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This article is about R.O.B.'s appearance in Super Smash Bros. Ultimate. For the character in other contexts, see R.O.B..
in Super Smash Bros. Ultimate

R.O.B. SSBU.png

R.O.B. (JPN) SSBU.png

Universe R.O.B.
Other Smash Bros. appearances in Brawl
in SSB4

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

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

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

How to unlock[edit]

Complete one of the following:

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


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 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.

R.O.B's ground game is very good, Jab comes out on frame 3 and acts as a quick move at low percents to escape pressure situations, it can also jab lock and combo. Forward tilt can be useful for spacing at higher percents 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 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 R.O.B.'s 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 most safe to spam moves in the game. It also combos into itself at lower percents, 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 percents. Lastly, dash attack is useful for punishing landings and whiffs, is very fast at frame 7, has lots of range, and can combo into forward air at low to mid percents.

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 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. Up aerial is a great vertical KO option for R.O.B. due to its large and long lasting hitboxes, fast startup, and high knockback. 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. Back air has recovery potential thanks to it propelling R.O.B. forward slightly, and it is R.O.B.'s only aerial that can KO in neutral due to its very high knockback and huge hitbox. Down air is a meteor smash that can hit below ledge and KO very early if done so. It is also active for a total of 6 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 very viable KOing option (especially when boosted by rage), and can even be used for combos at low percentages. R.O.B.'s down throw is one of R.O.B.'s best tools for taking a stock. While it deals poor damage, it buries opponents, allowing for followups into up tilt, up air, or 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 number of useful traits, he also has a few noteworthy shortcomings. Despite having moves with good KO potential, 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 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 Pichu would have an easier time getting away from. This also means he is susceptible to combo-oriented characters, such as Mario and Palutena. 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.

Changes from Super Smash Bros. 4[edit]

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 towards his Arm Rotor. Previously 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 and improved angles that connect with each 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 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 now 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. 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 R.O.B. 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 opponents more effectively, and allow R.O.B. to air dodge out of Robo Burner to gain more distance, improving his 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.


  • Change 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.
  • Bug fix R.O.B.'s eye expressions are now seen properly at all times, as in Super Smash Bros. for Nintendo 3DS.
  • Change 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.
  • Change 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.


  • Buff R.O.B.'s character model was shrunken. This makes his hurtbox slightly smaller, while keeping his range mostly intact.
  • Buff Prone animation has been altered: R.O.B. now lies on the floor compacted instead of straightened. This makes him harder to hit and lock.
  • Buff Like all characters, R.O.B.'s jumpsquat animation takes three frames to complete (down from 5).
  • Change Double jump animation has been altered: R.O.B. now spins horizontally while jumping.
  • Buff R.O.B. walks slightly faster (1.122 → 1.178).
  • Buff R.O.B.'s initial dash speed is much faster (1.3 → 2.002).
  • Buff R.O.B. dashes faster (1.568 → 1.725).
  • Change Dash animation has been slightly altered: R.O.B. crouches slightly while running forward. This makes him harder to hit vertically, but easier to hit horizontally.
  • Buff R.O.B.'s air speed is slightly higher (1.08 → 1.134).
  • Buff R.O.B.'s traction has been increased (0.06 → 0.105).
  • Buff Spot dodge has less ending lag (FAF 27 → 26).
  • Nerf Backward roll has more ending lag (FAF 30 → 35).
  • Nerf Neutral air dodge has more ending lag (FAF 33 → 51).
    • Buff Neutral air dodge has less landing lag (22 frames → 10).
  • Buff The re-introduction of directional airdodges notably benefit R.O.B: they improve his recovery, as he can airdodge out of Robo Burner to mix-up his recovery or reach the edge after he has ran out of fuel. They also improve his edgeguarding ability due to his useful aerial game and the buffs to Arm Rotor.

Ground attacks

  • Neutral attack:
    • Buff Its first hit can be held for a consecutive jab.
    • Buff Both hits have gained additional hitboxes (3.5u → 2.5u/2.5u/2.8u/2.8u (hit 1), 3.5u → 3.4u/3.4u/3.6u (hit 2)), improving its range.
    • Buff The first hit has altered knockback (4 (base)/70 (scaling) → (18/23)/15) allowing both hits of neutral attack to connect easier.
    • Buff The first hit's angles have been altered (100° → 361°/180°), allowing it to lock opponents.
  • Forward tilt:
    • Buff The move deals more damage (5%/6% (arm)/8% (arm's tip) → 7%/8% (arm)/10% (arm's tip)).
    • Change The move has altered knockback (30 (base)/100 (scaling) → 48/77). This makes the move safer on hit at low percentages, but slightly reduces its KO power.
    • Change Forward tilt now uses stationary hitboxes rather than connecting the hitboxes to R.O.B.'s arm.
  • Up tilt:
    • Change R.O.B. no longer faces the screen directly during the move much like his taunts.
  • Dash attack:
    • Buff It has less ending lag (FAF 35 → 31), improving its combo potential.
  • Forward smash:
    • Buff The move has altered hitbox placements (Z offset: 12u → 14u (close), 22u → 24u (mid)), increasing the horizontal range of both the closest hit and mid hit.
    • Buff It has increased knockback scaling (close: 100 → 105, mid/far: 100 → 110).
    • Buff Its charging animation has been changed to resemble its animation in Brawl. This makes the move safer to execute when charging, as R.O.B. doesn't lean forward.
  • Down smash:
    • Buff The side of which down smash launches opponents is no longer inconsistent; the front hits always launch in front of R.O.B. and vice versa.
    • Buff The multi-hits are now stationary, improving the consistency of their range.
    • Buff The multihits have less knockback (30 (base)/40 (scaling) → 20/20), allowing them to connect into each other more reliably.
    • Nerf It only hits 3 times instead of 5, slightly reducing its overall damage output up close despite the first 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); total: 13%/11% → 12%/11%).

Aerial attacks

  • Buff All aerials have less landing lag (12 → 7 frames (neutral), 15 → 9 frames (forward), 22 → 13 frames (back and up aerials), 21 → 12 frames (down).
  • Neutral aerial:
    • Buff The move has faster startup (frame 18 → 14) with a longer duration (frames 18-32 → 14-32).
    • Buff It deals more damage (8% (base)/6% (tip) → 9.5%/7.5%).
    • Change The sourspot hitbox takes priority over the sweetspot hitbox. This makes the sourspot easier to land for combos, but makes the sweetspot harder to land for KOing.
  • Forward aerial:
    • Buff Forward aerial has a longer duration (frames 6-7 → 6-8).
  • Back aerial:
    • Buff The move deals more damage (12% (base)/10% (tip)/6% (late base)/4.5% (late tip) → 15%/13%/9%/7.5%) with knockback not fully compensated on the base hit (32 (base)/100 (scaling) → 41/87 (base), 32/100 → 35/83 (tip), 30/100 → 35/76 (late base), 30/100 → 35/74 (late tip)). This noticeably improves its KO potential.
    • Change As a result of its higher damage, the move slows down R.O.B. for longer upon hitting a shielding opponent.
    • Buff The late hit has a longer duration (frames 24-29 → 24-32).
  • Up aerial:
    • Change Up aerial's final hit comes out quicker (frame 26 → 23).
      • Buff This allows the final hit to connect better with the initial hits.
      • Nerf The move's duration has been unchanged, resulting in more ending lag overall.
  • Down aerial:
    • Change R.O.B. faces further forward when performing his down aerial.
    • Buff R.O.B. is given greater vertical speed upon activating the aerial (0.1 → 0.7), allowing R.O.B. to use the move closer to the ground and not land before the hitbox comes out, and improving the move's stalling potential in general.

Throws and other attacks

  • Grabs:
    • Buff Standing grab and pivot grab have slightly less startup lag (frame 7 → 6 (standing), frame 11 → 10 (pivot)).
    • Nerf All grabs have more ending lag (FAF 30 → 37 (standing), FAF 37 → 45 (dash), FAF 36 → 40 (pivot)).
    • Buff Standing grab has more range (Z2 offset: 10.6u → 11.6u).
    • Nerf Dash grab and pivot grab have less range (Z2 offset: 12.7u → 12.2u (dash), -18.1u → -17.3u (pivot).
  • Pummel
    • Change R.O.B. has a new pummel: he headbutts the opponent instead of squeezing them in his grip.
      • Nerf This new pummel deals less damage (2% → 1.3%).
      • Buff However, this pummel has faster startup (frame 2 → 1), deals more hitlag (4 → 14 frames) and has reduced ending lag (FAF 17 → 7). This increases the amount of times R.O.B. can pummel the opponent before throwing them or before they break out.
  • Forward throw:
    • Change R.O.B. has a new forward throw where he throws the opponent overhead with his arm.
      • Buff Forward throw's animation change has R.O.B. release the opponent later (frame 7 → 11) with its duration unchanged, reducing its ending lag. Compounded with R.O.B.'s improved initial dash, this grants the move limited followup potential at low percentages.
  • Back throw:
    • Change R.O.B. has a more dynamic animation and now turns to face the direction in which he threw the opponent.
  • Up throw:
    • Change Up throw rises higher during the animation.
    • Nerf Up throw releases the opponent earlier (frame 66 → 59) with its duration unchanged, increasing its ending lag. This hinders its combo ability past low percentages.
  • Down throw:
    • Change Down throw now buries opponents briefly.
      • Buff This allows for more read-based followups, including up tilt and up aerial, and gives R.O.B. a new KO confirm into up smash.
      • Nerf The new, more consistent attack sacrifices the potential for early KO's that 'Beep Boop' could achieve in Smash 4, although it is still possible at low percentages or if the opponent doesn't mash out fast enough.
    • Nerf Down throw deals significantly less damage (10% → 5%).
    • Nerf Down throw has more ending lag (FAF 66 → 76).

Special moves

  • Robo Beam:
    • Buff Super Robo Beam deals significantly more damage (10% (Super Robo Beam)/17% (point-blank Super Robo Beam) → 15%/22%) with knockback scaling compensated (70 → 43).
    • Buff Both stages of Robo Beam have larger hitboxes (1.5u → 2u (Robo Beam), 3u → 3.5u (Super Robo Beam)).
    • Buff Both stages of Robo Beam launch opponents at lower angles (Robo Beam: 80° → 60°, Super Robo Beam: 60° → 45°). This makes them better for edgeguarding.
    • Change Super Robo Beam's graphic is flashier.
    • Nerf Both stages of Robo Beam deal negative shield damage (0 → -2.2 (Robo Beam), 0 → -3.7 (Super Robo Beam)), effectively dealing half of their shield damage.
  • Arm Rotor:
    • Buff The move has less startup (frame 16 → 13) and ending lag (54 frames → 41).
    • Buff Arm Rotor is executed much faster (FAF 110~137 → 86~108), improving its safety offstage.
    • Buff The multihits now have set knockback (20 (base)/70 (scaling) → 40 (set)/65 (scaling)), use an autolink angle (120°/145°/145°/361° → 367°) and have a noticeably reduced hitlag multiplier (0.7× → 0.2×). Additionally, the move in general has slightly larger hitboxes (multi-hits: 3.3u/3.3u/3.3u/4.3u → 3.3u/3.3u/4u/4.5u, final hit: 5.5u → 6u), and the final hit extends further inwards (Z offset: -4–14 → -4.5–14). These changes allow the move to connect significantly more reliably, make it harder to escape from, and allow it to hit behind R.O.B better, increasing the move's reliability.
    • Nerf Akin to its Brawl counterpart, Arm Rotor has much less horizontal maneuverability on the ground.
    • Nerf Arm Rotor deals more damage per hit (1% → 1.5%), but has an increased rehit rate (3 frames → 5), reducing its overall damage output if all hits connect (16%-25% → 10.5%-18%).
    • Change Arm Rotor's finishing hit animation has been altered: it is now more exaggerated.
    • Change The final hit has a reduced hitlag multiplier (3.4× → 2.4×).
  • Robo Burner:
    • Change R.O.B. now has a gauge on his chassis that shows how much fuel he has left for Robo Burner.
    • Change Robo Burner has new particle effects.
    • Buff Robo Burner can be jump cancelled.
    • Buff Robo Burner can be cancelled immediately into an air dodge if one is available.
  • Gyro:
    • Buff 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 the pressure with it for a longer period of time.
    • Buff Gyro can now be jump cancelled while charging.
    • Nerf Gyro deals less shield damage.
  • Final Smash:
    • Change 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.
    • Buff 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.

Super Smash Bros. Ultimate 1.1.0

  • Nerf Removed instant Gyro Cancelling.

Super Smash Bros. Ultimate 2.0.0

Super Smash Bros. Ultimate 3.0.0

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

Super Smash Bros. Ultimate 3.1.0

  • Buff Neutral attack 1 connects into neutral attack 2 more reliably.
  • Buff Neutral attack 2 has more range.

Super Smash Bros. Ultimate 4.0.0

  • Nerf 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.


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   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.
Forward tilt   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   3% (hit 1), 5% (hit 2 tip), 6% (hit 2 middle) 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 a very minimal horizontal range, which forces R.O.B. to practically stand next to a grounded opponent in order to land it.
Down tilt   5% Thrusts his arms 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.
Dash attack   7% A double forearm club. It can be followed up with forward aerial if the opponent's reaction is read properly.
Forward smash S3 15% (base), 11.5% (middle), 6% (tip) An optical energy blast, similar to the uncharged Robo Beam. 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   3% (hit 1), 14% (hit 2) Performs a handstand and activates his thrusters to emit a fiery blast upward. It hits on frame 10, which is somewhat fast for a smash attack. It also has deceptive horizontal range on the ground, thanks to R.O.B.'s arms having hitboxes that launch opponents into the thrusters' hitboxes, the latter of which are 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   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, 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 9.5% (base), 7.5% (tip) Activates his thrusters to somersault and emit a fiery blast in a circular motion. Its large hitbox, very minimal landing lag and ability to autocancel with a short hop collectively make it very useful for spacing, approaching and starting combos. If SHFF'd, it can reliable combo into forward air, Arm Rotor, or up air. It also ROB's best landing option and is safe on shield. However, Due to it hitting on frame 14, however, it is one of the slowest aerials of its type and can be stuffed out by faster aerials.
Forward aerial   7% A double forearm club. It hits on frame 6, making it R.O.B.'s fastest aerial. It is also ideal for spacing when SHFF'd, has minimal landing lag and is decent for edge-guarding. However, it lacks KO potential because of its average damage output and very low base knockback. It is also R.O.B.'s only aerial that does not have a disjointed hitbox.
Back aerial Air Boosters 15% (base), 13% (middle), 9% (late base/middle) Leans forward and activates his thrusters to emit a fiery blast behind himself. 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 air's in the game, KOing around 80% at the ledge.
Up aerial   1.5% (hits 1-4), 4% (hit 5) Rapidly rotates his arms upward, ending it with an upward double forearm club. It hits on frame 7, making it R.O.B.'s second-fastest aerial. It is down throw's most reliable follow-up from low to medium percentages. It is also useful for juggling and KOing, as its loop hits keep the opponent trapped reliably, whereas its last hit's extremely high knockback growth enables it to KO middleweights at 115% while near the upper blast line. It can also auto-cancel with a short hop.
Down aerial   12% (base), 11% (middle), 6% (tip) Activates his thrusters to emit a fiery blast downward. The middle portion of the blast is a powerful meteor smash, which makes it a very potent edge-guarding option, especially after an edge trump if the opponent re-grabs the edge. 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   Clinches the opponent. All of R.O.B's grabs are extremely fast, but have terrible range.
Pummel   1.3% A headbutt.
Forward throw 8% While holding the opponent in his hand, R.O.B. pulls his arm back and then flings it forward, throwing them away.
Back throw 10% Flings the opponent behind him with both of his arms. If fully charged beforehand, Gyro can follow up from a back throw from low to mid percentages.
Up throw 12% 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 5% R.O.B. flips the opponent over and drills them into the ground headfirst, burying them. Depending on the opponent's mashing, ROB can follow up with an up tilt, up air, or up smash.
Floor attack (front)   7% Punches around himself while getting up.
Floor attack (back)   7% Punches in front of himself and then behind himself while getting up.
Floor attack (trip)   5% Spins his torso around to throw a low-angle hook around himself while getting up.
Edge attack   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.
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.

On-screen appearance[edit]

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


  • Up Taunt: Faces the screen and spins his arms and head in a circle.
  • Side Taunt: Faces the screen and moves his head around, flashing bright lights from his eyes.
  • Down Taunt: Faces the screen, moves his arms down and then moves them back up again, spinning them whilst he does so.

Idle poses[edit]

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

Victory poses[edit]

  • 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. 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[edit]

R.O.B. was seen as a character who has significantly improved from Smash 4. He has better approach options, such as nair, projectiles with Gyro and neutral B, devastating KO confirms off of grabs, and a strong edge guarding game with Arm Rotor and down air. 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. He has consistently seen strong results and representation from players, such as WaDi, Zackray, Raffi-X, and 8BitMan. Armada, ZeRo, ESAM, and Dabuz view R.O.B. as an upper high tier or even a top tier, according to Mew2King.

Notable players[edit]

Any number following the Smasher name indicates placement on the Fall 2019 PGRU, which recognizes the official top 50 players in the world in Super Smash Bros. Ultimate from July 13th, 2019 to December 15th, 2019.

Classic Mode: Unreadable Expressions[edit]

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 expressive face.

Round Opponent Stage Music
1 Meta Knight MetaKnightHeadSSBU.png Halberd Pink Ball Activate!
2 Dark Samus DarkSamusHeadSSBU.png Frigate Orpheon Psycho Bits
3 Mr. Game & Watch (x5) MrGame&WatchHeadSSBU.pngMrGame&WatchHeadRedSSBU.pngMrGame&WatchHeadYellowSSBU.pngMrGame&WatchHeadBlueSSBU.pngMrGame&WatchHeadTealSSBU.png Flat Zone X Flat Zone
4 Little Mac LittleMacHeadWireSSBU.png Boxing Ring Tunnel Theme - X-Scape
5 Wii Fit Trainer (x2) WiiFitTrainerHeadSSBU.pngWiiFitTrainerHeadMaleSSBU.png Wii Fit Studio (Battlefield form) Rhythm Boxing
6 R.O.B. (x6) ROBHeadGreySSBU.pngROBHeadGreySSBU.pngROBHeadYellowSSBU.pngROBHeadPurpleSSBU.pngROBHeadBlueSSBU.pngROBHeadGreenSSBU.png Mario Bros. (Battlefield form) Stack-Up/Gyromite
Bonus Stage
Final Galleom Base Boss Battle - Super Smash Bros. 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[edit]

Finding R.O.B. in World of Light

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

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

Fighter Battle[edit]

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


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[edit]

As the main opponent[edit]

Spirit Battle parameters
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music
Guardian The Legend of Zelda series •Giant R.O.B. ROBHeadPurpleSSBU.png
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
SSBU Spirits Diggernaut.png
Diggernaut Metroid series •Giant R.O.B. ROBHeadYellowSSBU.png
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
Rob 64.png
ROB 64 Star Fox series R.O.B. ROBHeadYellowSSBU.png
Falco FalcoHeadWhiteSSBU.png
Fox FoxHeadOrangeSSBU.png
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
Landmaster Spirit.png
Landmaster Star Fox series •Giant R.O.B. ROBHeadCyanSSBU.png
4,000 Venom (Ω form) N/A •The enemy's neutral special has increased power
•The enemy is giant
Space Battleground
Metagross Spirit.png
Metagross Pokémon series •Metal R.O.B. ROBHeadBlueSSBU.png
4,400 Unova Pokémon League •Earthquake Stamina battle
•Periodic earthquakes will shake the stage
•The enemy is metal
Battle! (Steven)
Regigigas Pokémon series •Giant R.O.B. ROBHeadSSBU.png (INT) ROBHeadGreySSBU.png (JP/CHI/KR)
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
Genesect Spirit.png
Genesect Pokémon series R.O.B. Team ROBHeadBlueSSBU.png (×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
EVE Earthbound series •Giant R.O.B. ROBHeadRedSSBU.png
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
Metal Gear REX.png
Metal Gear REX Metal Gear Solid series •Metal R.O.B. ROBHeadCyanSSBU.png (×2)
9,500 Shadow Moses Island •Item: Shooting Types Stamina battle
•The enemy is metal
•The enemy starts the battle with a Steel Diver
Metal Gear ZEKE Spirit.png
Metal Gear ZEKE Metal Gear Solid series R.O.B. ROBHeadCyanSSBU.png
1,900 Halberd N/A •The enemy starts the battle with a Super Scope Encounter
Gamma Spirit.png
Gamma Sonic the Hedgehog series R.O.B. ROBHeadRedSSBU.png
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
Omega Spirit.png
Omega Sonic the Hedgehog series •Giant R.O.B. ROBHeadRedSSBU.png
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
Spirits gyromite.png
Gyromite R.O.B. series •Giant R.O.B. ROBHeadCyanSSBU.png (×3)
3,900 Living Room N/A •The enemy favors down specials
•The enemy is giant
Auto Spirit.png
Auto Mega Man series R.O.B. ROBHeadGreenSSBU.png
3,600 Moray Towers •Item: Shooting Types •The enemy starts the battle with a Super Scope We're Robots (Dr. Wily Stage 2)
Wily Capsule Mega Man series •Metal R.O.B. ROBHeadPurpleSSBU.png
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
Galaxy Man Mega Man series R.O.B. ROBHeadCyanSSBU.png
2,100 Lylat Cruise •Hazard: Low Gravity
•Item: Black Hole
•Timed battle
•Gravity is reduced
•The enemy starts the battle with a Black Hole
Flash In The Dark (Dr. Wily Stage 1)
Monita Nintendo Land R.O.B. ROBHeadCyanSSBU.png
3,600 Pokémon Stadium 2 •Sudden Damage •All fighters take serious damage Nintendo Land Medley
SPI-Ancient Minister.png
Ancient Minister Super Smash Bros. series R.O.B. Team (×4) (ROBHeadGreenSSBU.pngROBHeadCyanSSBU.pngROBHeadRedSSBU.pngROBHeadGreySSBU.png (INT) ROBHeadSSBU.png (JP/CHI/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
Mokka Spirit.png
Mokka Magical Vacation Series R.O.B. ROBHeadYellowSSBU.png
3,700 Great Plateau Tower •Move Speed ↓ •You have reduced move speed Attack - Soma Bringer
Mappo (GiFTPiA).png
Mappo Giftpia R.O.B. ROBHeadBlueSSBU.png
1,700 Wuhu Island •Attack Power ↑
•Move Speed ↓
•Survive until the timer runs out
•You have reduced move speed after a little while
•The enemy has increased attack power after a little while
Tomorrow's Passion
Chibi Tot Spirit.png
Chibi-Tot Chibi-Robo! series •Metal R.O.B. Team ROBHeadSSBU.png (×4) (INT) ROBHeadGreySSBU.png (x4) (JP/CHI/KR)
2,300 Gamer •Item: Blocks •The enemy is metal
•The enemy has increased move speed
Gauss Spirit.png
Warrior Mech Gauss Chōsōjū Mecha MG R.O.B. ROBHeadBlueSSBU.png
1,800 Wily Castle N/A •The enemy starts the battle with a Killing Edge
•The enemy has increased move speed
Marionation Gear
Ando Kensaku Spirit.png
Ando Kensaku And-Kensaku R.O.B. ROBHeadCyanSSBU.png
Mr. Game & Watch MrGame&WatchHeadGreenSSBU.png
2,000 PictoChat 2 (Battlefield form) •Hazard: Zap Floor •The floor is electrified
•The enemy favors side specials
Toy-Con VR Goggles Spirit.png
Toy-Con VR Goggles Nintendo Labo series R.O.B. ROBHeadYellowSSBU.png
Mii Gunner MiiGunnerHeadSSBU.png (Toy-Con Visor, Red Standard Outfit)
Mii Gunner MiiGunnerHeadSSBU.png (Toy-Con Visor, Blue Standard Outfit)
3,800 Gamer (Single building layout) Assist Trophy Enemies (Yuri Kozukata)
Dragoon Parts
•Hostile assist trophies will appear after a little while Garage
Golem DRAGON QUEST Series •Giant R.O.B. ROBHeadYellowSSBU.png
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
T Block Spirit.png
T-Tetrimino Tetris Series R.O.B. ROBHeadPurpleSSBU.png
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)

As a minion[edit]

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
Fawful Mario & Luigi series Iggy BowserJrHeadIggySSBU.png
R.O.B. ROBHeadGreenSSBU.png
3,700 Prism Tower N/A Stamina battle
•The enemy starts the battle with a Rocket Belt
The Grand Finale Fawful's Vacuum Helmet
Lloyd Earthbound series Villager VillagerHeadCyanSSBU.png
R.O.B. ROBHeadRedSSBU.png
9,200 Magicant Bob-omb Festival •Defeat the main fighter to win
•Bob-ombs will rain from the sky after a little while
Stamina battle
Bein' Friends EVE
Mr EAD Spirit.png
Mr. EAD F-Zero series •Giant Wario WarioHeadRedSSBU.png
•Giant R.O.B. ROBHeadBlueSSBU.png
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 Palette)
Dr Crygor.png
Dr. Crygor WarioWare series Dr. Mario DrMarioHeadBlueSSBU.png
R.O.B. ROBHeadBlueSSBU.png
Wario WarioHeadGreenSSBU.png
3,400 WarioWare, Inc. N/A •Defeat the main fighter to win Mike's Song Mike
Hal Emmerich Metal Gear Solid series Dr. Mario DrMarioHeadBlackSSBU.png
•Giant Metal R.O.B. ROBHeadCyanSSBU.png
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
Paz Spirits.png
Paz Ortega Andrade Metal Gear Solid series Villager VillagerHeadGreenSSBU.png
•Giant R.O.B. ROBHeadCyanSSBU.png
3,500 Gaur Plain (Battlefield form) •Bob-omb Festival •Bob-ombs will rain from the sky after a little while
•The enemy is giant
Strangelove Metal Gear Solid series Bayonetta BayonettaHeadWhiteSSBU.png
•Metal R.O.B. ROBHeadCyanSSBU.png
1,600 Midgar (Battlefield form) N/A •Defeat the main fighter to win
•Reinforcements will appear during the battle
•The enemy is metal
Tron Bonne Mega Man Legends series Wendy BowserJrHeadWendySSBU.png
•Tiny R.O.B. ROBHeadYellowSSBU.png (×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
Lin Xenoblade Chronicles series Daisy DaisyHeadBlackSSBU.png
Mega Man MegaManHeadCyanSSBU.png
R.O.B. ROBHeadCyanSSBU.png
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
Drake Redcrest.png
Drake Redcrest Chibi-Robo! series Captain Falcon CaptainFalconHeadWhiteSSBU.png
•Tiny Metal R.O.B. ROBHeadCyanSSBU.png
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
Mumbo Jumbo Spirit.png
Mumbo Jumbo Banjo-Kazooie series •Gold Mii Swordfighter MiiSwordfighterHeadSSBU.png (Skull Kid's Hat, Ashley Outfit)
•Giant Gold R.O.B. ROBHeadGreySSBU.png (US) ROBHeadSSBU.png (JP)
9,500 Jungle Japes •Flowery •Defeat the main fighter to win
•You constantly take minor damage
•The enemy favors air attacks
Mumbo's Mountain Golden Goliath
Bullet Walker.png
Bullet Walker (Brigadier General) DAEMON X MACHINA Ganondorf GanondorfHeadGreenSSBU.png
R.O.B. (x3) ROBHeadBlueSSBU.pngROBHeadRedSSBU.pngROBHeadGreenSSBU.png
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

Alternate costumes[edit]

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 English, French, Spanish, German, Italian, Dutch or Russian.

R.O.B. Palette (SSBU).png
ROBHeadSSBU.png ROBHeadGreySSBU.png ROBHeadYellowSSBU.png ROBHeadPurpleSSBU.png ROBHeadBlueSSBU.png ROBHeadGreenSSBU.png ROBHeadCyanSSBU.png ROBHeadRedSSBU.png


Character Showcase Video[edit]


Regigigas ROB Japan.jpgRegigigas ROB USA.jpg
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
  • R.O.B.'s stock icon is one of four to show eyes, the others being Kirby, Meta Knight, and Sonic.
    • This is not counting Captain Falcon and Larry, as the eyes depicted for the former is not his actual eyes, and the latter lacks the 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 to have appeared since Brawl to have a different Final Smash across every installment; the other three are Pit, Zero Suit Samus, and King Dedede.
    • Coincidentally, all four are Brawl newcomers.
  • The script for the final hit of Super Diffusion Beam was never removed from the game's code. However, like the glide attack scripts from Smash 4, it lies 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., Cloud and Ice Climbers are the only fighters that cannot receive a series bonus since they don't have any primary spirits from their own series.
  • 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.
    • This is not counting Alph, the male Inkling, or female Corrin, who use their main colors, but are all alternate costume characters, though it should be noted that the default female Inkling was eventually in Futaba Sakura's spirit battle.
    • Due to the Regigigas, Ancient Minister, Chibi-Tot, and Mumbo Jumbo spirit battles, 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 which 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."
  • While R.O.B. is "voiced", in Stamina Mode, he stays silent when KO'd when reaching 0 HP with no stocks remaining. Mr. Game & Watch and the Mii Fighters also share this oddity.