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WALL-E (SSBU)

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This article is about WALL-E's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see R.O.B..
WALL-E
in Super Smash Bros. Ultimate
{{{content1}}}
{{{content2}}}

ROBSymbol.svg
Universe R.O.B.
"""Other""" playable appearances in Brawl
in SSB4
Availability Unlockable
Final Smash Just Mega Laser
ROBHeadSSBU.png

WALL-E (ウォーリー, WALL-E) is a playable character in Super Smash Bros. Ultimate. He was officially revealed on June 12th, 2018 alongside Dr. Mario, Duck Hunt, and the rest of the returning roster as the first playable character from Disney; he effectively replaces R.O.B. from previous instalments, sharing many of his moves and animations. Since no-one knew who R.O.B. was, it was easy enough to replace him with a more marketable character while still retaining his functional moveset for you R.O.B. purists out there. WALL-E is classified as Fighter #42. Please note that the head icons on this article are placeholder and subject to change.

WALL-E's beeps and short voice clips from his titular movie were repurposed for Ultimate.

How to unlock

Complete one of the following:

WALL-E must then be defeated on Wrecking Crew (the Ω form is used in World of Light).

Attributes

WALL-E is the eighteenth heaviest character in the game, being tied with Snake and Banjo & Kazooie, thus making him a heavyweight. WALL-E sports an above average walking speed, initial dash, and falling speed, is tied with Ike and Bowser Jr. for the 26th fastest air speed, average dashing speed, gravity, and traction, as well as the 30th highest air acceleration. This grants him mobility that is fairly average overall, yet balanced compared to most of his fellow heavyweights. This, along with several of his other attributes, most notably his extremely long-distanced recovery, noticeably set him apart from most of them.

Like R.O.B. before him, WALL-E is a zoning-oriented character with very useful projectiles to keep his opponents at bay. Laser enables him to attack from considerable distance, and becomes the noticeably stronger Super Laser when it is left idle for 14.3 seconds. While Laser interrupts opponents faster, Super Laser deals more damage and has higher knockback growth. Waste Compactor is an auto-chargeable projectile that becomes an item when fired. Compared to Laser, it has a more favorable angle for disrupting opponents, while also being more manipulable as a projectile and having greater kill power. Thanks to WALL-E's item throws being among the strongest in the game, Waste is also very useful when smash thrown as an item.

Aside from his projectiles, WALL-E's ground game is also excellent. Jab comes out on frame 3 and acts as a quick move at low percentages to escape pressure situations, and it can also jab lock and combo. Forward tilt can be useful for spacing at higher percentages 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 his up air. Down tilt is WALL-E's single best move, as it lowers his hurtbox, has great range, is tied with jab as his 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 safest pressuring moves in the game. It also combos into itself at lower percentages, 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 percentages. Lastly, dash attack is useful for punishing landings and whiffs, is very fast at frame 7, has decently long range, and can combo into his forward air at low to mid percentages.

WALL-E's air game is also great, 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 and, to a lesser extent, a kill move. Up aerial is a great vertical kill move due to its large and long-lasting hitboxes, fast startup, and the last hit’s high knockback. Back and down aerials are WALL-E's most damaging aerials when sweetspotted, and they too have large hitboxes, much like neutral aerial. However, they also boast their own specific strengths. Back air has recovery potential thanks to it propelling WALL-E forward, and it's his only aerial that can KO in neutral due to its very high knockback and huge hitbox. Not only that, but it is also one of the strongest back aerials in the game. Down air is a meteor smash that can hit below the ledge and KO very early if done so. It is also active for 6 whole frames, making it difficult to avoid for characters with linear recoveries. Lastly, forward aerial is WALL-E'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.

WALL-E'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, WALL-E's up throw is much more useful. It is his most damaging throw, a solid kill move (especially when boosted by rage or if he lands on a platform), and can even be used for combos at low percentages. His down throw, despite not being a kill move, is also one of his best tools for taking a stock. While it deals poor damage, it buries opponents, allowing for followups into up tilt, up air, or even up smash. However, with mashing, the opponent can typically get out before WALL-E 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 WALL-E possesses a large number of strengths, he does also have a few noteworthy shortcomings. Despite having a good chunk of moves with respectable KO potential, landing his kill moves can be problematic because of them either being laggy or having unimpressive ranges, or possibly even both. The latter trait is particularly noticeable in regard to WALL-E'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 WALL-E'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 Jigglypuff would have an easier time getting away from. This also means that he has difficulty dealing with combo-oriented characters, such as Pikachu and Mario. This is further compounded by his above average falling speed, as well as his aerials' inability to reliably break combos: neutral and down aerials are very slow in terms of startup, forward and up aerials only hit in front of and above WALL-E, respectively, and back aerial is a mix of both: it has slow startup and only hits behind him.

Overall, WALL-E is a non-traditional heavyweight zoner. His decently fast mobility and overall above average frame data allow him to easily pressure unwary opponents, and he doesn’t have too much trouble killing if he can get the advantage. While his overall range is rather small for a zoner like him, it is functional in the long run regardless. However, WALL-E players must be very cautious, as a single combo can be all it takes to get WALL-E in an uncomfortable position or possibly even kill him, thanks to his large size, moderately high weight, above average falling speed, and lack of options to break free from combos.

Changes from Super Smash Bros. 4

"R.O.B." was significantly buffed in his replacement by WALL-E, and I'm not just talking about being far better personality-wise. Similarly to Mario, he 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 WALL-E's most impactful buff is to his Arm Rotor move. Previously universally regarded as one of the worst attacks in Smash 4, it executes faster, with reduced startup lag, much less ending lag, and larger hitboxes with improved angles that connect with each other 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 WALL-E potential zero-to-death combos and allowing him to KO opponents at absurdly early percentages.

Several of WALL-E'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 WALL-E's previous weaknesses. Up tilt has had its first hit's hitbox from Brawl restored, increasing its range and reliability. Down smash also launches opponents at a consistent angle, improving its consistency all around. Laser (formerly Robo Beam) has larger hitboxes and launches at lower angles, improving their effectiveness as edgeguarding options. Lastly, Waste Compactor (replacing Gyro) has been significantly buffed: it can now be returned to WALL-E's compactor if he grabs 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 WALL-E even more potential combo routes and give him more safe options against opponents.

WALL-E also 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 him 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 WALL-E, as it makes his very fast and decently-ranged down tilt safer on shield. The universal decrease to landing lag noticeably improves WALL-E'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 WALL-E, as they allow him to edgeguard his opponents more effectively and use a directional air dodge out of Fire Extinguisher (Robo Burner) to gain more distance, improving his already excellent recovery.

However, WALL-E 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". WALL-E also retains a few of the same issues from his inferior predecessor; 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 WALL-E'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, WALL-E's playstyle remains fundamentally unchanged from R.O.B. in SSB4, but changes to several of his attacks and to the game's engine have now properly cemented WALL-E 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. WALL-E'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 R.O.B.'s mid tier status in both Brawl and SSB4.

Aesthetics

  • 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.

Attributes

  • Buff R.O.B.'s character model is smaller. This makes his hurtbox slightly smaller, while keeping his range mostly intact.
  • Buff R.O.B.'s prone animation has been altered: he 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 3 frames to complete (down from 5).
  • Change Double jump animation has been altered: R.O.B. spins horizontally while jumping.
  • Buff R.O.B. walks slightly faster (1.122 → 1.178).
  • Buff R.O.B. runs faster (1.568 → 1.725).
    • Buff His initial dash speed is much faster (1.3 → 2.002).
  • Change R.O.B.'s running animation has been slightly altered: he 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).
  • Nerf Forward roll grants less intangibility (frames 4-16 → 4-15).
  • Nerf Back roll has more startup with less intangibility (frames 4-16 → 5-16), and more ending lag (FAF 30 → 35).
  • Buff Spot dodge has less ending lag (FAF 27 → 26).
  • Buff Air dodge grants more intangibility (frames 3-27 → 3-29).
  • Nerf Air dodge has more ending lag (FAF 33 → 51).
  • Buff The reintroduction of directional air dodges benefits R.O.B. to a larger degree than most other characters, improving his edgeguarding ability without leaving him much more vulnerable to it, due to his flexible aerial game and recovery.

Ground attacks

  • Neutral attack:
    • Buff The first hit can be held for a consecutive jab.
    • Buff Both hits consist of three hitboxes instead of one, which are smaller (3.5u → 2.5u/2.5u/2.8u (hit 1), 3.4u/3.4u/3.6u (hit 2)), but placed farther horizontally (Z offset: 12.5u-4u → 6.5u/10.2u/14.2u (hit 1), 13u-5u → 6.5u/10.5u/14u-15u (hit 2)). This improves their range, properly covering the tips of R.O.B.'s arms.
    • Buff The first hit launches at different angles (100° → 361°/180°) to keep opponents on the ground, and has more base knockback (4 → 18/23), but less knockback scaling (70 → 15), in addition to a hitstun modifier of 5 on the two innermost hitboxes. This allows it to jab lock and connect more reliably into the second hit.
    • Nerf The second hit has a higher hitlag multiplier (1× → 2×), making it easier to DI.
  • Forward tilt:
    • Buff Forward tilt deals more damage (5%/6%/8% → 7%/8%/10%).
    • Buff It has more base knockback (30 → 48), but less knockback scaling (100 → 77). This makes the move safer on hit at low percentages, while still slightly improving its KO power due to its increased damage.
    • Buff Due to the changes to jostle mechanics, the sourspot is harder to land compared to the middlespot and sweetspot, despite having its priority changed to be higher than theirs.
    • Change It uses stationary hitboxes rather than connecting them 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 Dash attack has less ending lag (FAF 36 → 32), improving its combo potential in combination with R.O.B.'s faster jumpsquat.
  • Forward smash:
    • Buff Forward smash has more knockback scaling (100 → 105 (sweetspot)/110 (middlespot, sourspot)), improving its KO potential.
    • Buff The sweetspot and middlespot are extended farther horizontally (Z offset: 12u/22u → 14u/24u (non-angled), 11.3u/21.2u → 13.3u/23.2u (angled)), making them easier to land.
    • Buff It has an altered charging animation where R.O.B. lifts his arms and doesn't lean forward, better resembling its charging animation from Brawl. This gives R.O.B. a more favorable hurtbox placement while charging the move.
    • Change It starts charging earlier (frame 10 → 7).
  • Down smash:
    • Buff The first two hits' hitboxes remain static at R.O.B.'s sides, instead of following his arms as he spins, improving the consistency of their range.
    • Buff The first two hits have less knockback (30 base/40 scaling → 20/20), allowing them to connect more reliably.
    • Buff It starts charging later (frame 2 → 4), making it less likely to be charged on accident and thus delayed.
    • Nerf The move only hits three times instead of five, reducing its total damage up close despite the first two 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); 13%/11% total → 12%/11%).
    • Nerf The first two hits have a shorter duration with gaps between them (frames 7-14 → 7-8, 11-12), no longer using a rehit rate.

Aerial attacks

  • Buff All aerials have less landing lag (12 → 7 frames (neutral), 15 → 9 (forward), 22 → 13 (back, up), 21 → 12 (down).
  • Neutral aerial:
    • Buff Neutral aerial has less startup with a longer hitbox duration (frames 18-32 → 14-32).
    • Buff It deals more damage (8%/6% → 9.5%/7.5%) with knockback not fully compensated (50 base/100/98 scaling → 48/52 base/90/83 scaling), slightly improving its KO potential, while still having increased combo potential due to its lower landing lag.
    • Change The sourspot takes priority over the sweetspot. As a result, the sourspot is easier to land for combos up to higher percents, but the sweetspot requires more precise spacing to be landed.
  • Forward aerial:
    • Buff Forward aerial has a longer hitbox duration (frames 6-7 → 6-8).
  • Back aerial:
    • Buff Back aerial deals more damage (12%/10% → 15/13% (clean), 6%/4.5% → 9%/7.5% (late)) with knockback not fully compensated (32 base/100 scaling → 41/35 base/87/83 scaling (clean), 30 base/100 scaling → 35 base/76/74 scaling (late)). This noticeably improves its KO potential, with the clean sweetspot KOing at around 115% from the center of Final Destination.
    • Buff The late hit has a longer duration (frames 24-29 → 24-32).
  • Up aerial:
    • Buff The last hit has less startup with a longer duration (frame 26 → frames 23-24), allowing it to connect better from the previous hits.
      • Nerf However, the move's total duration remains unchanged, increasing its ending lag.
  • Down aerial:
    • Buff Down aerial grants more vertical momentum upon on startup (0.1 → 0.7), improving its edgeguarding ability, and allowing R.O.B. to use it closer to the ground without landing before it comes out.
    • Change R.O.B. faces further forward when performing the move.

Throws and other attacks

  • Grabs:
    • Nerf All grabs have more ending lag (FAF 31 → 38 (standing), FAF 38 → 46 (dash), FAF 37 → 41 (pivot)).
    • Buff Standing and pivot grab have less startup (frame 7 → 6 (standing), frame 11 → 10 (pivot)).
    • Buff Standing grab has more range (Z2 offset: 10.6u → 11.6u).
    • Nerf Dash 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.
    • Buff It deals more hitlag (4 frames → 14), but has less startup (frame 2 → 1) and much less ending lag (FAF 17 → 7), shortening its effective duration by one frame.
    • Nerf It deals less damage (2% → 1.3%).
  • Forward throw:
    • Change R.O.B. has a new forward throw: he throws the opponent overhead with one arm.
    • Buff It releases the opponent later (frame 7 → 11) with its total duration unchanged, reducing its ending lag. Compounded with R.O.B.'s faster initial dash, this grants the move combo potential at low percents.
  • Back throw:
    • Change It has an altered animation: R.O.B. turns to face the direction in which he threw the opponent, and his arms performs a full spin around.
  • Up throw:
    • Nerf Up throw releases the opponent earlier (frame 65 → 58) with its total duration unchanged, increasing its ending lag. This hinders its combo ability past low percents, although it is somewhat compensated by R.O.B.'s faster jumpsquat.
  • Down throw:
    • Change Down throw buries opponents, much like Banjo & Kazooie and King K. Rool's down throws.
    • Buff The throw's bury effect allows for more read-based followups, including up tilt and up aerial, and gives R.O.B. more reliable KO setups into up smash and up aerial at high percents, effectively substituting his "Beep Boop" setup from Smash 4.
    • Nerf It deals half as much damage (10% → 5%).
    • Nerf It has more ending lag (FAF 66 → 76). Combined with the move's bury effect and lower damage, this significantly hinders its combo potential from low to mid percents, as opponents can mash fast enough to escape before R.O.B. is able to initiate another attack.

Special moves

  • Robo Beam:
    • Buff Super Robo Beam deals significantly more damage (10% → 15%).
    • Buff Both stages of Robo Beam have larger hitboxes (1.5u → 2u (Robo Beam), 3u → 3.5u (Super Robo Beam)) that are placed farther horizontally (Z offset: 0u → 3u (Robo Beam), 2u (Super Robo Beam)). Super Robo Beam's hitbox also extends backward after its first three active frames (Z offset: 0u → 2u–-16u), covering the beam's tail.
    • Buff Both stages launch opponents at lower angles (80° → 60° (Robo Beam), 60° → 45° (Super Robo Beam)), improving their effectiveness for edgeguarding.
    • Nerf Both stages deal negative shield damage (0 → -2.2 (Robo Beam), -3.7 (Super Robo Beam)).
    • Nerf Super Robo Beam has much less knockback scaling (70 → 43), hindering its KO potential despite its increased damage, unless it hits near the edge.
    • Change Super Robo Beam's graphic is flashier.
  • Arm Rotor:
    • Buff The move has less startup (frame 16 → 13) and ending lag (FAF 106-133 → 86-108), improving its safety and utility as a followup option, especially to KO offstage. It also reflects projectiles faster (frame 16 → 13).
    • Buff The looping hits use set knockback (20 base/70 scaling → 40/50 set/65/70 scaling), an autolink angle (120°/145°/145°/361° → 367°), and have a much lower hitlag multiplier (0.7× → 0.2×). Additionally, the move in general has slightly larger hitboxes (3.3u/3.3u/4.3u/3.3u → 4.5u/4u/3.3u/3.3u (looping hits), 5.5u → 6u (last hit)), and the last hit extends further inward (Z offset: -4u–14u → -4.5u–14u). These changes allow the move to connect significantly more reliably, make it harder to escape from, and increase its range behind R.O.B., increasing the move's reliability.
    • Nerf Akin to its Brawl counterpart, Arm Rotor has much less horizontal maneuverability on the ground (speed multiplier: 1x → 0.4x).
    • Nerf R.O.B doesn't jump forward as far when activating the move (initial speed: 1.5 → 1.2).
    • Nerf The looping hits deal more damage (1% → 1.5%), but have a slower rehit rate (3 frames → 5), reducing the move's damage output if all hits connect (16%-25% → 10.5%-18%).
      • Buff However, it still racks up more damage overall when extended, due to its significantly improved linking ability.
    • Change The last hit has a lower hitlag multiplier (3.4× → 2.4×).
    • Change The last hit has a more exaggerated animation.
  • Robo Burner:
    • Buff Robo Burner's fuel has a longer duration (~110 frames → 143).
    • Buff It can be canceled by a double jump or air dodge, should these options be available. In combination with the aforementioned buff, this further improves R.O.B.'s recovery, allowing him to avoid edgeguards more effectively and get additional distance with a directional air dodge.
    • Change The move has new particle effects.
    • Change R.O.B. has a gauge on his chassis that shows how much fuel he has left. The gauge is split into three pieces, and changes color as each piece is emptied, going from light blue to yellow, then to red.
  • Gyro:
    • Buff Like other charge-cancelable moves, Gyro can be canceled by spot dodging or jumping.
    • 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 pressure with it for a longer period of time.
    • Nerf It deals less damage when thrown as an item (8.9%-11% → 6.7%-7.9% (forward)).
    • Nerf It deals less shield damage.
  • Final Smash:
    • Buff 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. This is an improvement over Super Diffusion Beam, as it is much easier to hit opponents.

Update history

WALL-E 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 (0 → -2.2/-3.7 (normal/Super)).
  • Nerf Gyro deals less shield damage (0 → -2/-2.5 (thrown/spinning)).

Super Smash Bros. Ultimate 3.1.0

  • Buff Neutral attack 1 connects into neutral attack 2 more reliably (hitbox 2 BKB: 18 → 40).
  • Buff Neutral attack 2 has more range (hitbox 2 Z offset: 14u → 14u-15u).

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.

Super Smash Bros. Ultimate 11.0.0

  • Change Changed the length of vulnerability when crumpling to be consistent with other fighters.

Moveset

For a gallery of R.O.B.'s hitboxes, which are strikingly similar to WALL-E's, see here.

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack 11 / 12 3% Two alternating hooks. Both of its hits hit on frame 3, which ties it with down tilt as WALL-E'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.
3%
Forward tilt S2 7% (body), 8% (arm), 10% (arm's tip) A lunging hook. This attack can be angled; the tip of WALL-E's arm is decent for spacing, beginning at 50%.
Up tilt Hi2 3% (hit 1), 5% (hit 2 tip), 6% (hit 2 middle) Quickly 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 very minimal horizontal range, which forces WALL-E to practically stand next to a grounded opponent in order to land it.
Down tilt Lw2 5% Quickly thrusts his arms diagonally downward. It hits on frame 3, which ties it with neutral attack as WALL-E'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. Widely considered by many to be the best down tilt in the game and one of the best moves in the game overall due to its fast startup, low ending lag, good range, safety on shield, shield pressuring ability, and use as a combo starter and extender.
Dash attack DashA 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) Fires a thick laser beam forwards, similar to the uncharged Laser. Although this move has poor startup and is very punishable, the strongest hitbox closest to WALL-E'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 Hi3 3% (hit 1), 14% (hit 2) Handstands and activates his fire extinguisher to emit a steamy 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 WALL-E's arms having hitboxes that launch opponents into the extinguisher's 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 Lw3 3.5% (hits 1-2), 5% (hit 3) Compacts his lower body and spins many times doing a discus clothesline, 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 WALL-E, 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 7.5% (base), 9.5% (tip) Activates his fire extinguisher and somersaults, emitting a powerful 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 reliably combo into forward air, Arm Rotor, or up air. It is also WALL-E's best landing option and is safe on shield. However, due to it hitting on frame 14, it is one of the slowest aerials of its type and can be stuffed out by faster aerials.
Forward aerial AirF 7% Swings his arms forwards. It hits on frame 6, making it WALL-E'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 WALL-E's only aerial that does not have a disjointed hitbox.
Back aerial AirB 15% (base), 13% (middle), 9% (late base/middle) Leans forward and activates his extinguisher to emit a fiery blast behind him. 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 Fire Extinguisher's fuel, and due to it briefly halting WALL-E's momentum, it can autocancel in a short hop, just like his other aerials. One of the strongest back airs in the game, KOing around 80% at the ledge.
Up aerial AirHi 1.5% (hits 1-4), 4% (hit 5) Rapidly spins his arms upwards. It is WALL-E's second fastest aerial attack. 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 AirLw 12% (base), 11% (middle), 6% (tip) Activates his extinguisher to emit a smoggy 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 WALL-E's momentum for a while. Due to it hitting on frame 20 and having 43 frames of ending lag, it is WALL-E'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 Grab (つかみ) Clinches the opponent. All of WALL-E's grabs are extremely fast, but have terrible range.
Pummel CatchA 1.3% A headbutt.
Forward throw ThrowF 8% While holding the opponent in his hand, WALL-E pulls his arm back and then flings it forward, throwing them away. Has minimal ending lag, giving it some combo potential at low percents.
Back throw ThrowB 10% Flings the opponent behind him with both of his arms. If fully charged beforehand, Waste Compactor can follow up from a back throw from low to mid percentages.
Up throw ThrowHi 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 WALL-E has rage and/or lands on a platform.
Down throw ThrowLw 5% WALL-E flips the opponent over and drills them into the ground headfirst, burying them. Depending on the opponent's mashing, WALL-E can follow up with an up tilt, up air, or up smash.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Punches around himself while getting up.
Floor attack (back)
Floor getups (back)
  7% Punches in front of himself and then behind himself while getting up.
Floor attack (trip)
Floor getups (trip)
  5% Spins his torso around to throw a low-angle hook around himself while getting up.
Edge attack
Edge getups
  9% Swings his base forward and activates his extinguisher to emit a blast forward while climbing up.
Neutral special Laser 7% (Uncharged Laser), 11.5% (point-blank Laser), 4.5% (long range Laser), 22% (point-blank Super Laser), 15% (long range Super Laser) A laser zap from between WALL-E's eyes with 3 different levels: Uncharged Laser, Laser, and Super Laser. Uncharged Laser 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 Laser and Super Laser can damage opponents from afar and ricochet, but cannot be fired consecutively. Laser and Super Laser also deal noticeably more damage when fired at point-blank range. It is one of WALL-E's options for zoning alongside Waste Compactor, with Laser being better for his neutral game, while Super Laser is better for surprising opponents.

The solar charge bar on WALL-E's torso indicates the level: one red bar signifies an Uncharged Laser; yellow bars indicate Laser; and a full stack of green bars indicates Super Laser.

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 WALL-E 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 Fire Extinguisher Activates his fire extinguisher in order to fly. It grants impressive vertical and horizontal recovery distance, although WALL-E has a set amount of fuel to use in order to perform this move. Fuel is recovered over time as long as WALL-E is grounded. This doesn't cause helplessness, allowing WALL-E to fast fall, air dodge, or attack with any aerials or any of his other specials either through its duration or after its conclusion. WALL-E 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 Waste Compactor 6.1%-8.7% (uncharged), 7.2%-10.8% (fully charged), 5% (idle Gyro) Compacts a cube of garbage inside of his body. WALL-E's other zoning option alongside Laser, 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 cube can be active at a time, and attempting another will result in WALL-E flailing in confusion. If WALL-E is holding his cube, he will be able to continue compacting it. Typically, an idle cube deals little knockback when touched, albeit enough to harass anyone trying to get past and even perform a lock. Its sheer versatility as a combo and stage control tool make it one of the best projectiles in the game.
Final Smash Just Mega Laser 1.2% (homing lasers), 1% (laser loop), 3% (enlarged laser loop) Crouches down onto his arms, 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.

Not to be confused with Palutena's Mega Laser, which is technically combined with a Black Hole, so you've really got no excuse if you mix them up.

On-screen appearance

  • EVE flies onto the stage and drops off WALL-E's cubed-up form; WALL-E then un-compacts himself, and whistles and waves to EVE as she flies off.

Taunts

  • Up Taunt: Hal the cockroach appears on the ground beneath him, and WALL-E waves at him before motioning him away.
  • Side Taunt: Outstretches his arms and spins in place.
  • Down Taunt: A random trinket appears on the ground, and he picks it up, examines it, and then stores it in his body.

Idle poses

  • Briefly looks toward the screen.
  • Opens his solar charge panels and looks upwards.

Unused Crowd cheer

Cheer (English) Cheer (Japanese/Chinese) Cheer (Italian) Cheer (Dutch) Cheer (French)
Cheer
Custom combination of the flags of Canada, the USA, and Mexico.

Source, tweaked to fix rendering issues
Description R - O - B! Ro - bot! Rooooob! R - O - B! R - O - B! Rooooob!
Cheer (German) Cheer (Spanish) Cheer (Russian) Cheer (Korean)
Cheer
Custom combination of the flags of Canada, the USA, and Mexico.

Source, tweaked to fix rendering issues
Description R - O - B! R.O.B.! R.O.B.! *claps 3 times* R - O - B!

Victory poses

  • Left: WALL-E flies in from the sky on his fire extinguisher, crashing onto the ground. He rights himself after the colour flash.
  • Up: WALL-E imitates the dancers from the "Put on Your Sunday Clothes" scene of Hello, Dolly! with a trash can lid.
  • Right: WALL-E shovels up a small pile of garbage, quickly compacts it, and proudly displays it as Hal the cockroach climbs onto his torso.
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 unused remix, a short intro is added, and the first part is repeated once. (In case you haven't caught on by now, this doesn't have anything to do with WALL-E.)

In competitive play

From the start of the game, WALL-E has always been considered to have significantly improved from his Smash 4 predecessor. With better approach options, more versatile projectiles with Waste and Laser, even more threatening KO options, and an improved edgeguarding game, he has always been seen as an excellent zoner with a wide array of utility options. WALL-E 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 WALL-E as an upper high tier or even a top tier, according to Mew2King. Additionally, WALL-E's match-up spread is strong as well, having even or positive match-ups against meta relevant characters such as Joker, Wolf, Shulk, Pokémon Trainer, Olimar, Pac-Man, and Min Min, although he has disadvantageous match-ups against characters such as Pikachu, Mr. Game & Watch, Mario, and Young Link.

In online tournaments, which were the standard during the worldwide COVID-19 pandemic, causing almost all offline tournaments to switch to online, WALL-E fares better, due to his already safe aerials and tilts being much more reliable due to lag. Many players, including Epic_Gabriel, Raffi-X, and Benny&TheJets, have performed fairly well in Wi-Fi tournaments, including various Ultimate Naifu Wars, The Quarantine Series, and The Box.

Even after offline returned, WALL-E has continued to thrive, thanks largely to the aforementioned players, being one of the most common characters at nearly every major tournament alongside Roy and gaining the overall best results of any character in the cast. Despite this, he notably is much less common in the later stages of bracket; while he is near-universally considered top tier due to his ubiquity, his true viability at the absolute top level of play remains questionable.

Most historically significant players

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.

See also: :Category:WALL-E professionals (SSBU)

Classic Mode: Unreadable Expressions

R.O.B.'s congratulations screen. If you don't know why this is here, check today's date (you may have to try UTC's date).

WALL-E's opponents all wear masks or lack expressive faces. His boss, Galleom, fits in with the theme due to being a robot and lacking an expressive face.

Round Opponent Stage Music Notes
1 MetaKnightHeadSSBU.png Meta Knight Halberd Pink Ball Activate!
2 DarkSamusHeadSSBU.png Dark Samus Frigate Orpheon Psycho Bits
3 MrGame&WatchHeadSSBU.png MrGame&WatchHeadRedSSBU.png MrGame&WatchHeadYellowSSBU.png MrGame&WatchHeadBlueSSBU.png MrGame&WatchHeadTealSSBU.png Mr. Game & Watch (x5) Flat Zone X Flat Zone Horde Battle.
4 LittleMacHeadWireSSBU.png Little Mac Boxing Ring Tunnel Theme - X-Scape
5 WiiFitTrainerHeadSSBU.png WiiFitTrainerHeadMaleSSBU.png Wii Fit Trainer (x2) Wii Fit Studio (Battlefield form) Rhythm Boxing
6 ROBHeadSSBU.pngROBHeadSSBU.pngROBHeadYellowSSBU.pngROBHeadPurpleSSBU.pngROBHeadBlueSSBU.pngROBHeadGreenSSBU.png R.O.B. (x6) Mario Bros. (Battlefield form) Stack-Up/Gyromite Horde Battle.
If any of these costumes are being played as, ROBHeadGreySSBU.png WALL-E in the BnL version will take place of that costume.
Bonus Stage
Final Galleom Base Boss Battle - Super Smash Bros. Brawl

Credits roll after completing Classic Mode. Completing it as WALL-E has Stack-Up/Gyromite accompany the credits (they couldn't get the rights to any actual WALL-E music).

Role in World of Light

Finding R.O.B. in a beta version of World of Light

Although WALL-E was absent from the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (excluding Kirby) when Galeem unleashed his beams of light.

WALL-E 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

No. Image Name Type Power Stage Music
42 WALL-E
Shield
Shield
10,500 Wrecking Crew (Ω form) Stack-Up/Gyromite

Spirits

WALL-E's fighter spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 300 Gold, but only after WALL-E has been unlocked. Unlocking WALL-E 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.

On an (un)related note, R.O.B. makes an appearance in a few support spirits.

In Spirit battles

No-one uses spirits.

Alternate costumes

WALL-E's odd-numbered costumes feature his standard 700-year-old model as seen throughout his movie; his even-numbered costumes have him taking on the appearance of a more cartoony, stylised version of himself as seen in in-universe BnL promotional material.

File:Wall-e Palette (SSBU).png
ROBHeadSSBU.png ROBHeadGreySSBU.png ROBHeadYellowSSBU.png ROBHeadPurpleSSBU.png ROBHeadBlueSSBU.png ROBHeadGreenSSBU.png ROBHeadCyanSSBU.png ROBHeadRedSSBU.png

Gallery

Fighter Showcase Video (NOT WALL-E, DON'T BOTHER)

Trivia

  • WALL-E's stock icon is one of only five in Ultimate to show eyes, the others being Kirby, Meta Knight, Sonic, and Enderman.
  • On the official site for Ultimate, each character is accompanied by a background image of a stage from their universe. As WALL-E 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.
  • WALL-E and the Ice Climbers are the only fighters that cannot receive a series bonus, since they don't have any primary spirits from their own series.
    • Previously prior to the 10.1.0 update patch, Cloud also shared this distinction.
  • Bowser Jr., Yoshi, Mr. Game & Watch, and WALL-E 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 WALL-E's case, it is due to the Ancient Minister spirit.
  • Many of WALL-E's move names are based on the raw file names for moves in the game.
  • WALL-E is not actually in this game. This has all been an elaborate prank.
    • As of 2022, 2022 has been the least active SmashWiki April Fools' Day on record.