -17.3u (pivot).
  • Pummel:
    •   R.O.B. has a new pummel: he headbutts the opponent instead of squeezing them in his grip.
    •   It deals more hitlag (4 frames → 14), but has less startup (frame 2 → 1) and much less ending lag (FAF 17 → 7), shortening its effective duration by one frame.
    •   It deals less damage (2% → 1.3%).
  • Forward throw:
    •   R.O.B. has a new forward throw: he throws the opponent overhead with one arm.
    •   It releases the opponent later (frame 7 → 11) with its total duration unchanged, reducing its ending lag. Compounded with R.O.B.'s faster initial dash, this grants the move combo potential at low percents.
  • Back throw:
    •   It has an altered animation: R.O.B. turns to face the direction in which he threw the opponent, and his arms performs a full spin around.
  • Up throw:
    •   Up throw releases the opponent earlier (frame 65 → 58) with its total duration unchanged, increasing its ending lag. This hinders its combo ability past low percents, although it is somewhat compensated by R.O.B.'s faster jumpsquat.
  • Down throw:
    •   Down throw buries opponents, much like Banjo & Kazooie and King K. Rool's down throws.
    •   The throw's bury effect allows for more read-based followups, including up tilt and up aerial, and gives R.O.B. more reliable KO setups into up smash and up aerial at high percents, effectively substituting his "Beep Boop" setup from Smash 4.
    •   It deals half as much damage (10% → 5%).
    •   It has more ending lag (FAF 66 → 76). Combined with the move's bury effect and lower damage, this significantly hinders its combo potential from low to mid percents, as opponents can mash fast enough to escape before R.O.B. is able to initiate another attack.

Special moves

  • Robo Beam:
    •   Super Robo Beam deals significantly more damage (10% → 15%).
    •   Both stages of Robo Beam have larger hitboxes (1.5u → 2u (Robo Beam), 3u → 3.5u (Super Robo Beam)) that are placed farther horizontally (Z offset: 0u → 3u (Robo Beam), 2u (Super Robo Beam)). Super Robo Beam's hitbox also extends backward after its first three active frames (Z offset: 0u → 2u–-16u), covering the beam's tail.
    •   Both stages launch opponents at lower angles (80° → 60° (Robo Beam), 60° → 45° (Super Robo Beam)), improving their effectiveness for edgeguarding.
    •   Both stages deal negative shield damage (0 → -2.2 (Robo Beam), -3.7 (Super Robo Beam)).
    •   Super Robo Beam has much less knockback scaling (70 → 43), hindering its KO potential despite its increased damage, unless it hits near the edge.
    •   Super Robo Beam's graphic is flashier.
  • Arm Rotor:
    •   The move has less startup (frame 16 → 13) and ending lag (FAF 106-133 → 86-108), improving its safety and utility as a followup option, especially to KO offstage. It also reflects projectiles faster (frame 16 → 13).
    •   The looping hits use set knockback (20 base/70 scaling → 40/50 set/65/70 scaling), an autolink angle (120°/145°/145°/361° → 367°), and have a much lower hitlag multiplier (0.7× → 0.2×). Additionally, the move in general has slightly larger hitboxes (3.3u/3.3u/4.3u/3.3u → 4.5u/4u/3.3u/3.3u (looping hits), 5.5u → 6u (last hit)), and the last hit extends further inward (Z offset: -4u–14u → -4.5u–14u). These changes allow the move to connect significantly more reliably, make it harder to escape from, and increase its range behind R.O.B., increasing the move's reliability.
    •   Akin to its Brawl counterpart, Arm Rotor has much less horizontal maneuverability on the ground (speed multiplier: 1x → 0.4x).
    •   R.O.B doesn't jump forward as far when activating the move (initial speed: 1.5 → 1.2).
    •   The looping hits deal more damage (1% → 1.5%), but have a slower rehit rate (3 frames → 5), reducing the move's damage output if all hits connect (16%-25% → 10.5%-18%).
      •   However, it still racks up more damage overall when extended, due to its significantly improved linking ability.
    •   The reflection doesn't last as long (29 frames → 23).
    •   The last hit has a lower hitlag multiplier (3.4× → 2.4×).
    •   The last hit has a less exaggerated animation.
  • Robo Burner:
    •   Robo Burner's fuel has a longer duration (~110 frames → 143).
    •   It can be canceled by a double jump or air dodge, should these options be available. In combination with the aforementioned buff, this further improves R.O.B.'s recovery, allowing him to avoid edgeguards more effectively and get additional distance with a directional air dodge.
    •   The move has new particle effects.
    •   R.O.B. has a gauge on his chassis that shows how much fuel he has left. The gauge is split into three pieces, and changes color as each piece is emptied, going from light blue to yellow, then to red.
  • Gyro:
    •   Like other charge-cancelable moves, Gyro can be canceled by spot dodging or jumping.
    •   If R.O.B. grabs a Gyro he's previously thrown or dropped, it can be returned to its dock and charged again. This allows him to store his Gyro in a similar manner to Pocket, reducing the opportunity for his opponents to use it against him, and allowing him to keep up pressure with it for a longer period of time.
    •   It deals less damage when thrown as an item (8.9%-11% → 6.7%-7.9% (forward)).
    •   It 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 an improvement over Super Diffusion Beam, as it is much easier to hit opponents.

Update history

R.O.B has received a mix of buffs and nerfs via game updates, but has been slightly nerfed overall. The removal of Gyro canceling was significant, as it effectively removed several movement options and advanced techniques R.O.B. could do in previous games. R.O.B was affected more than most other characters during version 3.0.0 with the universal projectile shield damage nerf and the down tilt loop became harder to set up in version 4.0.0, with buffs being quality of life updates to make moves connect more consistently.

Overall, while faring slightly worse than at launch, R.O.B. remains highly viable in the competitive scene and is seen as a high tier character throughout the game's lifespan.

  1.1.0

  •   Removed instant Gyro Cancelling.

  2.0.0

  3.0.0

  •   Robo Beam deals less shield damage (0 → -2.2/-3.7 (normal/Super)).
  •   Gyro deals less shield damage (0 → -2/-2.5 (thrown/spinning)).

  3.1.0

  •   Neutral attack 1 connects into neutral attack 2 more reliably (hitbox 2 BKB: 18 → 40).
  •   Neutral attack 2 has more range (hitbox 2 Z offset: 14u → 14u-15u).

  4.0.0

  •   Neutral attack 1's 180° hitbox has less base knockback (40 → 23) and hitstun, no longer being able to lead into a down tilt loop.

  11.0.0

  •   Changed the length of vulnerability when crumpling to be consistent with other fighters.

Moveset

For a gallery of R.O.B.'s hitboxes, see here.

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

  Name Damage Description
Neutral attack 11 / 12 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 can be repeated by holding the attack button, and can also jab lock opponents, while the second hit is useful for spacing.
3%
Forward tilt S2 7% (body), 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 Hi2 3% (hit 1), 5% (hit 2 tip), 6% (hit 2 middle) Quickly 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 Lw2 5% Quickly thrusts his arms diagonally downward. 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. Widely considered by many to be the best down tilt in the game and one of the best moves in the game overall due to its fast startup, low ending lag, good range, safety on shield, shield pressuring ability, and use as a combo starter and extender.
Dash attack DashA 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) Fires a energy blast forwards, similar to the uncharged Robo Beam. Although this move has poor startup and is very punishable, the strongest hitbox closest to R.O.B.'s eyes deals extremely high knockback, KOing around 75% near the ledge. It can also be angled, allowing it to catch jumps and ledge options.
Up smash Hi3 3% (hit 1), 14% (hit 2) Handstands 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 very powerful. It KOs middleweights at around 100%. Altogether, these traits make it a reliable KOing option, especially from out of shield. However, it has high ending lag and is very punishable.
Down smash Lw3 3.5% (hits 1-2), 5% (hit 3) Lowers his torso and spins many times doing a discus clothesline, 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 offstage. Like forward and up smash, it also has high ending lag.
Neutral aerial AirN 7.5% (base), 9.5% (tip) Activates his thrusters and somersaults and emit a fiery blast in a circular motion. Its large hitbox, very minimal landing lag, and ability to autocancel with a short hop collectively make it very useful for spacing, approaching and starting combos. If SHFF'd, it can reliably combo into forward air, Arm Rotor, or up air. It is also R.O.B.'s best landing option and is safe on shield. However, due to it hitting on frame 14, it is one of the slowest aerials of its type and can be stuffed out by faster aerials.
Forward aerial AirF 7% Swings his arms forwards. 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 AirB 15% (base), 13% (middle), 9% (late base/middle) Leans forward and activates his thrusters to emit a fiery blast behind him. Very high power, but is very slow, coming out on frame 19, and has several sourspots. Back aerial can also be used for horizontal recovery, as it slightly propels him forward and does not consume Robo Burner's fuel, and due to it briefly halting R.O.B's momentum, it can autocancel in a short hop, just like his other aerials. One of the strongest back airs in the game, KOing around 80% at the ledge.
Up aerial AirHi 1.5% (hits 1-4), 4% (hit 5) Rapidly spins his arms upwards. It is R.O.B. second fastest aerial attack. 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 AirLw 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. Auto-cancels in a short hop due to it stopping R.O.B's momentum for a while. 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 Grab (つかみ) Clinches the opponent. All of R.O.B's grabs are extremely fast, but have terrible range.
Pummel CatchA 1.3% A headbutt.
Forward throw ThrowF 8% While holding the opponent in his hand, R.O.B. pulls his arm back and then flings it forward, throwing them away. Has minimal ending lag, giving it some combo potential at low percents.
Back throw ThrowB 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 ThrowHi 12% A jumping reverse piledriver. It can combo reliably into forward air, forward tilt, up tilt, or up air at a wide range of percents. It is also a useful KO throw, KOing around 160% from ground level and even earlier if R.O.B. has rage and/or lands on a platform.
Down throw ThrowLw 5% R.O.B. flips the opponent over and drills them into the ground headfirst, burying them. Depending on the opponent's mashing, R.O.B. can follow up with an up tilt, up air, or up smash.
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. Despite the appearance, it doesn't possess a flame hitbox.
Neutral special Robo Beam 7% (Uncharged Robo Beam), 11.5% (point-blank Robo Beam), 4.5% (long range Robo Beam), 22% (point-blank Super Robo Beam), 15% (long range Super Robo Beam) 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 allows 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% (last)
1.5× (reflected projectiles)
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. An infamous combo finisher, possessing extremely high base knockback. It will KO most opponents offstage below 70% but struggles to KO onstage due to its poor knockback growth.
Up special Robo Burner 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 and even perform a lock. Its sheer versatility as a combo and stage control tool make it one of the best projectiles in the game. When an opponent hits a grounded gyro they are always knocked back in the direction R.O.B. was facing when he set the gyro down.
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.

Announcer call

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On-screen appearance

  • Portions of R.O.B.'s body descend from the sky and assemble together.

Taunts

  • Up Taunt: Faces the screen and spins his arms and head in alternating directions. Based on his victory animation from Mario Kart DS.
  • Side Taunt: Faces the screen and moves his head around, flashing bright lights from his eyes while clapping.
  • Down Taunt: Faces the screen, moves his arms down, and then moves them back up again, spinning them while he does so.

Idle poses

  • Briefly looks toward the screen.
  • Briefly nods off, then shakes his head and wakes up.

Crowd cheer

Cheer (English) Cheer (Japanese/Chinese) Cheer (Italian) Cheer (Dutch) Cheer (French)
Cheer
 

 
Description R - O - B! Ro - bot! Rooooob! R - O - B! R - O - B! Rooooob!
Cheer (German) Cheer (Spanish) Cheer (Russian) Cheer (Korean)
Cheer
 

 
Description R - O - B! R.O.B.! R.O.B.! *claps 3 times* R - O - B!

Victory poses

  • Left: 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. Afterward, 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 two times he pumps his arms.
  • Up: Uses Robo Burner, spins, and then lands. He then proceeds to continuously lower and raise his arms while rotating his head.
  • Right: Turns his head and flashes the lights in his eyes while clapping, similar to his side taunt. 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

From the start of the game, R.O.B. has always been considered to have significantly improved from Smash 4. With better approach options, more versatile projectiles with Gyro and Robo Beam, even more threatening KO options, and an improved edgeguarding game, he has always been seen as an excellent zoner with a wide array of utility options. R.O.B. also benefits from some of the universal changes in Ultimate with the 3 frame jumpsquat and reduced landing lag on aerials. Because of this, he was immediately seen as a competitively viable character. Additionally, R.O.B.'s match-up spread is strong as well, having even or positive match-ups against meta relevant characters such as Joker, Wolf, Shulk, Pokémon Trainer, Olimar, Pac-Man, and Min Min, although he has disadvantageous match-ups against characters such as Pikachu, Mr. Game & Watch, Peach, Mario, and Young Link.

In online tournaments, which were the standard during the worldwide COVID-19 pandemic, causing almost all offline tournaments to switch to online, R.O.B. fares better, due to his already safe aerials and tilts being much more reliable due to lag. Many players, including Epic_Gabriel, Raffi-X, and Benny&TheJets, have performed fairly well in Wi-Fi tournaments, including various Ultimate Naifu Wars, The Quarantine Series, and The Box.

After offline returned, R.O.B. continued to thrive, being one of the most popular characters at nearly every major tournament alongside Roy and gaining the best overall results of any character in the cast. Zomba in particular achieved consistent top 8 placements, notably getting 2nd at Glitch - Infinite, 4th at Smash World Tour 2021 Championships and 5th at both GENESIS 8 and Pound 2022. Many currently believe the character to be at least top 10, with Dabuz saying the character is top 5. For these reasons, he is ranked 6th on the first and current tier list.

Most historically significant players

See also: Category:R.O.B. professionals (SSBU)

Classic Mode: Unreadable Expressions

 
R.O.B.'s congratulations screen.

R.O.B.'s opponents all wear masks or lack expressive faces. His boss, Galleom, fits in with the theme due to being a robot and lacking an expressive face.

Round Opponent Stage Music Notes
1   Meta Knight Halberd Pink Ball Activate!
2   Dark Samus Frigate Orpheon Psycho Bits
3       Mr. Game & Watch (x5) Flat Zone X Flat Zone Horde Battle.
4   Little Mac Boxing Ring Tunnel Theme - X-Scape
5    Wii Fit Trainer (x2) Wii Fit Studio (Battlefield form) Rhythm Boxing
6        R.O.B. (x6) Mario Bros. (Battlefield form) Stack-Up/Gyromite Horde Battle.
The stage references how R.O.B. used Mario Bros. as his home stage in Super Smash Bros. Brawl. The battle references the R.O.B. Squad from the Subspace Emissary. If any of these costumes are being played as,   R.O.B. in the NES version will take place of that costume.
Bonus Stage
Final Galleom Base Boss Battle - Super Smash Bros. Brawl References Galleom's recurring boss battles in Brawl.

Credits roll after completing Classic Mode. Completing it as R.O.B. has Stack-Up/Gyromite accompany the credits.

Role in World of Light

 
Finding R.O.B. in World of Light

Although R.O.B. was absent from the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (excluding 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
42 R.O.B.
 
Shield
10,500 Wrecking Crew (Ω form) Stack-Up/Gyromite

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 300 Gold, but only after R.O.B. has been unlocked. 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. His fighter spirit has an alternate version that replaces it with his 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 Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
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.   (120 HP)
Falco   (50 HP)
Fox   (50 HP)
 
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.   (140 HP)
 
4,400 Unova Pokémon League (hazards off) •Earthquake Stamina battle
•Periodic earthquakes will shake the stage
•The enemy is metal
Battle! (Steven)
511 Regigigas Pokémon Series •Giant R.O.B.   (INT)/  (JP/CH/KR) (200 HP)
 
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.   (160 HP)
 
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 (90 HP)
 
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.   (120 HP)
 
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.   (120 HP)
 
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 R.O.B.
871 Auto Mega Man Series R.O.B.  
 
3,600 Moray Towers (Ω form) •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.   (180 HP)
 
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 Wily Machine 7
904 Galaxy Man Mega Man Series R.O.B.  
 
2,100 Lylat Cruise •Hazard: Low Gravity
•Item: Black Hole
•Timed battle (1:00)
•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      (INT)/  (JP/CH/KR)
 
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 R.O.B. Squad (cyan, red, and NES/Famicom costumes)
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 (Wishing Fountain) •Attack Power ↑
•Move Speed ↓
•Survive until the timer runs out (1:00)
•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 (INT)/ ×4 (JP/CH/KR)
 
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   (Moveset 3322, Toy-Con Visor, Red Standard Outfit)
Mii Gunner   (Moveset 2233, Toy-Con Visor, Blue Standard Outfit)
 
3,800 Gamer (Single building layout) •Assist Trophy Enemies (Yuri Kozukata)
•Item: Dragoon Parts
•Hostile assist trophies will appear after a little while Garage
1,333 Golem DRAGON QUEST Series •Giant R.O.B.   (187 HP)
 
4,400 Mushroom Kingdom (Battlefield form) •Sleep Status •The enemy has super armor but moves slower
•The enemy's punches and elbow strikes have increased power
Stamina battle
Fighting Spirits - DRAGON QUEST III
1,352 T-Tetrimino Tetris Series R.O.B.  
 
4,400 Flat Zone X (Battlefield form) •Assist Trophy Enemies (Hammer Bro)
•Hazard: Screen Flip
•The screen will suddenly flip
•Hostile assist trophies will appear
•The enemy favors down smash attacks
Chill (Brawl)
1,435 Villager & Iron Golem Minecraft Series •Giant R.O.B.   (INT)/  (JP/CH/KR)
Steve  ×2  
 
8,700 Minecraft World (Plains, Day) •Item: Cucco •The enemy has super armor and is hard to launch or make flinch
•The enemy favors grabs and throws
•Reinforcements will appear during the battle
Earth Iron Golem
1,453 Diminutive Guardian The Legend of Zelda Series •Tiny R.O.B.   (INT)/  (JP/CH/KR)
•Giant R.O.B.  
 
1,600 Temple (Battlefield form) N/A •Defeat the main fighter to win Ballad of the Goddess (Original) Guardian (green costume)
1,498 E.M.M.I. Metroid Series •Giant R.O.B.   (INT)/  (JP/CH/KR) (20 HP)
 
9,600 Brinstar Depths (Battlefield form) •Attack Power ↑
•Move Speed ↑
•Temporary Invincibility
•The enemy will occasionally be invincible
Stamina battle (player 30 HP)
•The enemy has increased move speed
Lockdown Battle Theme

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   (140 HP)
R.O.B.   (140 HP)
 
3,700 Prism Tower N/A Stamina battle
•The enemy starts the battle with a Rocket Belt
The Grand Finale Mechawful
567 Lloyd EarthBound Series Villager   (160 HP)
R.O.B.   (160 HP)
 
9,200 Magicant (hazards off) 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  
•Giant 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 (cyan color scheme)
736 Dr. Crygor WarioWare Series Dr. Mario  
R.O.B.  
Wario  
 
3,400 WarioWare, Inc. (hazards off) 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  
•Giant 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
1,340 Mumbo Jumbo Banjo-Kazooie Series •Gold Mii Swordfighter   (Moveset 1231, Skull Kid's Hat, Ashley Outfit)
•Giant Gold R.O.B.   (INT)/  (JP/CH/KR)
 
9,500 Jungle Japes (hazards off) •Flowery •Defeat the main fighter to win
•You constantly take minor damage
•The enemy favors air attacks
Mumbo's Mountain Golden Goliath
1,349 Bullet Walker (Brigadier General) DAEMON X MACHINA •Tiny Ganondorf   (50 HP)
•Giant R.O.B.   (60 HP)   (50 HP)   (50 HP)
 
9,300 Bridge of Eldin (Battlefield form) •Move Speed ↑
•Attack Power ↑
•Item: Exploding Types
Stamina battle
•The enemy has increased attack power
•The enemy has increased move speed after a little while
Battle in the Base Bullet Walker (Green)
Scarlet Sword (Red)
Shadow Fang (Blue)
1,466 Sophia Persona Series Ness  
•Metal R.O.B.  ×3 (INT)/ ×3 (JP/CH/KR)
 
9,500 New Pork City (Battlefield form) N/A •Defeat the main fighter to win
•The enemy is metal
Light Plane (Vocal Mix) (for 3DS / Wii U) Pithos
Mementos (Battlefield form)[SB 1] Last Surprise[SB 1]
1,489 Kokorowa Sakuna: Of Rice and Ruin Zelda  
R.O.B.  ×2 (INT)/ ×2 (JP/CH/KR)
 
3,700 Suzaku Castle N/A •Defeat the main fighter to win
•The enemy favors down specials
Boss 1 - Sakura Samurai: Art of the Sword Mihashira Capital Automatons
  1. ^ a b This alternative occurs when the corresponding DLC has been purchased and downloaded.

Alternate costumes

As in SSB4, R.O.B.'s default costume switches between the 1st and 2nd costumes listed here depending on the language the game is set to. The Famicom colors are the default if the language is set to Japanese, Korean, or Chinese, while the NES colors are the default color if the language is set to any other language. Newly scanned R.O.B amiibo default to the language's default color instead of the color of the R.O.B amiibo, unlike other amiibo variants.

 
               

Gallery

Fighter Showcase Video

Trivia

  
A comparison of Regigigas Spirit Battle in the
Japanese, Chinese, and Korean versions (left) vs.
other languages (right), showing the difference
between language versions on R.O.B.'s default
costumes.
  • R.O.B.'s stock icon is one of six to show the character's eyes, the others being Kirby, Meta Knight, Sonic, Zombie, and Enderman.
    • This is not counting Captain Falcon and Larry, as the eyes depicted for the former are not his actual eyes, and the latter lacks his irises.
  • 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 that has appeared in all games with Final Smashes to have a different Final Smash in each of them; the other three are Pit, Zero Suit Samus, and King Dedede.
  • The scripts for Super Diffusion Beam were never removed from the game's code in the transition from Smash 4 to Ultimate. However, like the glide attack scripts from Smash 4, they lie dormant.
  • In the Korean version, R.O.B. uses the "Robot" announcer voice clip from the Japanese version, despite R.O.B.'s name being written the same way as in the English version. This is unlike King Dedede, Simon, and Richter, all of whom use the English announcer voice clip due to the pronunciation. This was not the case in Brawl.
  • R.O.B. and the Ice Climbers are the only fighters that cannot receive a series bonus, since they don't have any primary spirits from their own series.
    • Previously prior to the 10.1.0 update patch, Cloud also shared this distinction.
  • Bowser Jr., Yoshi, Mr. Game & Watch, and R.O.B. are the only fighters who used their default costumes in spirit battles through one of the 1297 spirits available when the game first launched. In R.O.B.'s case, it is due to the Ancient Minister spirit.
    • Due to certain spirit battles (such as Ancient Minister, Villager & Iron Golem, Diminutive Guardian, and E.M.M.I), R.O.B. is the only character whose color scheme used for a spirit battle changes based on the language version used.
  • R.O.B.'s NES color scheme is the only one that bears the NES' base sticker which reads "Robotic Operating Buddy"; all other palettes bear the Famicom base sticker, which reads "Family Computer Robot". Famicom is short for "Family Computer."
  • When R.O.B. is lying on the ground after missing a tech, the switch on his base will be set to "OFF".
  • Although R.O.B. is "voiced", in Stamina Mode, he stays silent when he gets KO'd by reaching 0 HP with no stocks remaining. Mr. Game & Watch and the Mii Fighters also share this oddity.
  • All of R.O.B.'s move names aside from specials are based on the raw file names for these categories of moves in the game[1].