R.O.B. (SSBU)
| R.O.B. in Super Smash Bros. Ultimate | |
|---|---|
| Universe | R.O.B. |
| Other playable appearances | in Brawl in SSB4 |
| Availability | Unlockable |
| Final Smash | Guided Robo Beam |
| Tier | S+ (5) |
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.
As was the case in Super Smash Bros. 4 the robotic sound effects used for R.O.B. in Super Smash Bros. Brawl were repurposed for Ultimate.
R.O.B. is ranked 5th out of 82 on the tier list, placing him in the middle of 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 to date. Such a high ranking is a result of his ultimately improved and versatile moveset, allowing him to take on almost any playstyle from various stage positions; most notably making him among the best zoners in the game due to being able to patiently chip away at opponents until finding an opportunity to rush them down and close out a stock. His long, non-linear recovery and heavyweight status allow him to survive to incredibly high percents, and his excellence in so many aspects is supplemented by access to one of the best down specials in the form of Gyro, which sees great usage in many scenarios, including a 0-to-death combo into Arm Rotor, which has been retooled into a potent combo finisher.
While sporting a myriad of strengths, R.O.B. is not without weaknesses. He has a large hurtbox, which when combined with his above-average weight and falling speed makes him highly susceptible to combos, which is only exacerbated by a lack of combo breakers. His recovery, despite being extremely flexible, can easily be edgeguarded if he's unable to recover high, since it is tied to a finite resource and possesses no hitboxes. Finally, most of his aerials are quite slow, and his grab has extremely short range relative to his size.
Despite these weaknesses, R.O.B. has seen very strong representation from multiple players such as Zackray, Zomba, Anathema, and MKBigBoss. As a result, he is among the most commonly used characters in tournaments, consistently ranking top 3 for representation in the metagame.
How to unlock[edit]
Complete one of the following:
- Play VS. matches, with R.O.B. being the 31st character to be unlocked.
- Clear Classic Mode with Pikachu or any character in its unlock tree, being the 3rd character unlocked after Shulk.
- Have R.O.B. join the player's party in World of Light.
R.O.B. must then be defeated on Wrecking Crew (the Ω form is used in World of Light).
Attributes[edit]
R.O.B. is the eighteenth-heaviest character in the game, being tied with Snake and Banjo & Kazooie, meaning he's a heavyweight. R.O.B.'s mobility is surprisingly good for a character of his size and weight, having 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. He also has the 9th highest jump and 16th highest double jump. This grants him mobility that is either average or above average overall.
Like in Brawl and Smash 4, R.O.B. is a zoning-oriented character with versatile projectiles to keep his opponents at bay. Robo Beam enables him to attack from a 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 possessing greater KO power. Thanks to R.O.B.'s item throws being among the strongest in the game, Gyro is also especially useful when smash thrown as an item.
Aside from his projectiles, R.O.B.'s grounded game is also excellent. His neutral attack comes out on frame 3 and acts as a quick move at low percentages to escape pressuring situations, and it can also jab lock and combo. Forward tilt is useful for spacing since it comes out on frame 7, can kill at high percents, and can hit many characters' ledge hangs. Up tilt comes out on frame 4, and is great for acting as an anti-air and combos into his up aerial. Down tilt is R.O.B.'s single-best move in his entire kit, as it lowers his hurtbox, has great range, is tied with his jab as his fastest move at frame 3, pressures shields, beats 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 percentages, it can combo into grab or dash attack, and can send opponents into a jab lock-based scenario for a KO at relatively low percentages. Lastly, dash attack is useful for punishing landings and whiffs, is extremely fast at frame 7, has relatively long range, and can combo into his forward air at low to medium percentages.
R.O.B.'s air game is also great, thanks to the excellent and disjointed ranges of all excluding one of his aerials. Neutral aerial has large, disjointed hitboxes that make it great for covering the opponents' options if lacking the range to deal with them. It is 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 KOing tool. Up aerial is a great vertical KO 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 and disjointed hitboxes, much like neutral aerial. However, they also boast their own specific strengths: back aerial has recovery potential thanks to its propelling R.O.B. forward, and it is his only aerial that can KO in neutral due to its incredible knockback and huge hitbox. Meanwhile, his down aerial is a powerful 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 a much shorter range and is not disjointed.
R.O.B.'s grab game is also good. His forward and back throw are decent for setting up edgeguards, combos, and 50-50s. The latter can also KO at the ledge at very high percentages. R.O.B.'s up throw is his most useful: it is his most damaging throw, a passable KO move (especially 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 one of his best tools for sealing a stock. While it deals poor damage, it buries opponents, allowing for follow-ups into an up tilt, up air, or even up smash. However, with excessive button mashing, the opponent can typically get out before R.O.B. has any chance for a particularly strong follow-up. As such, it is more of a 50-50 rather than a reliable method for taking a stock.
Although R.O.B. possesses a large number of strengths, he does also have a few noteworthy shortcomings. Despite possessing a good chunk of respectable KOing options, landing a KO can often be problematic because his finishers are burdened with either considerable lag and/or unimpressive range. The latter trait is especially noticeable regarding R.O.B.'s arm-based attacks, most of which have short ranges, which further extends to R.O.B.'s grab, which is among the shortest-ranged in Ultimate in comparison to his own size.
In addition to R.O.B.'s issues with his hitboxes, his hurtbox also hinders him, as it is both large and wide, meaning he can get hit by a lot of combos that other characters would have an easier time evading. This also means that he has difficulty dealing with combo-oriented characters. This is further compounded by his above-average falling speed, as well as his aerials' inability to break combos reliably: neutral and down aerials are sluggish in terms of startup, forward and up aerials only hit in front of and above R.O.B., respectively, and back aerial is a mixture of both: it has slow startup and only hits behind him.
Overall, R.O.B. is a non-traditional heavyweight zoner. His relatively quick mobility and overall above-average frame data allow him to pressure unwary opponents easily, and he has little trouble killing if he can gain the advantage. However, R.O.B. players must take high caution, as a single combo can be all it requires to get R.O.B. in an uncomfortable position or potentially even end a stock, 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[edit]
R.O.B. has been significantly buffed overall in his transition to Ultimate. While R.O.B. has received comparatively few major changes in his transition from the previous game, most of these changes have significantly improved his toolkit, and he benefits from the changes made to the game's engine as well.
Arguably, R.O.B.'s most impactful improvement is to Arm Rotor. Previously and universally regarded as one of the worst attacks in SSB4, it now executes faster, with faster startup lag and less ending lag, and has larger hitboxes with improved angles that connect 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, making it more effective as an edgeguarding option. Gyro has also 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 safer options against opponents.
R.O.B. also benefits from Ultimate's universally adjusted mechanics. The universal increase in mobility and the ability to perform an attack out of a run 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 quick and relatively-ranged down tilt safer on shield. The universal reduction 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, combined with its decreased landing lag, noticeably improves its combo potential and makes it a safer option when landing. Lastly, the changes to air dodges benefit R.O.B., as they allow him to edgeguard his opponents more effectively and perform 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, most notably to his grab game. The universal changes to grabs hinder the safety of R.O.B.'s grabs despite his improved standing grab. His up throw has increased endlag, making follow-ups harder at low percentages, and his down throw now buries, allowing for read-based follow-ups at high percentages, but removing any guaranteed set-ups at low to mid percentages, particularly his effective "Beep Boop" combo (down throw to up air).
Overall, R.O.B.'s core playstyle remains fundamentally unchanged from SSB4, but changes to several of his attacks and to the game's engine have now given R.O.B. a far more reliable close quarters option and thus a far deadlier punish game compared to both of his previous appearances. However, R.O.B. still retains a few of the same issues from his previous appearance, such as short melee range, susceptibility to combos and juggling due to his large size and slow aerial options, and a vulnerable recovery, which means he must keep playing patiently and carefully before committing to exploit the opponent's opening. Game updates have also given R.O.B. some slight nerfs. Still, many of these are shared among the cast, keeping his effectiveness virtually intact despite the buffs to returning veterans and the introduction of strong DLC characters. As a result, R.O.B. performs significantly better than he did in previous installments.
Aesthetics[edit]
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[edit]
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[edit]
- 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[edit]
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[edit]
- 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[edit]
- 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 (130 frames → 160).
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[edit]
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-based options and advanced techniques R.O.B. could perform in previous games. R.O.B. was affected more than most of the other characters during update 3.0.0 with the universal reduction to shield damage for projectiles.
Update 3.1.0 increased the knockback of the far hit of jab 1, which pulls opponents towards R.O.B., with the intention of making it link into jab 2 better. However, this had the unintended consequence of allowing it to combo into his down tilt, which would then combo into the far hit of jab 1 again, allowing for long looping combos. The knockback buff was partially reverted in the very next patch, version 4.0.0, making the loops harder to perform, though still easier than prior to 3.1.0.
Overall, while faring slightly worse than at launch, R.O.B. remains extremely viable in the competitive scene and is regarded as a high-tier character throughout the game's lifespan.
Removed instant Gyro Cancelling.
Arm Rotor connects more reliably.
Robo Beam deals less shield damage (0 → -2.2/-3.7 (normal/Super)).
Gyro deals less shield damage (0 → -2/-2.5 (thrown/spinning)).
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).
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.
Changed the length of vulnerability when crumpling to be consistent with other fighters.
Moveset[edit]
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% | A pair of 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 attacking button, and can also jab lock opponents 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 | S2 | 7% (body), 8% (arm), 10% (arm's tip) | A lunging hook. Can be angled. Can set up tech-chases at medium percents and the sweetspot on the tip of R.O.B.'s arm KOs at 150% near the ledge. Angled down, it can also hit several ledge-hangers. 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 combos into itself and up aerial at a wide range of percents. Between 80-110%, it KO confirms into up aerial if initiated with an instant double jump. It is useful as an anti-air and as a platform pressure tool, but has minimal horizontal range. | |
| 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. It is widely considered by most of the commuity to be the game's best down tilt and one of the best overall attacks in Ultimate overall, due to its fast startup, low ending lag, good range, safety on shield, shield pressuring ability, chance to trip, and usage as a combo starter and extender. | |
| Dash attack | DashA | 7% | A double forearm club. It combos into forward air at low and medium percents, as well as a Gyro toss if dash attack was performed to pick up the Gyro. | |
| Forward smash | S3 | 15% (base), 11.5% (middle), 6% (tip) | Fires an energetic blast forwards, similar to the uncharged Robo Beam. Although this move has moderate startup lag (frame 19) and is very punishable due to its high ending lag, the strongest hitbox closest to R.O.B.'s eyes deals high knockback, KOing middleweights around 75% near the edge of Final Destination. It can also be angled, allowing it to catch jumps and ledge-based options. It is especially useful as a dash-back whiff-punishing option or as a finisher out of a jab lock. 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 | Hi3 | 3% (hit 1), 14% (hit 2) | Handstands and activates his thrusters to emit a fiery blast upwards. Due to hitting on frame 10, it is somewhat disproportionately quick for a smash attack. It also has deceptive horizontal range on the ground, thanks to R.O.B.'s arms possessing hitboxes that launch opponents into the thrusters' hitboxes, the latter of which are extremely powerful, KOing middleweights around 100% on Final Destination. Using precise timing and spacing, it can be comboed into from a down tilt around 90-100%. It is also a useful out of shield option. 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 it around rapidly while outstretching his arms to perform a series of discus clotheslines, comparatively like Arm Rotor. It hits on frame 7, | |