R.O.B. (SSB4): Difference between revisions

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==Update history==
==Update history==
R.O.B. has been mostly ignored in the patches, receiving only three direct changes total, one of which was a negligible cast-wide standardization and one other just a visual bug fix; R.O.B. was ignored to such a a degree that his infamous inability to emote in Wii U's Vs. Mode, a major visual glitch known since the Wii U version was released, was never fixed while many other lesser visual glitches were. His one and only significant direct gameplay change was to his up throw in 1.0.6, where its base knockback was nerfed significantly and its knockback scaling was slightly reduced, overall making it KO about 20% later, and significantly increasing the potential window between Beep Boop no longer connecting and up throw KOing, especially when significant rage is present. Prior to 1.0.6 it was the strongest up throw in the game and second strongest throw after {{SSB4|Ness}}' [[Ness (SSB4)/Back throw|back throw]]. It wasn't a straight nerf however, as the base knockback reduction made it a very effective combo throw up to middish percentages, allowing more varied and damaging followups than what R.O.B.'s down throw offers, helping R.O.B. rack up damage a bit faster at lower percents, while helping to keep his down throw and up aerial fresher for stronger Beep Boops at higher percentages. Additionally, after the knockback nerf it still remains one of the strongest KO throws in the game, allowing it to still effectively work in its main purpose.
R.O.B. is one of the few characters to receive the less changes in game updates, receiving only three direct changes in total. Update [[1.0.4]] indirectly buffed R.O.B., as the changes to [[vectoring]] made his famous Beep Boop (down throw to up aerial) work for drastically longer percent ranges and turned it into a strong KO option. Update 1.0.5 fixed a bug with his [[Gyro]] being thrown upward immediatly after [[Robo Burner]] was used leading to fire still emitting from its base. However, R.O.B. received an overall nerf in update [[1.0.6]] to his up throw, which significantly reduced its base knockback and slightly reduced its knockback scaling, making it KO about 20% later (prior to this update, it was the strongest up throw in the game and second strongest throw after {{SSB4|Ness}}' [[Ness (SSB4)/Back throw|back throw]]). This also widened the potential window between his Beep Boop no longer connecting and up throw KOing, especially when significant rage is present. However, this also made it a very effective combo throw up to mid-percentages, as it allows for more varied and damaging followups than what R.O.B.'s down throw offers, which improves his damage racking game and it still remains one of the stronger up throws in the game.


Despite the lack of direct changes and the up throw nerf having its benefits, R.O.B. has been negatively affected by changes made to the game by the patches however. Version [[1.0.4]]'s changes to [[vectoring]] gave R.O.B. a significant indirect buff, as it made Beep Boop work for drastically longer percent ranges and turned it into a very strong KO option. However the shieldstun increase of version [[1.1.1]] gave R.O.B. a relative nerf, as R.O.B. himself benefited among the least of the cast from it, due to his moves being projectiles or possessing hitboxes with low damage output, seeing negligible shield safety increases as a result, while R.O.B. still remains unable to effectively pressure shields. It additionally amplified R.O.B.'s poor out-of-shield game when he is not holding a Gyro, and made getting vital shield grabs especially difficult with his extremely short grabbing reach. Then while the nerfs to several top tier characters were beneficial to R.O.B., some are still considered very difficult matchups for R.O.B., especially {{SSB4|Zero Suit Samus}}, while the significant direct buffs to many mid and lower tier characters made them more difficult matchups for R.O.B., introducing more matchups considered to be disadvantageous in the process that were considered even or advantageous before, most notably [[Marcina]]. Then [[DLC]] introduced multiple new difficult matchups for R.O.B., particularly {{SSB4|Mewtwo}}, {{SSB4|Cloud}}, and {{SSB4|Bayonetta}}, with Bayo in particular considered to be a [[hard counter]] that is either R.O.B.'s worst matchup or second worst after Zero Suit Samus, even after the [[1.1.6]] patch dedicated to nerfing her.
However, update [[1.1.1]]'s shieldstun increase indirectly nerfed R.O.B. overall: he is easier to punish out of shield relative to the cast due to his moves either being projectiles or possessing hitboxes with low damage output, while worsening its poor [[out of shield]] game when he is not holding a Gyro as it makes shield grabbing more difficult due to his extremely short grab range. Update [[1.1.4]] also standarized his tripping stance by slightly reducing its invincibility frames. While updates [[1.1.3]] to [[1.1.6]] have notably nerfed some of R.O.B.'s more difficult matchups such as {{SSB4|Bayonetta}}, {{SSB4|Cloud}}, {{SSB4|Diddy Kong}}, {{SSB4|Sheik}} and {{SSB4|Zero Suit Samus}}, they still remain difficult for him to handle well, whereas the same updates have made some other matchups harder to manage than before, most notably {{SSB4|Lucina}}, {{SSB4|Marth}} and {{SSB4|Mewtwo}}.


Overall, while R.O.B. has remained relatively static throughout the updates, his percieved viability and strength relative to the cast has dropped a fairly significant amount throughout Smash 4's history since his percieved peak in 1.0.4., due to most of the changes brought to game by the patches since being unfavorable to him and making the cast around him stronger.
Overall, while R.O.B. has remained relatively static throughout game updates, he is considered to be worse than he was in the initial release of the game, due to most of the changes being unfavorable to him and the cast around him becoming more viable.


'''{{GameIcon|ssb4}} 1.0.5'''
'''{{GameIcon|ssb4}} 1.0.5'''
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'''{{GameIcon|ssb4}} [[1.0.6]]'''
'''{{GameIcon|ssb4}} [[1.0.6]]'''
*{{nerf|Up throw's knockback decreased|70 (base)/72 (growth)|60/70, making it KO about 20% later.}}
*{{nerf|Up throw's knockback decreased|70 (base)/72 (growth)|60/70, making it KO about 20% later.}}
*{{buff|The base knockback decrease however made it significantly more effective as a setup throw at low percents.}}
**{{buff|Its lower knockback makes it significantly more effective as a setup throw at low percents.}}


'''{{GameIcon|ssb4}} [[1.1.4]]'''
'''{{GameIcon|ssb4}} [[1.1.4]]'''
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