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:
R.O.B. must then be defeated on Wrecking Crew for all three methods.
R.O.B. is the seventeenth heaviest character in the game, being tied with Snake, thus making him a heavyweight. R.O.B. sports average to below average 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.
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 KOing potential. 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 offensive prowess with projectiles, R.O.B. also does not have issues against projectiles, courtesy of Arm Rotor's ability to reflect them with greater strength than they initially had. In addition to its reflection ability, Arm Rotor now boasts KO potential, thanks to its finishing hit having significantly higher knockback growth.
R.O.B.'s air game is also strong, thanks to the excellent and disjointed ranges of all but one of his aerials. Neutral aerial has large, disjointed hitboxes that make it a reliable combo starter at low to medium percentages when SHFF'd, as well as a useful spacing option. Up aerial is one of R.O.B.'s best moves overall, thanks to its usefulness in harassing airborne opponents by either juggling or KOing them. Back and down aerials are R.O.B.'s most damaging aerials when sweetspotted, and have large hitboxes like neutral aerial. However, they also boast specific strengths: the former has recovery potential thanks to it propelling R.O.B. forward slightly, whereas the latter is a meteor smash. Lastly, forward aerial is arguably R.O.B.'s least useful aerial because of its hitbox having much shorter range and not being disjointed. However, it is R.O.B.'s fastest aerial, which makes it reliable for spacing, especially when SHFF'd, as well as edge-guarding.
Unlike in Brawl, R.O.B. now boasts respectable KO potential. Like his up aerial, back aerial, up throw and Arm Rotor, R.O.B.'s smash attacks now boast KO potential, thanks to being buffed in various ways. Forward smash's sweetspot deals slightly more damage and higher knockback. Although forward smash's other hitboxes deal less damage, they have been re-positioned farther outward, which improves its range. Up smash's sweetspot and down smash also deal more damage and, like forward smash, have had their hitboxes tweaked for the better: up smash now has hitboxes on R.O.B.'s arms that launch the opponent into its thruster hitboxes, whereas down smash is now a semi-spike.
R.O.B.'s grab game has also improved. Forward and back throws are still limited in regard to utility, but are nevertheless decent for spacing and setting up edge-guards. In comparison, R.O.B.'s up and down throws are much more useful. Up throw is his most damaging throw; a viable KOing option, especially when boosted by rage; and can even be used for combos at low percentages. In comparison, down throw deals respectable damage, and is a reliable combo starter into his up aerial from 0% to medium percentages.
Although R.O.B. possesses a number of useful traits, he also has some noteworthy shortcomings. Despite his KO potential's drastic improvements, landing his KOing options can still be problematic because of them being laggy and/or having unimpressive ranges. The latter trait is particularly noticeable in regard to R.O.B.'s arm-based attacks, most of which have hitboxes that have either become smaller and/or tweaked for the worse. For example, his grab game is hindered by his overall grab range now being the shortest in the game because of his much smaller grabboxes, whereas his up tilt has drastically less utility because of its adjusted hitboxes.
In addition to R.O.B.'s hitbox issues, his hurtbox also hinders him, as it has become larger since Brawl. When coupled with his faster falling speed, he is much more susceptible to combo-oriented characters, such as Luigi and Zero Suit Samus. This is further compounded by his aerials' inability to reliably break combos: neutral and down aerials are too slow, forward and up aerials only hit in front of and above R.O.B., respectively, and back aerial has both slow start-up and only hits behind him.
While R.O.B.'s zoning game remains his greatest strength, the universal nerf to projectile camping has somewhat toned it down. Gyro, in particular, has been the most adversely affected of his projectiles: in addition to retaining its susceptibility to being stolen, a fired Gyro deals drastically less damage and covers less range. The removal of glide tossing also significantly hinders its approach potential. Robo Beam's nerfs are not as severe in comparison, but are nevertheless noticeable: it now deals slightly less damage, and both it and Super Robo Beam travel slower. As a a result of these nerfs, R.O.B. now has a more difficult time dealing with most characters that have better projectiles (such as Sheik and Diddy Kong); attacks that counteract his own projectiles (such as Fox and Falco); or both (such as Villager).
Changes from Super Smash Bros. 4
Though R.O.B. received few changes in his transition to Ultimate, he benefits greatly from major improvements to his toolkit, as well as changes made to the engine. As a result of this, R.O.B. has been significantly buffed overall in his transition to Ultimate.
Arguably R.O.B.'s most impactful buff in his transition to Ultimate was towards his Arm Rotor, a move that was universally regarded as one of the worst attacks in SSB4; it has reduced start-up lag, much less endlag and faster execution, and larger hitboxes that connect with each much better. This not only significantly improves its use as an edguarding option, but when combined with the other changes made to his moveset, it has now become one of the deadliest combo finishers in Ultimate, granting R.O.B. potential zero-to-death-combos and allowing him to KO opponents as early as 50%.
R.O.B.'s combo game has noticeably improved as well; aside from changes made to his Arm Rotor, neutral aerial now has reduced start-up lag and landing lag, noticeably improving its combo potential and making it a safer option when landing. The universal landing lag buffs has also improved up aerial as well, as its looping hits are more viable for combos. Lastly, Gyro can now be returned to the dock once R.O.B. has grabbed it; as opposed to tossing it once he has grabbed it, R.O.B. can now return the Gyro to his dock and fire it again for less start-up, granting him even more potential combo routes.
Several of R.O.B.'s attacks now have increased utility overall: Forward smash and back aerial deal more knockback, granting them increased KO potential, up tilt has an additional hitbox, increasing its range, and down smash now launches opponents at a consistent angle, improving its reliability all around. R.O.B. can now air dodge or jump out of Robo Burner to gain more distance, improving his recovery, Robo Beam has larger hitboxes and launches at lower angles, improving their effectiveness as edgeguarding options, and Gyro can now be jump canceled, giving R.O.B. more safe options against opponents.
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 read-based 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 playstyle remains fundamentally unchanged from SSB4, but changes to several of his attacks have resulted in him having a far more deadly punish game compared to his previous incarnations. Additionally, R.O.B.'s results in the early metagame of Ultimate have been very strong thanks to the efforts of notable players such as WaDi, 8BitMan, OCEAN, Zackray, Raffi-X and Dill, with notable placements including WaDi placing 9th at MomoCon 2019 and 7th at CEO 2019, 8BitMan placing 17th at GENESIS 6, zackaray placing 1st at KVOxTSB 2019, OCEAN placing 17th at Umebura Japan Major 2019, and Raffi-X placing 9th at Super Smash Con 2019. This has lead to a strikingly positive reception from the Smash community, where notable players such as ESAM, Samsora, VoiD, and ZeRo all view him as a high tier character.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
Portions of R.O.B.'s body descend from the sky and assemble together.
In competitive play
Any number following the Smasher name indicates placement on the Spring 2019 PGRU, which recognizes the official top 50 players in the world in Super Smash Bros. Ultimate from February 1st, 2019 to July 7th, 2019.
Classic Mode: Unreadable Expressions
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 expressive face.
Role 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.
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
As a minion
As in SSB4, R.OB.’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 English, French, Spanish, German, Italian, Dutch or Russian.
Character Showcase Video