R.O.B.
in Project M and Project+
R.O.B. SSBB.jpg
ROBSymbol.svg
Universe R.O.B.
Base game appearance Brawl
Moveset inspiration R.O.B. (SSBB)
Alternate costume Virtual Boy R.O.B.
R.O.B. (SSBB)
Stub.png

R.O.B. is a playable character in the Brawl mod Project M. The recreation of Nintendo's toy has been buffed between Brawl and Project M.

Attributes

Changes from Brawl to PM

  •   Dashing speed is faster, making him a much faster character combined with his recovery, and Project M physics.
  •   Foward smash does 2% more damage now doing 16% and has more knockback.
  •   Foward tilt does 2% more damage now doing 8% and has more knockback.
  •   Up throw KO power has increased.
  •   Up Smash does more damage and has slightly more knockback.
  •   Back air does 2% more damage now doing 13% and has more knockback.
  •   Neutral air does 4% more damage and has more knockback.
  •   Up tilt has increased knockback growth.
  •   Dash attack does 2% more damage now doing 7%.
  •   Gyro no longer fades when it hits a shield.
  •   Down throw is better at follow-ups
  •   Down aerial is more mobile and has more flexibility.
  •   The time required to fully charge Robo Beam has been shortened.
  •   Gyro now shoots out with significantly less velocity, greatly enhances its uses for stage control, and also allowing R.O.B. to pick it up quicker.
  •   Up aerial is an eyeblast, similar to his forward smash, that arcs quickly over his head dealing up to 19% acting as a launcher having more utility than his previous up aerial.
  •   Robo Burner and aerial Arm Rotors have been replaced with Robo-Booster. R.O.B. can quickly boost himself sideways or upwards. He can boost three times before he must land, and landing replenishes all his boosts instantly, he can use an aerial attack right out of it which increases his aerial game and approach options. It also leaves him less vulnerable than his old recovery due to having 3 different directions to choose from,and it being faster in general. Grabbing the edge will only give him one boost back if he has run out. R.O.B.'s grounded Arm Rotor is similar to its Brawl incarnation, but moves him forward more quickly, and always aims diagonally downwards instead of having a changeable angle.
  •   Up Smash can hit grounded opponents more leniently.
  •   Gyro shooting out with significantly less velocity hinders its ability to be used at long range, and making it much less effective for camping.
  •   Fully charged gyro does 3% less damage now doing 15% with less knockback.
  •   Down tilts IASA frames occur later.
  •   Back throw has very slightly less knockback growth.
  •   Down smash does 1% less damage now doing 12% and is slightly less of a KO move.
  •   Down throw does 2% less damage now doing 8%.
  •   Has a helpless animation for his air dodge, in which he falls looking down while flicking his arms slowly.


In terms of cosmetics, R.O.B. now has an alternate costume designed to look like a fusion of the Robotic Operating Buddy and the Virtual Boy.

Revision

2.5b

  •   All of R.O.B's thruster-based attacks now do slightly more shield damage.
  •   Can now DACUS.
  •   Forward smash damage and knockback increased, hitboxes match the animation better, and it comes out slightly later.
  •   Up smash damage increased, hitboxes match the animation better, and it now also has a launcher hitbox (pre-charge).
  •   Neutral air damage and knockback slightly increased.
  •   Back air damage and knockback slightly increased.
  •   Down air endlag decreased.
  •   Up throw adjusted to allow better follow-ups.
  •   Grounded Arm Rotor no longer goes half the normal distance when used out of a Run.
  •   Gets a boost back when grabbed if he has none.
  •   Gyro shooting endlag reduced.
  •   Down throw adjusted to not chaingrab fastfallers as harshly, and does slightly less damage.
  •   Now gets horizontal momentum from running jumps and on horizontal air jumps.
  •   Forward tilt's sweetspot hitboxes have priority over the sourspot hitboxes.
  •   Back air no longer has aerial mobility disabled during part of the move.
  •   Up air hitlag slightly decreased.
  •   Down air no longer has aerial mobility disabled during part of the move.
  •   Grounded Side B retains its momentum during the startup.
  •   Grounded Arm Rotor hitboxes start earlier to match the animation.
  •   Aerial Arm Rotor retains horizontal and vertical momentum during the startup.
  •   Robo-Booster upward vertical momentum is retained during startup.
  •   Gets all boosts back when hitting the ground during tumble.
  •   Gyro charge cancel no longer goes into air dodge in the air.

2.6b

  •   Dash is now slightly faster and transitions into Run later, increasing dash-dance range.
  •   Down throw has been slightly increased in knockback growth.
  •   All three Boosts are returned to R.O.B if hit out of a techroll or techstand.
  •   Neutral air angles all adjusted to be the same trajectory and has decreased slightly in knockback growth.
  •   Back air no longer sets vertical momentum and hitbox adjusted to not be out for as long.
  •   Up air is now multihit, damage slightly lowered with knockback compensated.
  •   Down air subtracts horizontal momentum, hits slightly earlier, and damage has been adjusted.
  •   Aerial Arm Rotor resets all momentum during the startup, allowing for it to be used lower to the ground.
  •   Grounded Arm Rotor aesthetics cleaned up and reflects slightly earlier.

3.0

  •   Down airs after the first give a smaller vertical boost, do 2 less damage, and have slightly smaller hitboxes. Refreshes upon landing on stage.
  •   Back air vertical momentum canceling returned (reverted to 2.5).


Moveset

 
R.O.B.'s alternate costume.

Up to date as of version 3.0.

Name Damage Description
Neutral attack 2% then 4% R.O.B. does a quick swing with each arm. Two hits with the first one dealing slight upward knockback, with almost no KO potential. The second hit has more knockback than the first.
Forward tilt 8% (arms) 5% (body) Leans forward and punches with an impressive range. Can be aimed up or down.
Up tilt 9% (hands) 3% (arms) Arms point upwards and his "torso" moves up on his "spine", causing this to pop up a bit. Can hit twice, first hit does 3% and has set knockback, second hit launches opponents upwards. Hitting with the first (R.O.B.'s elbows at the sides) can lock most fastfallers and heavyweights.
Down tilt 4% (hands) 5% (arms) Quickly pushes his arms forward along the ground. Quick, produces opportunity for multiple hits.
Dash attack 7% (clean) 4% (late) R.O.B. thrusts his arms forward.
Forward smash 16% (sweetspot) 13% (sourspot) Shoots a short beam from his eyes. Can be directed up and down like a shorter Robo Beam. May be considered a projectile, due to the fact that it can't break a Metal Box. Does average knockback. When angled up and fully charged, it KOs at 95%.
Up smash 4% (hit 1) 16% (hit 2) Plants hands on ground and does a handstand, shooting boosters out of his base upwards. Very high knockback, but is slow and predictable. High vertical range with a small hitbox on R.O.Bs sides, which will send the enemy into the blast. When sweetspotted and fully charged, it KOs at 100%.
Down smash 2% (4 hits) 4% (hit 5) Lowers torso on his spine and extends arms, spinning them. Low damage and knockback, but decent range and multiple hits.
Neutral aerial 14% Shoots his boosters out diagonally down in front of him and spins with them going. Has good knockback. It's slow coming out but when it makes contact it's good when the opponent's at a low damage percentage. R.O.B. can short hop and use this move a lot to hit enemies with.
Forward aerial 10% (arms) 6% (hands) Looks like his dash attack, just in the air. It's fast, strong and has good duration. It works as an excellent wall of pain.
Back aerial 13% Aims his base behind him and fires his boosters. Pushes R.O.B. forward a little bit, although while he keeps the knockback after getting hit, it does nothing to increase or reduce momentum. The hitbox affects targets both in front of and behind R.O.B. each with decent knockback. This can be used for recovery in between Arm Rotors, creating virtually one of the longest horizontal recovery moves in the game along with Pound and Glide.
Up aerial 6-14% Fires a short beam from his eyes overhead.
Down aerial 9% Boosts R.O.B. up a little bit, shooting his boosters down where he was. It's powerful, yet slow and can Meteor Smash. The move keeps him stationary in the air shortly, although he can fast fall with it.
Grab Grabs the enemy with his hands.
Pummel 3% Squeezes opponent with his hands.
Forward throw 10% Tosses opponent forward. Very fast.
Back throw 10% Quickly swings opponent backward. Can KO around 165%, if used very close to the ledge.
Up throw 10% Grabs opponent, flies them into the air a short distance, turns them upside down, then crashes them into the ground (Similar to Olimar, Kirby or Meta Knight's up throw). This is R.O.B.´s strongest throw, knockback wise. Can KO around 150%.
Down throw 8% Flips the enemy upside down and drills them into the ground in front of him.
Floor attack (front) 6% Quickly gets up and spins with both arms extended in each direction, although a bit lower.
Floor attack (back) 6% Quickly gets up and spins with both arms extended in each direction.
Floor attack (trip) 5% R.O.B. lowers his torso, withdraws his left arm and extends his right arm to sweep the floor around.
Edge attack (fast) 7% R.O.B. leaps onto the edge and swings both arms over-head.
Edge attack (slow) 10% Rotates so that his right arm is directly pointing the stage and lunges his right arm forward.
Neutral special Robo Beam 5-9% (beam) 7% (uncharged short beam) R.O.B fires a small pink laser that does a small amount of damage and stuns the enemy for a second. The shots can be angled up or down and reflect off of walls and floors. It should also be noted that this attack does not stop when it hits an opponent, allowing the player to hit multiple foes. R.O.B. must wait 1 second for the laser to recharge, or R.O.B. will shoot a weak, short-range laser. When the laser is charged, the red light on R.O.B.'s head will begin to flash. Kirby also has this property when he copies R.O.B. There are actually two levels of charge and if the beam is left alone for 20 seconds, it will become the Super Robo Beam. Super Robo Beam is much stronger and thicker and has increased range (enough to travel all the way across any stage), though it is significantly slower than a normal Robo Beam.
Side special Arm Rotor (ground); Robo-Booster (aerial) 2% (per hit)(ground) 0% (air) R.O.B. to spin with an arm outstretched. Hits multiple times This attack can also reflect any incoming projectiles that hit the outstretched arms. The move can be bit difficult to use as a reflector, as there is bit of delay before R.O.B. starts to spin his arms, thus requiring more accurate timing than the other faster reflectors. When used in the air R.O.B boosts himself forward a ways, aiding his recovery, however when used it will take up a boost that is also used in R.O.Bs Robo-Booster, meaning it only has three boosts that don't get replenished until R.O.B touches the ground.
Up special Robo-Booster 0% R.O.B boosts himself upward a ways while moving in the direction the control stick is moved. The move has three boosts that are automatically replenished when R.O.B touches the ground. Even without boosts, using the move will make R.O.B move in the direction of the control stick.
Down special Gyro 5-15% 2-5% (on ground) 8% (thrown) 9% (dash thrown) 6% (dropped) R.O.B encompasses a spin toy. It is chargeable and the longer it charges, the stronger and faster it becomes and the farther it's tossed. After being launched, it can be picked back up and thrown at the opponent. An opponent can pick it up as well. It also acts like the Unira in that it will still cause damage on contact as long as it is spinning. Each R.O.B. can only have one originating gyro on the screen at any time and can use Gyro again as soon as the previous gyro leaves the screen. If the move is attempted when R.O.B. cannot reuse his gyro, he goes into his Gyro-charging stance and makes a motion with his arms as if to spin a gyro, but no gyro appears. Much like Donkey Kong's Giant Punch and Samus's Charge Shot, Gyro does not attack instantly when used. Instead, its initial use begins a charging process. The move must be performed a second time to fire the gyro.
Final Smash Diffusion Beam 2% (close range) 4% (long range) 15% (hard hit laser) R.O.B. gains invincibility and shoots medium ranged whirling lasers out of his eyes (with almost no knockback), followed by some hard-hitting short lasers (with tremendous knockback). Being in the general area in front of R.O.B. causes damage that rises at a 2% damage rate and as long as R.O.B. is in front of an enemy, he will continue doing damage. The laser has good reach in front of R.O.B, the hitbox is continuous, the attack lasts 15 seconds, and R.O.B. is free to move and pursue his opponents. He can also use his entire moveset (excluding Robo Beam) during the Final Smash, and can even use items and taunts without affecting its hitboxes.

In competitive play

Notable players

Palette swaps

 
R.O.B.'s palette swaps in PM

Trivia

  • If one looks inside the lenses of the Virtual Boy R.O.B., one can vaguely see a moment from the original Mario's Tennis.
  • R.O.B.'s Virtual Boy Alternate Costume Vaguely contains the current phone number to Nintendo Of America

External links