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

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'''R.O.B.''' ({{ja|ロボット|Robotto}}, ''Robot'') is a playable character in ''[[Super Smash Bros. 4]]''. After initially being [[leak]]ed on August 19th, 2014 as part of the [[ESRB leak]], his return to the series was officially announced on [[Super Smash Bros. 4 Official Site|''SSB4''{{'}}s official website]] on October 9th, 2014, during which {{SSB4|Ganondorf}} was also announced.<ref>[http://www.escapistmagazine.com/news/view/138070-Secret-Super-Smash-Bros-Characters-Revealed-by-Nintendo#&gid=gallery_3377&pid=1 More "Secret" ''Super Smash Bros.'' Characters Officially Revealed]</ref>
'''R.O.B.''' ({{ja|ロボット|Robotto}}, ''Robot'') is a playable character in ''[[Super Smash Bros. 4]]''. After initially being [[leak]]ed on August 19th, 2014 as part of the [[ESRB leak]], his return to the series was officially announced on [[Super Smash Bros. 4 Official Site|''SSB4''{{'}}s official website]] on October 9th, 2014, during which {{SSB4|Ganondorf}} was also announced.<ref>[http://www.escapistmagazine.com/news/view/138070-Secret-Super-Smash-Bros-Characters-Revealed-by-Nintendo#&gid=gallery_3377&pid=1 More "Secret" ''Super Smash Bros.'' Characters Officially Revealed]</ref>


R.O.B. is currently ranked 36th out of 55 on the [[tier list]], placing him in the D tier. This is a moderate drop from his placement in ''Brawl'', where he was ranked 18th out of 38. R.O.B. retains several of his strengths from ''Brawl'': he has a strong zoning game courtesy of [[Robo Beam]] and [[Gyro]], an excellent recovery courtesy of [[Robo Burner]], a strong air game courtesy of all but one of his aerials having [[Hitbox|disjointed hitboxes]], great mobility for a heavyweight, and a good grab game. In addition, R.O.B.'s once poor KO potential has been significantly improved, thanks to receiving a number of strong KOing options.
R.O.B. is currently ranked 36th out of 55 on the [[tier list]], placing him in the D tier. This is a moderate drop from his placement in ''Brawl'', where he was ranked 18th out of 38. R.O.B.'s boasts a strong zoning game and recovery: [[Robo Beam]] and [[Gyro]] are [[charge]]able, long-ranged projectiles, while [[Robo Burner]] is versatile; covers impressive overall distance; and is complimented by his much faster [[air speed]].


However, R.O.B.'s ground game lacks range compared to his air game; this is most obvious with his arm-based attacks, especially in regard to his overall grab range, which is now the shortest ranged in the game. While it is still strong, R.O.B.'s zoning game has also been somewhat toned down, as Robo Beam is slower and Gyro deals significantly less damage. Like in ''Brawl'', R.O.B. also remains susceptible to combos because of his heavy weight and large size. Lastly, his newfound KOing options are hindered by considerable amounts of start-up lag.
R.O.B. also possesses a strong air game, thanks to all but one of his aerials having disjointed [[hitbox]]es, alongside a capable grab game. Despite being a [[Weight|heavyweight]], R.O.B.'s overall mobility is also respectable. Notably, R.O.B.'s once poor KO potential has been significantly improved, thanks to receiving a number of strong KOing options.
 
However, R.O.B.'s ground game lacks range compared to his air game. This is most obvious with his arm-based attacks, especially in regard to his overall grab range, which is now the shortest ranged in the game. While it is still strong, R.O.B.'s zoning game has also been somewhat toned down, as Robo Beam is slower and Gyro deals significantly less damage. R.O.B. is also susceptible to combos because of his heavy weight and large size. Lastly, his newfound KOing options are hindered by noticeable amounts of start-up lag.


Overall, R.O.B. has become somewhat more viable since ''Brawl'', thanks to him largely retaining his strengths and having noticeably improved KO potential; yet, the larger competition present and many of the tools the new characters possess harm R.O.B more than they did in Brawl, thus resulting in his lower tier position relative to the cast. To reflect him becoming stronger as a character, he has achieved overall average tournament results, and has gained a number of dedicated players to his credit.
Overall, R.O.B. has become somewhat more viable since ''Brawl'', thanks to him largely retaining his strengths and having noticeably improved KO potential; yet, the larger competition present and many of the tools the new characters possess harm R.O.B more than they did in Brawl, thus resulting in his lower tier position relative to the cast. To reflect him becoming stronger as a character, he has achieved overall average tournament results, and has gained a number of dedicated players to his credit.
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==Attributes==
==Attributes==
R.O.B. is the tenth [[weight|heaviest]] character in the game, yet he possesses great mobility in spite of his weight class. This is thanks to his average [[walk]]ing and [[dash]]ing speeds, above average [[Air speed|air]], [[Falling speed|falling]] and [[fast fall]]ing speeds, slow [[air acceleration]], high [[traction]], [[jump]] and [[double jump]], and low [[gravity]]. These attributes allow R.O.B. to outmaneuver some of his fellow heavyweights, make him almost as mobile as a middleweight, and grant him greater jumping prowess than most characters of either weight class.
R.O.B. is the tenth [[weight|heaviest]] character in the game, yet he possesses respectable overall mobility in spite of his weight class. This is thanks to his average [[walk]]ing and [[dash]]ing speeds; above-average [[Air speed|air]], [[Falling speed|falling]] and [[fast fall]]ing speeds; slow [[air acceleration]]; high [[traction]], [[jump]] and [[double jump]]; and low [[gravity]]. Altogether, these attributes allow R.O.B. to outmaneuver some of his fellow heavyweights; make him almost as mobile as a middleweight; and grant him better jumping prowess than most characters of either weight class.


Like in ''Brawl'', 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 can interrupt opponents faster, Super Robo Beam deals more damage and has higher knockback growth, which make it capable of scoring KOs unlike Robo Beam. [[Gyro]] is an auto-chargeable projectile that becomes an [[item]] when fired. It has a better angle for disrupting opponents, while also being more manipulable as a projectile and having higher 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'', 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.


Aside from his offensive prowess with projectiles, R.O.B. also does not face problems against projectiles, courtesy of [[Arm Rotor]]'s ability to [[Reflection|reflect]] incoming projectiles with greater strength than they initially had. In addition to its reflection ability, Arm Rotor now boasts KO potential, thanks to its finishing hit having significantly higher knockback growth.
Aside from his offensive prowess with projectiles, R.O.B. also does not have issues against projectiles, courtesy of [[Arm Rotor]]'s ability to [[reflect]] them with greater strength than they initially had. In addition to its reflection ability, Arm Rotor now boasts KO potential, thanks to its finishing hit having significantly higher knockback growth.


R.O.B.'s air game is also strong, thanks to the excellent and disjointed ranges of all but one of his aerials. His neutral aerial has large, disjointed hitboxes that make it a reliable combo starter at low to medium percentages when [[Short hop fast fall L-cancel#Short hop fast fall|SHFF]]'d, as well as a useful spacing option. His up aerial is one of his best moves overall, thanks to its usefulness in harassing airborne opponents by either juggling or KOing them. R.O.B.'s back and down aerials are his most damaging aerials when sweetspotted and have large hitboxes like his neutral aerial. However, they also boast specific strengths: the former has recovery potential thanks to it propelling R.O.B. forward slightly, whereas the latter is a [[meteor smash]]. Lastly, his forward aerial is arguably<!--Arguably!!--> his least useful aerial because of its hitbox having much shorter range and not being disjointed. However, it is R.O.B.'s fastest aerial, which makes it reliable for spacing, especially when SHFF'd, as well as edge-guarding.
R.O.B.'s air game is also strong, thanks to the excellent and disjointed ranges of all but one of his aerials. Neutral aerial has large, disjointed hitboxes that make it a reliable combo starter at low to medium percentages when [[SHFF]]'d, as well as a useful spacing option. Up aerial is one of R.O.B.'s best moves overall, thanks to its usefulness in harassing airborne opponents by either juggling or KOing them. Back and down aerials are R.O.B.'s most damaging aerials when sweetspotted, and have large hitboxes like neutral aerial. However, they also boast specific strengths: the former has recovery potential thanks to it propelling R.O.B. forward slightly, whereas the latter is a [[meteor smash]]. Lastly, forward aerial is arguably<!--Arguably!!--> R.O.B.'s least useful aerial because of its hitbox having much shorter range and not being disjointed. However, it is R.O.B.'s fastest aerial, which makes it reliable for spacing, especially when SHFF'd, as well as edge-guarding.


Unlike in ''Brawl'', R.O.B. now boasts respectable KO potential. Like his up aerial, back aerial, up throw and Arm Rotor, R.O.B.'s smash attacks now boast KO potential, thanks to being buffed in various ways. Forward smash's sweetspot deals slightly more damage and higher knockback. Although forward smash's other hitboxes deal less damage, they have been re-positioned farther outward which improves the move's range. Up smash's sweetspot and down smash also deal more damage and, like forward smash, have had their hitboxes tweaked for the better: up smash now has hitboxes on R.O.B.'s arms that launch the opponent into its thruster hitboxes, whereas down smash is now a [[semi-spike]], which also grants it potential for edge-guarding or setting up edge-guards.
Unlike in ''Brawl'', R.O.B. now boasts respectable KO potential. Like his up aerial, back aerial, up throw and Arm Rotor, R.O.B.'s smash attacks now boast KO potential, thanks to being buffed in various ways. Forward smash's sweetspot deals slightly more damage and higher knockback. Although forward smash's other hitboxes deal less damage, they have been re-positioned farther outward, which improves its range. Up smash's sweetspot and down smash also deal more damage and, like forward smash, have had their hitboxes tweaked for the better: up smash now has hitboxes on R.O.B.'s arms that launch the opponent into its thruster hitboxes, whereas down smash is now a [[semi-spike]].


R.O.B.'s grab game has also improved. His forward and back throws are still limited in regard to utility, but are still decent for spacing and setting up edge-guards. In comparison, R.O.B.'s up and down throws are much more useful: the former is his most damaging throw and a viable KOing option, especially when he is affected by the [[rage]] mechanic, whereas the latter deals impressive damage and is a reliable combo starter into his up aerial from 0% to medium percentages.
R.O.B.'s grab game has also improved. Forward and back throws are still limited in regard to utility, but are nevertheless decent for spacing and setting up edge-guards. In comparison, R.O.B.'s up and down throws are much more useful. Up throw is his most damaging throw; a viable KOing option, especially when boosted by [[rage]]; and can even be used for combos at low percentages. In comparison, down throw deals respectable damage, and is a reliable combo starter into his up aerial from 0% to medium percentages.


Although he possesses a number of useful traits, R.O.B. does have some noteworthy shortcomings. Despite his KO potential's drastic improvements, landing his KOing options can still be problematic because of them either being laggy or having unimpressive ranges. The latter trait is particularly noticeable in regard to R.O.B.'s arm-based attacks, most of which have hitboxes that have either become smaller and/or tweaked for the worse. For example, his grab game is hindered by his overall grab range now being the shortest in the game because of his much smaller grabboxes, whereas his up tilt has drastically less utility because of its adjusted hitboxes.
Although R.O.B. possesses a number of useful traits, he also has some noteworthy shortcomings. Despite his KO potential's drastic improvements, landing his KOing options can still be problematic because of them being laggy and/or having unimpressive ranges. The latter trait is particularly noticeable in regard to R.O.B.'s arm-based attacks, most of which have hitboxes that have either become smaller and/or tweaked for the worse. For example, his grab game is hindered by his overall grab range now being the shortest in the game because of his much smaller grabboxes, whereas his up tilt has drastically less utility because of its adjusted hitboxes.


In addition to his hitbox issues, R.O.B.'s hurtbox also hinders him, as it has become larger since ''Brawl''. When coupled with his faster falling speed, he is much more susceptible to combo-oriented characters, such as {{SSB4|Luigi}} and {{SSB4|Zero Suit Samus}}. This is further compounded by his aerials' inability to reliably break combos: neutral and down aerials are too slow, forward and up aerials only hit in front of and above R.O.B., respectively, and back aerial has both slow start-up and only hits behind him.
In addition to R.O.B.'s hitbox issues, his hurtbox also hinders him, as it has become larger since ''Brawl''. When coupled with his faster falling speed, he is much more susceptible to combo-oriented characters, such as {{SSB4|Luigi}} and {{SSB4|Zero Suit Samus}}. This is further compounded by his aerials' inability to reliably break combos: neutral and down aerials are too slow, forward and up aerials only hit in front of and above R.O.B., respectively, and back aerial has both slow start-up and only hits behind him.


While R.O.B.'s zoning game remains his greatest strength, the universal nerf to projectile camping has somewhat toned it down. Gyro, in particular, has been the most adversely affected of his projectiles: in addition to retaining its susceptibility to being stolen, a fired Gyro deals drastically less damage and covers less range. The removal of [[glide toss]]ing also significantly hinders its approach potential. Robo Beam's nerfs are not as severe in comparison, but are nevertheless noticeable: it now deals slightly less damage, and both it and Super Robo Beam travel slower. As a a result of these nerfs, R.O.B. now has a more difficult time dealing with most characters that have better projectiles (such as {{SSB4|Sheik}} and {{SSB4|Diddy Kong}}), attacks that counteract his own projectiles (such as {{SSB4|Fox}} and {{SSB4|Falco}}), or both (such as {{SSB4|Villager}}).
While R.O.B.'s zoning game remains his greatest strength, the universal nerf to projectile camping has somewhat toned it down. Gyro, in particular, has been the most adversely affected of his projectiles: in addition to retaining its susceptibility to being stolen, a fired Gyro deals drastically less damage and covers less range. The removal of [[glide toss]]ing also significantly hinders its approach potential. Robo Beam's nerfs are not as severe in comparison, but are nevertheless noticeable: it now deals slightly less damage, and both it and Super Robo Beam travel slower. As a a result of these nerfs, R.O.B. now has a more difficult time dealing with most characters that have better projectiles (such as {{SSB4|Sheik}} and {{SSB4|Diddy Kong}}); attacks that counteract his own projectiles (such as {{SSB4|Fox}} and {{SSB4|Falco}}); or both (such as {{SSB4|Villager}}).


R.O.B.'s [[Character customization|custom moves]] can alleviate many of his weaknesses. Wide Angle Beam, true to its name, can be aimed in a much wider arc, which enables R.O.B. to catch aerial opponents easily. However, it deals slightly less damage. Infinite Robo Beam, also true to its name, can be shot infinitely. This allows R.O.B. to use his zoning game constantly and defend himself. However, it also deals less damage, cannot ricochet, and Super Robo Beam needs to charge for longer. Reflector Arm acts like a traditional reflector, having a higher reflection multiplier and longer duration. However, R.O.B. will not move when using it, preventing him from pressuring the opponent. Backward Arm Rotor has a shorter duration, but is a very effective defensive option, as it moves R.O.B. backwards, and comes out much faster (contrary to what its description suggests). High-Speed Burner has less fuel, but allows R.O.B. to recover more easily due to its increased aerial movement. Robo Rocket functions like a traditional recovery move, launching R.O.B. upwards, and can even meteor smash. However, it can't be used in bursts, covers less horizontal distance, and the meteor smash is weak. Fire Gyro deals more damage, but covers less distance when fired. Slip Gyro slides across the stage, making it more predictable, but trips opponents when the Gyro hits them, giving R.O.B. access to many follow-ups.
R.O.B.'s [[Character customization|custom moves]] can alleviate many of his weaknesses. Wide Angle Beam, true to its name, can be aimed in a much wider arc, which enables R.O.B. to catch aerial opponents easily. However, it deals slightly less damage. Infinite Robo Beam, also true to its name, can be shot infinitely. This allows R.O.B. to use his zoning game constantly and defend himself. However, it also deals less damage, cannot ricochet, and Super Robo Beam needs to charge for longer. Reflector Arm acts like a traditional reflector, having a higher reflection multiplier and longer duration. However, R.O.B. will not move when using it, preventing him from pressuring the opponent.
 
Backward Arm Rotor has a shorter duration, but is a very effective defensive option, as it moves R.O.B. backward, and comes out much faster (contrary to what its description suggests). High-Speed Burner has less fuel, but allows R.O.B. to recover more easily due to its increased aerial movement. Robo Rocket functions like a traditional recovery move, launching R.O.B. upwards, and can even meteor smash. However, it cannot be used in bursts; covers less horizontal distance; and its meteor smash is weak. Fire Gyro deals more damage, but covers less distance when fired. Slip Gyro slides across the stage, making it more predictable, but trips opponents when the Gyro hits them, giving R.O.B. access to many follow-ups.


Overall, R.O.B. is a defensive character that still possesses a strong zoning game, but now wields improved close-range offense. While R.O.B. now has to use close quarters combat more frequently because of his playstyle now being less reliant on his projectiles, he can now effectively KO opponents without having to rack up an outstanding amount of damage. As a result, he has become a more potent character than he was in ''Brawl'' and has some dedicated and noteworthy mains to his credit, such as {{Sm|Holy}}, {{Sm|Mister Eric}} and {{Sm|8BitMan}}.
Overall, R.O.B. is a defensive character that still possesses a strong zoning game, but now wields improved close-range offense. While R.O.B. now has to use close quarters combat more frequently because of his playstyle now being less reliant on his projectiles, he can now effectively KO opponents without having to rack up an outstanding amount of damage. As a result, he has become a more potent character than he was in ''Brawl'' and has some dedicated and noteworthy mains to his credit, such as {{Sm|Holy}}, {{Sm|Mister Eric}} and {{Sm|8BitMan}}.


==Changes from ''Brawl''==
==Changes from ''Brawl''==
R.O.B. has received both [[buff]]s and [[nerf]]s in the transition from ''Brawl'' to ''SSB4''. The most prominent buff was to his KOing ability; many of his KOing options in ''Brawl'' have become more powerful and/or slightly easier to land, while other moves have been strengthened to the point of possessing KO potential, such as his up aerial and up throw. R.O.B. also benefits from the re-balancing of other characters who countered him in ''Brawl'', most infamously {{SSBB|Meta Knight}}, and he has become slightly better equipped to handle the new characters that are commonly seen in the competitive scene.
R.O.B. has received both [[buff]]s and [[nerf]]s in the transition from ''Brawl'' to ''SSB4''. The most prominent buff was to his KO potential; many of his KOing options in ''Brawl'' have become more powerful and/or slightly easier to land, while other moves have been strengthened to the point of possessing KO potential, such as his up aerial and up throw. R.O.B. also benefits from the re-balancing of other characters who countered him in ''Brawl'', most infamously {{SSBB|Meta Knight}}, and he has become slightly better equipped to handle the new characters that are commonly seen in the competitive scene.


R.O.B. also received some nerfs, however. His powerful zoning game has been hampered due to ''SSB4'' removing [[glide toss]]ing, while his projectiles and spacing tools having been made slower and/or given shorter ranges. This makes approaching more important, as R.O.B. is now less capable at projectile trading. When combined with his aerials' effectiveness being toned down since ''Brawl'', R.O.B. is largely forced to engage in a mix of zoning and close quarters combat in order to score KOs. His recovery was also slightly toned down, as it is now slower and easier to punish.
R.O.B. also received some nerfs, however. His powerful zoning game has been hampered due to ''SSB4'' removing [[glide toss]]ing, while his projectiles and spacing tools having been made slower and/or given shorter ranges. This makes approaching more important, as R.O.B. is now less capable at projectile trading. When combined with his aerials' effectiveness being toned down since ''Brawl'', R.O.B. is largely forced to engage in a mix of zoning and close quarters combat in order to score KOs. His recovery was also slightly toned down, as it is now slower and easier to punish.
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*{{change|R.O.B. has received two new [[alternate costume]]s.}}
*{{change|R.O.B. has received two new [[alternate costume]]s.}}
*{{change|R.O.B. now faces the foreground at an angle, instead of facing directly forward. He will also always turn to the right when performing all of his taunts, regardless of whether he is facing left or right.}}
*{{change|R.O.B. now faces the foreground at an angle, instead of facing directly forward. He will also always turn to the right when performing all of his taunts, regardless of whether he is facing left or right.}}
*{{change|R.O.B. is more expressive. He appears angry while charging his up and down smash attacks, and while using his down throw and [[Arm Rotor]]. He also appears sad when he is [[grab]]bed.}}
*{{change|R.O.B. is more expressive. He appears angry while charging his up and down smash attacks; during his down throw; and while using [[Arm Rotor]]. He also appears sad when he is [[grab]]bed.}}
*{{bugfix|{{GameIcon|ssb4-u}}As of update [[List of updates (SSB4-U)#1.1.7|1.1.7]], R.O.B. does not emote whatsoever in [[Versus Mode]]. However, he emotes properly in single-player modes, such as [[Training Mode]].}}
*{{bugfix|{{GameIcon|ssb4-u}}As of update [[List of updates (SSB4-U)#1.1.7|1.1.7]], R.O.B. does not emote whatsoever in [[Versus Mode]]. However, he emotes properly in single-player modes, such as [[Training Mode]].}}
*{{change|R.O.B.'s mechanical sound effects are lower pitched.}}
*{{change|R.O.B.'s mechanical sound effects are lower pitched.}}
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*{{change|Neutral attack has updated sound effects.}}
*{{change|Neutral attack has updated sound effects.}}
*{{nerf|Tip forward tilt has a smaller hitbox.}}
*{{nerf|Tip forward tilt has a smaller hitbox.}}
*{{nerf|Arms' tip and arms' base up tilt have significantly smaller hitboxes and no longer launch opponents into its tip's hitbox, significantly hindering its utility.}}
*{{nerf|Arms' tip and arms' base up tilt have significantly smaller hitboxes. Due to their angles being altered, they also no longer launch opponents into its tip's hitbox. Altogether, these changes significantly hinder its utility.}}
*{{buff|Tip up tilt has a slightly larger hitbox.}}
*{{buff|Tip up tilt has a slightly larger hitbox.}}
*{{nerf|Down tilt has a shorter duration (3 frames 1 frame).}}
*{{nerf|Down tilt has a shorter duration (frames 3-4 3).}}
*{{buff|Dash attack deals 2% more damage (6% (arms)/5% (arms' tips) → 8%/7%) and has increased range, improving its spacing potential.}}
*{{buff|Dash attack deals 2% more damage (6% (arms)/5% (arms' tips) → 8%/7%) and has increased range, improving its spacing potential.}}
*{{buff|Base forward smash deals 1% more damage (14% → 15%) and has increased knockback and a slightly larger hitbox, improving its KO potential and range. Forward smash's mid and tip hitboxes have also been re-positioned farther outward, improving its range.}}
*{{buff|Base forward smash deals 1% more damage (14% → 15%) and has increased knockback, improving its KO potential. Forward smash also has a slightly larger hitbox, and its mid and tip hitboxes have been re-positioned farther outward. Altogether, these changes improve its range.}}
*{{nerf|Mid and tip forward smash deal less damage (13% (mid)/12% (tip) → 11.5%/6%) and have smaller hitboxes. Forward smash also has increased start-up lag (frame 14 → 16).}}
*{{nerf|Mid and tip forward smash deal less damage (13% (mid)/12% (tip) → 11.5%/6%) and have smaller hitboxes. Forward smash also has increased start-up lag (frame 14 → 16).}}
*{{change|Forward smash's animation has changed. R.O.B. now leans forward and positions his arms downward for support in order to fire the optical energy blast, while his head will rotate when it is [[Charge|charging]].}}
*{{change|Forward smash's animation has changed. R.O.B. now leans forward and positions his arms downward for support in order to fire the optical energy blast. His head also now rotates when it is [[charging]].}}
*{{change|Forward smash has updated sound effects.}}
*{{change|Forward smash has updated sound effects.}}
*{{buff|Base up smash deals 2% more damage (12% → 14%), improving its KO potential. Its hitbox and up smash's tip hitbox have also been re-positioned further upward, improving its range.}}
*{{buff|Base up smash deals 2% more damage (12% → 14%), improving its KO potential. Its hitbox and up smash's tip hitbox have also been re-positioned further upward, improving its range.}}
*{{buff|Up smash's mid hitbox has been removed and replaced with hitboxes on R.O.B.'s arms that deal 3% and launch opponents at 111°. These changes significantly improve its reliability, and grant it [[out of shield]] potential.}}
*{{buff|Up smash's mid hitbox has been removed and replaced with hitboxes on R.O.B.'s arms that deal 3% and launch opponents at 111°. These changes significantly improve its reliability, and grant it [[out of shield]] potential.}}
*{{nerf|Tip up smash deals 1% less damage (14% → 13%) and has a smaller hitbox.}}
*{{nerf|Tip up smash deals 1% less damage (14% → 13%), hindering its KO potential. It also has a smaller hitbox.}}
*{{nerf|Base and tip up smash have increased start-up lag (frame 13 → 14) and shorter durations (frames 13-18 → 14-18).}}
*{{nerf|Base and tip up smash have increased start-up lag (frame 13 → 14) and shorter durations (frames 13-18 → 14-18).}}
*{{buff|Down smash deals 2% more damage (2% (hits 1-4)/5% (hit 5) → 4%/7%) and is now a [[semi-spike]], significantly improving its KO and edge-guarding potential. It also has larger hitboxes.}}
*{{buff|Down smash deals 2% more damage (2% (hits 1-4)/5% (hit 5) → 4%/7%), significantly improving its KO potential. Down smash also has larger hitboxes.}}
*{{nerf|Down smash has increased start-up lag (frame 4 → 7).}}
*{{nerf|Down smash has increased start-up lag (frame 4 → 7).}}
*{{buff|The weakening of [[Smash directional influence|SDI]] makes down smash significantly more difficult to escape from.}}
*{{buff|Due to its angle being altered, down smash is now a [[semi-spike]], significantly improving its edge-guarding potential.}}
*{{buff|The weakening of [[SDI]] makes down smash significantly more difficult to escape from.}}


===Aerial attacks===
===Aerial attacks===
*{{change|Neutral aerial deals 2% less damage (10% → 8% (base)/6% (tip)) and has decreased knockback growth (108 → 100 (base)/98 (tip)). These changes grant it combo potential, but significantly hinder its KO potential.}}
*{{change|Neutral aerial deals 2% less damage (10% → 8% (base)/6% (tip)) and has decreased knockback growth (108 → 100 (base)/98 (tip)). When coupled with the changes to hitstun canceling, these changes grant it combo potential. However, these changes significantly hinder its KO potential.}}
*{{nerf|Base neutral aerial has significantly smaller hitboxes.}}
*{{nerf|Base neutral aerial has significantly smaller hitboxes.}}
*{{change|Due to consisting of a consistent hitbox instead of a clean hitbox and a late hitbox, forward aerial now deals consistent damage (10% (clean)/6% (late) → 7%).}}
*{{change|Due to consisting of a consistent hitbox instead of a clean hitbox and a late hitbox, forward aerial now deals consistent damage (10% (clean)/6% (late) → 7%). It also has decreased knockback. When coupled with the changes to hitstun canceling, these changes improve its combo potential. However, these changes significantly hinder its KO potential.}}
*{{buff|Forward aerial has decreased start-up lag (frame 7 → 6).}}
*{{buff|Forward aerial has decreased start-up lag (frame 7 → 6).}}
*{{nerf|Forward aerial has decreased knockback, removing its KO potential. Additionally, it has a smaller hitbox, increased ending (frame 33 → 36) and landing lag (12 frames → 15), and a shorter duration (frames 7-17 → 6-7).}}
*{{nerf|Forward aerial has has a smaller hitbox; increased ending (frame 33 → 36) and landing lag (12 frames → 15); and a shorter duration (frames 7-17 → 6-7).}}
*{{nerf|Due to R.O.B.'s faster falling speed, forward aerial can no longer be performed twice with a short hop.}}
*{{nerf|Due to R.O.B.'s faster falling speed, forward aerial can no longer be performed twice with a short hop.}}
*{{change|Due to consisting of two sweetspots instead of one, clean back aerial no longer deals consistent damage (11% → 12% (clean base)/10% (clean tip). However, its base knockback was compensated (30 → 32).}}
*{{change|Due to consisting of sweetspots and sourspots instead of a consistent hitbox, back aerial no longer deals consistent damage (11% → 12% (clean base)/10% (clean tip)/6% (late base)/4.5% (late tip)).}}
*{{buff|Back aerial's hitboxes are positioned further outward, improving its range. It also propels R.O.B. slightly further, improving its recovery potential.}}
*{{buff|Clean back aerial has more base knockback compared to the previous hitbox (30 → 32).}}
*{{nerf|Back aerial has received a sourspot that deals less damage (11% → 6% (late base)/4.5% (late tip)) and shortens its sweetspot's duration (15 frames → 5). It also has increased start-up (frame 11 → 19), ending (frame 41 → 53) and landing lag (12 frames → 22), and a shorter duration (frames 11-25 → 19-29).}}
*{{buff|Back aerial's hitboxes are positioned farther outward, improving its range. It also propels R.O.B. slightly farther, improving its recovery potential.}}
*{{nerf|Back aerial has increased start-up (frame 11 → 19); ending (frame 41 → 53); and landing lag (12 frames → 22). It also has a shorter duration (frames 11-25 → 19-29).}}
*{{nerf|Back, up and down aerials auto-cancel later (frame 26> → 46> (back), frame 36> → 40> (up), frame 27> → 45> (down).}}
*{{nerf|Back, up and down aerials auto-cancel later (frame 26> → 46> (back), frame 36> → 40> (up), frame 27> → 45> (down).}}
*{{nerf|Up aerial's loop hits deal less damage (4%/5% → 1.5%), which decreases its overall damage potential (19%/20% → 10%).}}  
*{{nerf|Up aerial's loop hits deal less damage (4%/5% → 1.5%), which decreases its overall damage potential (19%/20% → 10%).}}  
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*{{nerf|Mid down aerial deals 2% less damage (13% → 11%) and has decreased base knockback (30 → 20).}}
*{{nerf|Mid down aerial deals 2% less damage (13% → 11%) and has decreased base knockback (30 → 20).}}
*{{change|Down aerial has received a late hitbox that deals 8% and launches at [[Sakurai angle|361°]]. This lengthens its duration (frames 20-24 → 20-26), but makes it more susceptible to punishment at low to medium percentages.}}
*{{change|Down aerial has received a late hitbox that deals 8% and launches at [[Sakurai angle|361°]]. This lengthens its duration (frames 20-24 → 20-26), but makes it more susceptible to punishment at low to medium percentages.}}
*{{buff|Down aerial has slightly larger hitboxes, and its hitboxes have been re-positioned further downward, improving its range. When coupled with the updated edge mechanics and the removal of [[Meteor smash#Meteor canceling|meteor canceling]], these changes significantly improve its reliability.}}
*{{buff|Down aerial has slightly larger hitboxes, and its hitboxes have been re-positioned farther downward. These changes improve its range. When coupled with the updated edge mechanics and the removal of [[meteor canceling]], these changes also significantly improve its reliability.}}
*{{change|Mid down aerial no longer [[meteor smash]]es grounded opponents.}}
*{{change|Mid down aerial no longer [[meteor smash]]es grounded opponents.}}


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*{{nerf|Forward throw deals 2% less damage (10% → 8%) and has decreased knockback.}}
*{{nerf|Forward throw deals 2% less damage (10% → 8%) and has decreased knockback.}}
*{{buff|Up throw deals 2% more damage (10% → 12%) and has increased knockback growth, improving its KO potential.}}
*{{buff|Up throw deals 2% more damage (10% → 12%) and has increased knockback growth, improving its KO potential.}}
*{{buff|The changes to [[hitstun canceling]] significantly improve down throw's combo potential at low to medium percentages.}}
*{{buff|The changes to hitstun canceling grant up throw combo potential at low percentages. They also significantly improve down throw's combo potential at low to medium percentages.}}
*{{change|R.O.B. has a new edge attack, a fiery blast from his thrusters.}}
*{{change|R.O.B. has a new edge attack, a fiery blast from his thrusters.}}


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*{{nerf|Robo Beam and Super Robo Beam travel slower.}}
*{{nerf|Robo Beam and Super Robo Beam travel slower.}}
*{{change|Super Robo Beam's visual effects have changed. It is now wide and whitish yellow with a whitish crimson outline and cerulean trail, instead of being thin and whitish crimson.}}
*{{change|Super Robo Beam's visual effects have changed. It is now wide and whitish yellow with a whitish crimson outline and cerulean trail, instead of being thin and whitish crimson.}}
*{{nerf|[[Arm Rotor]] now deals consistent damage (1%/2% (loop)/3%/4% (last) → 1%/3%).}}
*{{change|[[Arm Rotor]] now deals consistent damage (1%/2% (loop)/3%/4% (last) → 1%/3%), although its last hit's knockback was compensated. This grants it KO potential, but hinders its damage racking potential.}}
*{{buff|Arm Rotor's last hit has increased knockback, granting it KO potential and improving its spacing potential.}}
*{{buff|Arm Rotor now covers significantly more distance when moved forward or backward, improving its approach potential and safety.}}
*{{buff|Arm Rotor now covers significantly more distance when moved forward or backward, improving its approach potential and safety.}}
*{{buff|The weakening of SDI makes Arm Rotor significantly more difficult to escape from.}}
*{{buff|The weakening of SDI makes Arm Rotor significantly more difficult to escape from.}}
*{{nerf|[[Robo Burner]]'s horizontal movement speed is slower and repeated bursts cover less distance, hindering its recovery potential.}}
*{{nerf|[[Robo Burner]]'s horizontal movement speed is slower and repeated bursts cover less distance, hindering its recovery potential.}}
*{{nerf|Fully charged [[Gyro]] deals 8% less damage (18% → 10%) when fired and its firing range has decreased.}}
*{{nerf|Fully charged [[Gyro]] deals 8% less damage (18% → 10%) when fired. Gyro's firing range has also decreased.}}
*{{nerf|Gyro's animation has changed. R.O.B. now recoils slightly when failing to pull a Gyro from his base. This new animation is significantly laggier.}}
*{{nerf|Gyro's animation has changed. R.O.B. now recoils slightly when failing to pull a Gyro from his base. This new animation is significantly laggier.}}
*{{change|Gyro has updated sound effects. It now emits a whirring sound while spinning by itself on-stage.}}
*{{change|Gyro has updated sound effects. It now emits a whirring sound while spinning by itself on-stage.}}
*{{nerf|The removal of [[glide toss]]ing significantly hinders Gyro's approach potential.}}
*{{nerf|The removal of [[glide toss]]ing significantly hinders Gyro's approach potential.}}
*{{change|R.O.B. has a new [[Final Smash]], [[Super Diffusion Beam]]. R.O.B. re-configures his body into a cannon-like form in order to fire a large laser that fans out into smaller lasers that trap the opponent before concluding and then being immediately followed by a large energy blast. Compared to Diffusion Beam, Super Diffusion Beam deals less damage overall and has a shorter duration, but deals more knockback and has more range. Unlike Diffusion Beam, Super Diffusion Beam forces R.O.B. to be stationary throughout its duration.}}
*{{change|R.O.B. has a new [[Final Smash]], [[Super Diffusion Beam]]. R.O.B. re-configures his body into a cannon-like form in order to fire a large laser that fans out into smaller lasers that trap the opponent before concluding and then being immediately followed by a large energy blast. Compared to Diffusion Beam, Super Diffusion Beam deals less damage overall and has a shorter duration, but deals more knockback and has more range.}}
*{{nerf|Unlike Diffusion Beam, Super Diffusion Beam forces R.O.B. to be stationary throughout its duration.}}


==Update history==
==Update history==
Like {{SSB4|Mario}} and {{SSB4|Pit}}, R.O.B. has received a very small number of direct changes from game updates. Update [[1.0.4]]'s changes to [[vectoring]] indirectly buffed him by enabling his Beep Boop combo to function past low percentages, and even as a KO combo.  
Like {{SSB4|Mario}} and {{SSB4|Pit}}, R.O.B. has received a very small number of direct changes from game updates. Update [[1.0.4]]'s changes to [[vectoring]] indirectly buffed him by enabling his Beep Boop combo to function past low percentages, and even as a KO combo. However, update [[1.0.6]] notably decreased the knockback of R.O.B.'s up throw. This hindered its KO potential to the point that it now KOs roughly 20% later; previously, it was the strongest up throw in the game, and the second strongest throw of any kind after {{SSB4|Ness}}' [[Ness (SSB4)/Back throw|back throw]].
 
Update [[1.0.6]] notably decreased the knockback of R.O.B.'s up throw. This hindered its KO potential to the point that it now KOs roughly 20% later; previously, it was the strongest up throw in the game, and the second strongest throw of any kind after {{SSB4|Ness}}' [[Ness (SSB4)/Back throw|back throw]]. Despite this, up throw remains a viable KOing option, especially on [[platform]]s. Its lower knockback has also granted it combo potential at low percentages; when coupled with its launching angle, its combos are also more varied and less susceptible to [[directional influence]] compared to down throw's. As a result, up throw can now be used to conserve the [[fresh]]ness of both down throw and up aerial for later combo and KO attempts, respectively.


However, update [[1.1.1]]'s increase to shieldstun indirectly nerfed R.O.B. In addition to making him easier to punish out of shield because of his fastest moves having low damage outputs, it worsened R.O.B.'s already unimpressive [[out of shield]] game. Lastly, update [[1.1.4]] increased the size of R.O.B.'s hurtbox and decreased his tripping stance's invincibility frames by standardizing it.
Despite this, up throw remains a viable KOing option, especially on [[platform]]s. Its lower knockback has also granted it combo potential at low percentages; when coupled with its launching angle, its combos are also more varied and less susceptible to [[directional influence]] compared to down throw's. As a result, up throw can now be used to conserve the [[fresh]]ness of both down throw and up aerial for later combo and KO attempts, respectively.


Although updates [[1.1.3]] to [[1.1.6]] 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 nevertheless remain challenging. On a related note, these updates have also made some of R.O.B.'s other matchups less favorable, most notably {{SSB4|Lucina}}, {{SSB4|Marth}} and {{SSB4|Mewtwo}}.
Update [[1.1.1]]'s increase to shieldstun indirectly nerfed R.O.B.: in addition to making him easier to punish out of shield because of his fastest moves having low damage outputs, it worsened his already unimpressive [[out of shield]] game. Lastly, update [[1.1.4]] increased the size of R.O.B.'s hurtbox and decreased his tripping stance's invincibility frames by standardizing it.


Due to remaining relatively static throughout ''SSB4''{{'}}s lifespan, as well as most of the cast becoming more viable via game updates, R.O.B. is less effective than he was during the initial release of ''SSB4''.
Although updates [[1.1.3]] to [[1.1.6]] 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 nevertheless remain challenging. On a related note, these updates have also made some of R.O.B.'s other matchups less favorable, most notably {{SSB4|Lucina}}, {{SSB4|Marth}} and {{SSB4|Mewtwo}}. Due to remaining relatively static throughout ''SSB4''{{'}}s lifespan, as well as most of the cast becoming more viable via game updates, R.O.B. is less effective than he was during the initial release of ''SSB4''.


'''{{GameIcon|ssb4}} 1.0.5'''
'''{{GameIcon|ssb4}} 1.0.5'''
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|fsmashname=S3
|fsmashname=S3
|fsmashdmg={{ChargedSmashDmgSSB4|15}} (base), {{ChargedSmashDmgSSB4|11.5}} (mid), {{ChargedSmashDmgSSB4|6}} (tip)
|fsmashdmg={{ChargedSmashDmgSSB4|15}} (base), {{ChargedSmashDmgSSB4|11.5}} (mid), {{ChargedSmashDmgSSB4|6}} (tip)
|fsmashdesc=An optical energy blast, similar to the uncharged [[Robo Beam]]. It can be angled, has very knockback growth and deals the most damage at the base of the blast, which KOs middleweights at 109% near the edge. Conversely, the middle portion of the blast KOs middleweights at 136% near the edge. However, its range is merely average at best, it has high ending lag and the blast's tip has no KO potential.
|fsmashdesc=An optical energy blast, similar to the uncharged [[Robo Beam]]. It can be angled; has very knockback growth; and its base hitbox deals respectable damage. Altogether, these enable it to KO middleweights at 109% near the edge. Although slightly weaker, its middle hitbox is still strong enough to KO middleweights at 136% near the edge. However, its range is merely average at best, it has high ending lag and the blast's tip has extremely minimal KO potential.
|usmashname=&nbsp;
|usmashname=&nbsp;
|usmashdmg={{ChargedSmashDmgSSB4|3}} (arms), {{ChargedSmashDmgSSB4|14}} (base), {{ChargedSmashDmgSSB4|13}} (tip)
|usmashdmg={{ChargedSmashDmgSSB4|3}} (arms), {{ChargedSmashDmgSSB4|14}} (base), {{ChargedSmashDmgSSB4|13}} (tip)
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|fairname=&nbsp;
|fairname=&nbsp;
|fairdmg=7%
|fairdmg=7%
|fairdesc=A double forearm club. It hits on frame 6, making it R.O.B.'s fastest aerial. It is also ideal for spacing when [[Short hop fast fall L-cancel#Short hop fast fall|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.
|fairdesc=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.
|bairname=&nbsp;
|bairname=&nbsp;
|bairdmg=12% (clean base), 10% (clean tip), 6% (late base), 4.5% (late tip)
|bairdmg=12% (clean base), 10% (clean tip), 6% (late base), 4.5% (late tip)
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|nsdefname=Robo Beam
|nsdefname=Robo Beam
|nsdefdmg=7% (uncharged), 4.5% (Robo Beam), 11% (point-blank Robo Beam), 10% (Super Robo Beam), 17% (point-blank Super Robo Beam)
|nsdefdmg=7% (uncharged), 4.5% (Robo Beam), 11% (point-blank Robo Beam), 10% (Super Robo Beam), 17% (point-blank Super Robo Beam)
|nsdefdesc=An optical laser. When uncharged, it 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 allow 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. It and all of its custom variations have [[Priority#Transcendent priority|transcendent priority]]. Uncharged Robo Beam becomes Robo Beam after being left idle for 2.6 seconds (160 frames), and Robo Beam becomes Super Robo Beam after being left idle for 14.3 seconds (860 frames).
|nsdefdesc=An optical laser. When uncharged, it 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 allow 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. It and all of its custom variations have [[transcendent priority]]. Uncharged Robo Beam becomes Robo Beam after being left idle for 2.6 seconds (160 frames), and Robo Beam becomes Super Robo Beam after being left idle for 14.3 seconds (860 frames).
|nsc1name=Wide-Angle Beam
|nsc1name=Wide-Angle Beam
|nsc1dmg=7% (uncharged), 3.5% (Robo Beam), 10% (point-blank Robo Beam), 8% (Super Robo Beam), 15% (point-blank Super Robo Beam)
|nsc1dmg=7% (uncharged), 3.5% (Robo Beam), 10% (point-blank Robo Beam), 8% (Super Robo Beam), 15% (point-blank Super Robo Beam)
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|ssdefname=Arm Rotor
|ssdefname=Arm Rotor
|ssdefdmg=1% (loop), 3% (last), 1.5× (reflected projectiles)
|ssdefdmg=1% (loop), 3% (last), 1.5× (reflected projectiles)
|ssdefdesc=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. Unlike in ''Brawl'', it can trap opponents reliably and its last hit now has KO potential, thanks to its extremely high knockback growth enabling it to KO middleweights at 147% while near the edge. It can also [[Reflection|reflect]] projectiles with 50% more power than they originally had, and move R.O.B. forward or backward while the [[Control stick|control stick/circle pad]] is tilted in the respective direction. It and all of its custom variations have transcendent priority.
|ssdefdesc=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. Unlike in ''Brawl'', it can trap opponents reliably and its last hit has KO potential, thanks to its extremely high knockback growth enabling it to KO middleweights at 147% while near the edge. It can also [[reflect]] projectiles with 50% more power than they originally had, and move R.O.B. forward or backward while the [[control stick]]/circle pad is tilted in the respective direction. It and all of its custom variations have transcendent priority.
|ssc1name=Reflector Arm
|ssc1name=Reflector Arm
|ssc1dmg=2% (loop), 4% (last), 1.8× (reflected projectiles)
|ssc1dmg=2% (loop), 4% (last), 1.8× (reflected projectiles)
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|usdefname=Robo Burner
|usdefname=Robo Burner
|usdefdmg=—
|usdefdmg=—
|usdefdesc=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 to use in order to perform this move. Fuel is recovered over time as long as R.O.B. is grounded. It is one of the very few up specials to not cause [[helpless]]ness, which allows R.O.B. to [[fast fall]], [[air dodge]] and attack with any aerials or any of his other specials either through its duration or after its conclusion - though he is only capable of aerials until at least one has been performed, cancelling the Robo Burner. R.O.B. is also immune to [[footstool jump]]s 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.
|usdefdesc=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 to use in order to perform this move. Fuel is recovered over time as long as R.O.B. is grounded. It is one of the very few up specials to not cause [[helpless]]ness, which allows 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. However, he is only capable of aerials until at least one has been performed, canceling Robo Burner. R.O.B. is also immune to [[footstool jump]]s 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.
|usc1name=Robo Rocket
|usc1name=Robo Rocket
|usc1dmg=5% (early), 8% (clean)
|usc1dmg=5% (early), 8% (clean)
|usc1desc=Functions like a traditional recovery move, as R.O.B. simply ascends quickly and deals damage. It grants outstanding vertical recovery after a jump, does not cause helplessness, can be followed up with any aerial, and can meteor smash if it hits the opponent precisely. However, it grants very minimal horizontal recovery distance and R.O.B. cannot fast fall, air dodge, or use his other specials as follow-ups. Additionally, its meteor smash has below average power.  
|usc1desc=Functions like a traditional recovery move, as R.O.B. simply ascends quickly and deals damage. It grants outstanding vertical recovery after a jump; does not cause helplessness; can be followed up with any aerial; and can meteor smash if it hits the opponent precisely. However, it grants very minimal horizontal recovery distance. R.O.B. also cannot fast fall, air dodge, or use his other specials as follow-ups. Additionally, its meteor smash has below-average power.  
|usc2name=High-Speed Burner
|usc2name=High-Speed Burner
|usc2dmg=—
|usc2dmg=—
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|dsdefname=Gyro
|dsdefname=Gyro
|dsdefdmg=1% (base), 4%-10% (top), 5% (idle top)<!--because of how items work, this is a "best guess" as to what actions they match up with-->, 8% (thrown)
|dsdefdmg=1% (base), 4%-10% (top), 5% (idle top)<!--because of how items work, this is a "best guess" as to what actions they match up with-->, 8% (thrown)
|dsdefdesc=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. Gyro takes 1.5 seconds (90 frames) to fully charge. Only one Gyro can be active at a time, and attempting another will result in R.O.B. flailing in confusion. It lasts longer when launched with the special button, but once picked up and thrown, it dissipates almost immediately. Typically, the Gyro deals little knockback when touched - enough to harass anyone trying to get past - but will somewhat launch opponents a short distance towards R.O.B. (or the current owner) after being thrown and making contact with the ground again, allowing for combos if R.O.B. is able to time his attacks and predict other's movements.
|dsdefdesc=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. Gyro takes 1.5 seconds (90 frames) to fully charge. Only one Gyro can be active at a time, and attempting another will result in R.O.B. flailing in confusion. It lasts longer when launched with the special button, but once picked up and thrown, it dissipates almost immediately. Typically, Gyro deals little knockback when touched, albeit enough to harass anyone trying to get past. In comparison, it will somewhat launch opponents a short distance toward R.O.B. after being thrown and making contact with the ground again. This enables it to partake in combos if R.O.B. is able to time his attacks and predict his opponent's movements. Due to being an item, however, it can also be grabbed by an opponent and thus used against R.O.B.
|dsc1name=Fire Gyro
|dsc1name=Fire Gyro
|dsc1dmg=7% (base), 3%-12% (top), 6% (idle top), 10% (thrown)
|dsc1dmg=7% (base), 3%-12% (top), 6% (idle top), 10% (thrown)
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===Notable players===
===Notable players===
====Active====
====Active====
*{{Sm|8BitMan|USA}} - Considered one of the two best R.O.B. players in the world. Ranked 8th on the [[South Florida Power Rankings]].
*{{Sm|8BitMan|USA}} - One of the two best R.O.B. players in the world. Ranked 8th on the [[South Florida Power Rankings]].
*{{Sm|Ginko|Japan}} - Placed 3rd at [[Hyper Sumabato]], 4th at [[KSB 2016]], and 33rd at [[Umebura S.A.T.]]  
*{{Sm|Ginko|Japan}} - Placed 3rd at [[Hyper Sumabato]], 4th at [[KSB 2016]], and 33rd at [[Umebura S.A.T.]]  
*{{Sm|Gyo|USA}} - Ranked 10th on the Dallas Fort-Worth Power Rankings.
*{{Sm|Gyo|USA}} - Ranked 10th on the Dallas Fort-Worth Power Rankings.
*{{Sm|Holy|Canada}} - One of the best R.O.B. players. Formerly ranked 4th on the [[Montreal Power Rankings]].
*{{Sm|Holy|Canada}} - One of the best R.O.B. players in the world. Formerly ranked 4th on the [[Montreal Power Rankings]].
*{{Sm|Jams|Canada}} - Ranked 6th on the [[Alberta Power Rankings]], best active R.O.B. in Canada.
*{{Sm|Jams|Canada}} - Ranked 6th on the [[Alberta Power Rankings]], best active R.O.B. in Canada.
*{{Sm|LoNg0uw|Germany}} - The best R.O.B. player in Europe. Ranked 5th on the [[German Power Rankings]].
*{{Sm|LoNg0uw|Germany}} - The best R.O.B. player in Europe. Ranked 5th on the [[German Power Rankings]].
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*{{Sm|Sim-Max|Italy}} - Ranked 3rd on the [[Italian Power Rankings]].
*{{Sm|Sim-Max|Italy}} - Ranked 3rd on the [[Italian Power Rankings]].
*{{Sm|Virus|USA}} - Formerly ranked 7th on the NorCal Power Rankings.
*{{Sm|Virus|USA}} - Formerly ranked 7th on the NorCal Power Rankings.
*{{Sm|WaDi|USA}} - The best {{SSB4|Mewtwo}} player with a very strong R.O.B. secondary. One of the best R.O.B. players. Ranked 1st on the [[MD/VA Power Rankings]] and 22nd on the [[Panda Global Rankings| Panda Global Rankings v5]].  
*{{Sm|WaDi|USA}} - The best {{SSB4|Mewtwo}} player with a very strong R.O.B. secondary. One of the best R.O.B. players in the world. Ranked 1st on the [[MD/VA Power Rankings]], and 22nd on the [[Panda Global Rankings]] v5.  
*{{Sm|WiiGi|USA}} - Formerly ranked 15th on the [[SoCal Power Rankings]].
*{{Sm|WiiGi|USA}} - Formerly ranked 15th on the [[SoCal Power Rankings]].


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