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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-[[charge]]able 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 throw]]s being among the strongest in the game, Gyro is also very useful when [[Item throw#Directions and strength|smash thrown]] as an item. | 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-[[charge]]able 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 throw]]s being among the strongest in the game, Gyro is also very useful when [[Item throw#Directions and strength|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 | 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 | 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. | |||
R.O.B. | 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 {{SSBU|Pichu}} would have an easier time getting away from. This also means he is susceptible to combo-oriented characters, such as {{SSBU|Mario}} and {{SSBU|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. | |||
In addition to R.O.B.'s hitbox issues, his hurtbox also hinders him, it is very large and wide, meaning he can get hit by a lot of | |||
==Changes from ''[[Super Smash Bros. 4]]''== | ==Changes from ''[[Super Smash Bros. 4]]''== |