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

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[[Character customization|Custom moves]] can alleviate many of R.O.B.'s weaknesses. Robo Rocket gives R.O.B. a more traditional recovery and can also damage the opponent, High-Speed Burner allows R.O.B. to combo easier and improve his recovery considerably, both variations of Robo Beam and Gyro slightly improve his projectile game (the former due to their utility and the latter because of their higher damage), and Reflector Arm reflects projectiles much stronger than before. Even so, his custom moves have some issues. Both variations of Robo Beam have slightly lower damage output. Both variations of Arm Rotor remove one of R.O.B.'s options to pressure the opponent. High-Speed Burner must be used much more wisely due to its lower fuel, and Robo Rocket is sometimes outclassed by the latter in terms of utility. Fire Gyro is more easily punished due to its higher ending lag, and Slip Gyro deals less damage when fired normally and doesn't bounce from the stage, making it more predictable overall.
[[Character customization|Custom moves]] can alleviate many of R.O.B.'s weaknesses. Robo Rocket gives R.O.B. a more traditional recovery and can also damage the opponent, High-Speed Burner allows R.O.B. to combo easier and improve his recovery considerably, both variations of Robo Beam and Gyro slightly improve his projectile game (the former due to their utility and the latter because of their higher damage), and Reflector Arm reflects projectiles much stronger than before. Even so, his custom moves have some issues. Both variations of Robo Beam have slightly lower damage output. Both variations of Arm Rotor remove one of R.O.B.'s options to pressure the opponent. High-Speed Burner must be used much more wisely due to its lower fuel, and Robo Rocket is sometimes outclassed by the latter in terms of utility. Fire Gyro is more easily punished due to its higher ending lag, and Slip Gyro deals less damage when fired normally and doesn't bounce from the stage, making it more predictable overall.


All in all, R.O.B. is a defensively-minded character that still has a strong zoning game, but also wields an improved up-close game should he become aggressive. While R.O.B. now has to use close quarters combat more frequently due to his playstyle being slightly adjusted to be less reliant on projectiles, he can now effectively KO opponents without having to rack up absurd amounts of damage, as well as take on most types of opponents.
All in all, R.O.B. is a defensively-minded character that still has a strong zoning game, but also wields an improved up-close game should he become aggressive. While R.O.B. now has to use close quarters combat more frequently due to his playstyle being slightly adjusted to be less reliant on projectiles, he can now effectively KO opponents without having to rack up absurd amounts of damage, as well as take on most types of opponents. As a result, he is a potent character and has some dedicated mains like {{Sm|Holy}} and {{Sm|8BitMan}}.


==Changes from ''Brawl''==
==Changes from ''Brawl''==

Revision as of 21:08, November 3, 2015

This article is about R.O.B.'s appearance in Super Smash Bros. 4. For the character in other contexts, see R.O.B..
R.O.B.
in Super Smash Bros. 4
R.O.B.
ROBSymbol.svg
Universe R.O.B.
Other playable appearance in Brawl


Availability Unlockable
Final Smash Super Diffusion Beam
R.O.B.'s stock icon in Super Smash Bros. for Wii U.

R.O.B. (ロボット, Robot) was officially revealed as a playable character in Super Smash Bros. 4 on October 15th, 2014 alongside Ganondorf. R.O.B. reuses his mechanical sound effects from Brawl (albeit edited to sound quieter) and now appears more in-line with how he looks as a toy in real life, such as his body looking glossier more so than metallic and his proportions being slightly adjusted.

How to unlock

Super Smash Bros. for Nintendo 3DS

  • Play 70 VS Matches.
  • Collect at least 200 unique trophies.

R.O.B. must then be defeated on PictoChat 2.

Super Smash Bros. for Wii U

  • Play through at least 8 rounds of Crazy Orders
  • Play 60 VS Matches.

R.O.B. must then be fought on Wrecking Crew.

Attributes

Although R.O.B. is a heavyweight character (being the 10th heaviest character), he posseses great mobility, having decent walk and dash speeds, good traction, above average air speed and falling speed, low gravity and incredible jump force, but low air acceleration. Overall, R.O.B.'s mobility is better than some heavyweights, being almost as fast as a middleweight while jumping higher than most of them.

As in Brawl, R.O.B. is a zoning-oriented character with a very strong projectile game to keep his opponents at bay, with it being his biggest strength. Robo Beam keeps the opponent away and becomes a stronger projectile when left idle for more than 14 seconds. While the normal variant can interrupt opponents faster, the Super Robo Beam is a better damage racker and is also able to KO earlier than the normal variation. Meanwhile, his Gyro is an auto-chargable projectile that becomes an item when fired at an opponent. It has a better angle for disrupting opponents, while also being more manipulable as a projectile and having higher KO power, and even more when smash thrown as an item. R.O.B. also doesn't fear projectiles a lot, especially when he uses his Arm Rotor, which can reflect projectiles stronger than they were before. However, his zoning ability has been hampered somewhat in Super Smash Bros. 4, with Gyro in particular being the most negatively affected of his projectiles. Even so, his zoning ability is still strong when compared to most fighters.

R.O.B.'s aerial game is also strong, possesing many aerial attacks with amazing, and sometimes disjointed range. His neutral air has a large, disjointed hitbox that can help zone out opponents and covers R.O.B.'s hitbox from incoming attacks. His up air is one of his best moves for harassing airborne opponents or juggling them, while also having high KO potential. His back air has a huge hitbox behind him and has the highest potential of all his aerials, and can also aid his recovery without leaving him helpless. His down air has also a huge hitbox below him, and can be used after a ledge trump if the opponent regrabs the ledge, leading to its doom. Finally, while his forward air is arguably his worst aerial due to its much shorter range and not being disjointed unlike most of his other aerials, it can be used to space out opponents and for edgeguarding, as well as being his fastest aerial and being able to SHFF.

His grab game has also been improved, with R.O.B. now having a fairly good grab game: while his forward and back still have limited utility at being used to keep opponents away from R.O.B. and setting up edgeguards, his up throw is a viable KOing option with enough rage, and his down throw is a reliable combo starter, especially when used in sync with his up aerial, granting R.O.B. his own "Hoo Hah", nicknamed the "Beep Boop".

As effective as R.O.B. sounds, he does have some important shortcomings: while his previously poor KOing ability has been drastically improved (now having a number of reliable options to score KOs, with his forward and up smashes, up air and up throw being notable), he still has some difficulty to land the KO, as his options are either laggy, or require either R.O.B. grabbing the opponent or reading the opponent accordingly. His up-close game, while also being notably improved, has somewhat poor reach, notably on his grounded attacks, and while R.O.B.'s moves have a notable damage output, his combos are somewhat hard to land. R.O.B. also loses some of his zoning capabilities if the opponent steals his Gyro, while he has a hard time dealing with most characters that have reflectors (like Fox), better projectiles or both (like the Villager). While no longer being notably susceptible to juggling, R.O.B. is now susceptible to getting comboed by characters like Mario and Zero Suit Samus since he lacks a fast aerial attack outside of his forward air, which has short range and only hits in front of him.

Custom moves can alleviate many of R.O.B.'s weaknesses. Robo Rocket gives R.O.B. a more traditional recovery and can also damage the opponent, High-Speed Burner allows R.O.B. to combo easier and improve his recovery considerably, both variations of Robo Beam and Gyro slightly improve his projectile game (the former due to their utility and the latter because of their higher damage), and Reflector Arm reflects projectiles much stronger than before. Even so, his custom moves have some issues. Both variations of Robo Beam have slightly lower damage output. Both variations of Arm Rotor remove one of R.O.B.'s options to pressure the opponent. High-Speed Burner must be used much more wisely due to its lower fuel, and Robo Rocket is sometimes outclassed by the latter in terms of utility. Fire Gyro is more easily punished due to its higher ending lag, and Slip Gyro deals less damage when fired normally and doesn't bounce from the stage, making it more predictable overall.

All in all, R.O.B. is a defensively-minded character that still has a strong zoning game, but also wields an improved up-close game should he become aggressive. While R.O.B. now has to use close quarters combat more frequently due to his playstyle being slightly adjusted to be less reliant on projectiles, he can now effectively KO opponents without having to rack up absurd amounts of damage, as well as take on most types of opponents. As a result, he is a potent character and has some dedicated mains like Holy and 8BitMan.

Changes from Brawl

R.O.B. has been buffed in the transition from Brawl to SSB4. He has had his previously poor KOing ability improved, with many of his old KOing moves being made more powerful or slightly easier to connect, as well as being given access to new KO moves such as his heavily buffed up aerial and up throw. R.O.B. also benefits from the re-balancing of other characters who countered him in Brawl, most infamously Meta Knight, as well as being slightly better equipped to handle the new characters that are commonly seen competitively. R.O.B. also received some nerfs, however. His powerful zoning game has been hampered due to SSB4 removing glide tossing and his projectile and spacing tools having been made slower and/or given less reach. Although Robo Beam's super variation was slightly improved, a fully charged Gyro has lost a lot of its damage potential. This makes approaching more important, as R.O.B. is now poorer at projectile trading and effectively forces him to engage in a mix of zoning and close quarters combat in order to score KOs. R.O.B.'s recovery was also slightly toned down, being slower and easier to punish.

Overall, R.O.B. is a more competitively viable character in that he still possesses many of the positive traits he possessed in Brawl, while having one of his most significant faults (KOing ability) addressed. This has resulted in overall average tournament results, although he has fared much better in custom move-allowed tournaments due to the improvements that his custom moves, most notably High-Speed Burner and both variations of Robo Beam, grant him.

Aesthetics

  • Change R.O.B.'s proportions and visual appearance are different than in Brawl. His head is seemingly smaller, his appearance is more glossy than metallic, and his poses are now diagonal. This puts his design more in line with how he appears as a toy in real life.
  • Change R.O.B. is more emotive, such as making "angry" eyes during some attacks, and having "sad" eyes when being grabbed.
  • Change R.O.B. now faces the screen at an angle, as opposed to Brawl, where he faced straight.
  • Change For all of his taunts, regardless of the direction he's facing, R.O.B. will turn to the right.
  • Change The mechanical sound effects of R.O.B.'s attacks and taunts are quieter.

Attributes

  • Buff R.O.B. walks slightly faster (1.1 → 1.122).
  • Buff R.O.B. dashes slightly faster (1.5 → 1.568).
  • Buff R.O.B.'s air speed is faster (0.89 → 1.08).
  • Change R.O.B.'s falling speed is much faster (1.2 → 1.6).
  • Change R.O.B.'s size has increased, making him easier to combo, but improving his range in some attacks.

Ground attacks

  • Nerf Forward tilt's reach was reduced, being about two-thirds of what it was before.
  • Nerf Up tilt's side hitboxes no longer effectively launch opponents into the main upper hitbox and now have almost no horizontal reach, making it effectively useless against opponents who are not above R.O.B. or at least very close to his torso.
  • Buff Up tilt has slightly more vertical reach.
  • Buff Dash attack has better reach and deals 2% more damage (6% → 8% (arms), 5% → 7% (arms' tips)).
  • Buff R.O.B.'s forward smash was heavily altered; R.O.B. now positions himself like a cannon down and fires a longer laser beam. This altered forward smash has significantly more reach and larger hitboxes (possessing about twice the reach of his old forward smash). Its sweetspot also deals more 3% more damage (14% → 17% (base), 13% → 16% (mid), 12% → 15% (tip)) and slightly stronger knockback, while covering a larger portion of the attack. Although its sourspot deals 5% less damage, it now hits where the move would not have hit at all in Brawl.
  • Nerf Forward smash has slightly more start-up lag.
  • Change As R.O.B. charges his forward smash, his head spins clockwise.
  • Buff R.O.B.'s arms now produces hitboxes during his up smash, which knocks opponents into the sweetspot (the thrusters) and not only makes the move much easier to land (as it can now hit opponents on the ground to either side of R.O.B.), but also results in becoming both a much better KOing option as well as a powerful out of shield punishing option. These new hitboxes also allow the move to deal 3% more damage (12% → 15% (base), 13% → 16% (mid), 14% → 17% (tip)).
  • Buff Down smash's final hit is much more powerful, and now sends opponents on a much more favorable semi-spike trajectory instead of a highly undesirable diagonal trajectory. This makes it both a significantly more viable KOing option and a more rewarding move to hit with in general, as opponents will now be launched off-stage into an unfavorable recovery position, instead of into the air with no follow-up capability. Down smash also deals 2% more damage (2% → 4% (hits 1-4), 5% → 7% (hit 5)) if all hits connect.
  • Nerf Down smash has slightly more start-up lag.

Aerial attacks

  • Buff Neutral aerial has fewer start-up, ending, and landing frames, and can now auto-cancel from a short hop. Besides making the move safer to use, it can now be used as an effective combo starter.
  • Nerf Neutral aerial is significantly weaker, deals 3% less damage (10% → 7%) and no longer KOs until beyond 150%.
  • Nerf Forward aerial deals 3% less damage (10% → 7% (clean) and 6% → 3% (late)). Its drastically reduced knockback, reach, and duration also results in it no longer being a KOing option, even at very high percents. The faster falling speeds also remove the ability to use two forward aerials in a short hop despite its decreased ending lag.
  • Buff Forward aerial has slightly less ending and landing lag.
  • Change Forward aerial has a slightly altered animation, where R.O.B. swings his arms out from above more forcefully and follows through fully with his swing, instead of keeping his arms out.
  • Buff Back aerial propels R.O.B. significantly farther, making the move safer and increasing its utility as a recovery aid. It is also more powerful, dealing 1% more damage (11% → 12%) with slightly increased knockback.
  • Nerf Back aerial has slightly more start-up lag.
  • Buff Up aerial now has a proper finishing hit, which is strong enough to be a KOing option, especially near the upper blast line with its high base knockback. While it consists of significantly fewer hits and deals 10% less damage (20% → 10%) if all hits connect, it gives opponents less opportunity to SDI out and thus makes the move more difficult to escape, improving its reliability as a KOing option and general follow-up option.
  • Buff Down aerial has faster start-up, and the new ledge mechanics allow R.O.B. to more easily meteor smash opponents who regrab the ledge without renewing their ledge invincibility. The move's hitboxes also go slightly below the ledge.

Grab and throws

  • Nerf Forward throw deals 2% less damage (10% → 8%) and has slightly weaker knockback.
  • Buff Up throw's knockback scaling was significantly improved, making it a KOing option under 150%. R.O.B. will also land on platforms above he passes by when using the move, allowing R.O.B. to use the move closer to the top blast lines when under a platform and thus buffing its KOing ability even further. It also deals 2% more damage (10% → 12%). While rare, R.O.B. can additionally use it for a suicide KO if on a moving platform, as he continues with the move all the way to the bottom blast line if there is no platform underneath.
  • Buff The removal of hitstun cancelling makes down throw an excellent combo starter, with a guaranteed follow-up into his up aerial up to mid-high percents depending on rage, known as the Beep Boop. Down throw can also setup a KOing combo to up aerial at high percents if R.O.B. can properly read the opponent's reaction.

Special moves

  • Buff Super Robo Beam charges faster, is wider, and is slightly more powerful, as it deals 1% more damage (9% → 10%) and slightly increased knockback.
  • Nerf Both types of lasers shot by Robo Beam travel slower, more so for Super Robo Beam, and the uncharged laser deals 1% less damage (5% → 4%).
  • Change Super Robo Beam's laser is aesthetically different, being a wider, brighter, and more colorful beam.
  • Buff Arm Rotor has been drastically improved in multiple ways. It now has a proper finishing hit that launches opponents away at the end of move, making the move significantly safer to use as an attack, and the final hit is powerful enough to KO around 150%. R.O.B. can also now move significantly back and forth while using the move, for a possible total distance of up to half of Final Destination's length, significantly aiding the move's offensive capability as well as making the move much safer. The previous two points combined with the move's reduced SDI capacity also allows the move to deal significantly more damage.
  • Nerf When using Robo Burner, R.O.B. moves slower horizontally, and repeated bursts give less distance, reducing the move's recovery potential and making R.O.B. easier to edge-guard.
  • Change R.O.B. raises his arms while rising with Robo Burner, and when out of fuel, smoke visibly emits from beneath R.O.B. until he lands.
  • Nerf Fully charged Gyros deal 8% less damage (18% → 10%) when fired, while the distance they are fired has been reduced. R.O.B. also has a new, laggier animation for failing to pull a Gyro when one is present on-stage that leaves him more vulnerable if a R.O.B. player tries charging a Gyro too soon.
  • Change R.O.B. has a new Final Smash, Super Diffusion Beam. Super Diffusion Beam involves R.O.B. crouching down and firing a massive laser, similar to Zero Laser. While it is a better finisher overall, it is less reliable at racking up damage than R.O.B's old Final Smash in exchange for sporting high KOing power. Super Diffusion Beam also forces R.O.B. to be stationary throughout its duration, severely limiting his options.

Update history

R.O.B. has only had one nerf, albeit a noticeable one, brought about via game updates. His up throw, which was considered the most powerful up throw in the game prior to Mewtwo's return to the series, had its knockback reduced in update 1.0.6, which effectively weakened one of his best KOing options. However, R.O.B. indirectly benefits from the changes to the shield mechanics brought about in updates 1.1.0 and 1.1.1. While his up smash's status as an out of shield option has been made more situational, the high hitlag of several of his attacks and the increased shield stun make up for it. Most notably, Arm Rotor is now better at heavily damaging a shield, making him slightly better at pressuring the opponent.

Super Smash Bros. 4 1.0.5

  • Bug fix Removed the glitch where throwing the Gyro up while using Robo Burner could cause the flames to continue coming out of R.O.B.'s base after Robo Burner was finished.

Super Smash Bros. 4 1.0.6

  • Nerf Up throw's knockback was reduced.

Moveset

  Name Damage Description
Neutral attack   3% Punches twice.
3%
Forward tilt   8% (sweetspot), 6%/5% (sourspot) A leaning hook punch. Sweetspot is at the tip of R.O.B.'s arm.
Up tilt   3% (early), 5% (clean top), 6% (clean base) R.O.B. throws both arms upwards. Good for starting combos, leading into up air at low to mid percents.
Down tilt   5% R.O.B. pokes the ground with both arms. Can trip opponents. Fairly spammable, and excellent for setting up grabs or other attacks.
Dash attack   8% (arms), 7% (arm tips) A two-handed downwards swing. Can lead into forward air if read the opponent's reaction.
Forward smash S3 15% (base), 11.5% (mid), 6% (tip) R.O.B. spins his head around and fires a short-ranged laser forwards. Sweetspot is at the base of the beam, and it can KO at roughly 122% when sweetspotted. It has high ending lag, however.
Up smash   3% (early), 14% (base), 13% (tip) R.O.B. flips into a handstand and fires his burners upwards.There are hitboxes at R.O.B.'s arms that drag opponents into the main hitbox. Somewhat fast and powerful, making it an excellent out of shield option. KOs at 103%.
Down smash   2% (loop base), 1.5% (loop tip), 5% (last) R.O.B. spins his arms around in a low-angled corkscrewing motion. Not very powerful, but it is fast and can be used to catch rolls, as well as for keeping opponents out of the stage, due to its semi-spike trajectory.
Neutral aerial   8% (base), 6% (tip) Performs a somersault with his thrusters ablaze. Large hitbox, and one of R.O.B.'s best aerials, being used to zone out opponents or keeping them away from R.O.B, though it has some startup lag for an aerial. It can still, however, autocancel from a short hop.
Forward aerial   7% Swings arms in a clobbering strike. Similar in appearance to his dash attack. Can SHFF.
Back aerial   12% (clean base), 10% (clean tip), 6% (late base), 4.5% (late tip) R.O.B. shoots fire out of his thrusters behind him, slightly propelling him forwards. Very powerful, being able to KO the opponent at roughly 86% at the edge. If high enough, can be used for horizontal recovery, as it doesn't waste fuel from R.O.B.'s Robo Burner. It can autocancel from a short hop.
Up aerial   1%? (hits 1-4), 4% (hit 5) An upwards, windmilling arm attack. Combos reliably after his down throw at low percents. It can also KO at 100% near the blast line. Can autocancel from a short hop.
Down aerial   12% (clean base), 11% (clean mid), 6% (clean tip), 8% (late) R.O.B. fires a blast downwards. A strong meteor smash if the opponent gets hit at the mid part of the blast. Excellent after an edge trump if the opponent regrabs the ledge.
Grab   Reaches out with both arms.
Pummel   2% Squeezes the opponent.
Forward throw   8% R.O.B. lets go out of the opponent. Can be used to set up an edgeguard.
Back throw   10% R.O.B. flings the opponent backwards. Can be used to set up an edgeguard.
Up throw   12% R.O.B. hovers into the air and piledrives them. This is his strongest throw and, prior to update 1.0.6, was the strongest up throw in the game, being capable of KOing characters under 150%. Despite update 1.0.6 reducing its knockback, its KOing potential is still present, albeit around 160%.
Down throw   10% R.O.B. drills the opponent's head into the ground. Combos reliably into his up air at low percents.
Floor attack (front)   7%
Floor attack (back)   7%
Floor attack (trip)   5%
Edge attack   7%
Neutral special Default Robo Beam 7% (uncharged), 4.5% (charged), 10% (fully charged) An optical laser. Becomes the Super Robo Beam if left unused for some time; cannot fire if used consecutively. Ricochets off of flat surfaces such as the ground or a wall. This is one of R.O.B.'s primary options for zoning, with the partially charged version being better in a neutral position, while the fully charged version being better for surprising. This move and all of its variants have trascendent priority.
Custom 1 Wide-Angle Beam 7% (uncharged), 3.5% (charged), 8% (fully charged) R.O.B.'s laser deals less damage, but can be aimed in a wider arc.
Custom 2 Infinite Robo Beam 4% (uncharged), 3%/2% (charged), 10% (fully charged) No charging is needed to fire, but it does less damage, cannot ricochet, and the super variant takes longer to charge.
Side special Default Arm Rotor 1% (loop), 3% (last) R.O.B. spins his torso in a corkscrewing motion to strike the opponent repeatedly with his arms. Can trap opponents and reflect projectiles 1.5x their original damage. This move and all of its variants have trascendent priority.
Custom 1 Reflector Arm 2% (loop), 4% (last) Does not trap opponents, but reflects projectiles with a 1.8x damage multiplier.
Custom 2 Backward Arm Rotor 2% (loop), 4% (last) R.O.B. hops backwards while performing the move. Much shorter duration overall.
Up special Default Robo Burner 0% Allows R.O.B. to fly upwards on a limited amount of fuel. The fuel recovers over time while he is on the ground.
Custom 1 Robo Rocket 5% (early), 8% (clean) Acts more like a traditional recovery move, launching R.O.B. upwards and dealing damage. Meteor smash if it hits the opponent, albeit with below average power.
Custom 2 High-Speed Burner 0% R.O.B. travels faster, though at the cost of less fuel.
Down special Default Gyro 1% (base), 4-10% (top), 5% (idle top), 8% (thrown) Charges and fires a spinning top projectile. It can be picked up and thrown as a regular item after making contact. One of R.O.B.'s primary options for zoning.
Custom 1 Fire Gyro 7% (base), 3-12% (top), 6% (idle top), 10% (thrown) Charges and fires a flaming top that deals more damage and is a bit more powerful than the normal Gyro, at the cost of distance and more ending lag.
Custom 2 Slip Gyro 2% (base), 3% (top), 3% (idle top), 9% (thrown) Instead of bouncing, the top slides along the ground and trips opponents. The longer the charge, the longer it travels.
Final Smash Super Diffusion Beam 0.5%/1% (narrow beam loop/last), 1%/2% (wide beam loop/last), 10% (final) R.O.B. transforms his body into a turret and fires several trapping lasers that then combine into a single, high-powered shot.

Taunts

  • Up Taunt: Faces the camera and the spins his head and arms in a circle.
  • Side Taunt: Faces the camera and moves his head around, flashing the lights in his eyes.
  • Down Taunt: Faces the camera and moves his arms down and back up again while spinning them.

Idle Poses

  • Briefly looks at the camera.
  • Tilts his head down and closes its eyes, as if going to sleep, then tilts his head back up.

On-Screen Appearance

Each part of R.O.B.'s body falls down from the sky before assembling together.

Victory Fanfare

A remixed version of the title screen to Memory Stack from Stack-Up, a R.O.B.-supported game for the Nintendo Entertainment System.

Victory Poses

  • Hovers in the air, spins, and lands, then puts his arms down and brings them up again while turning his head.
  • Adjusts his arms to face upward, and does a cheering gesture.
  • Turns his head and flashes the lights in his eyes.

In Competitive Play

Official Custom Moveset Project

Character Custom sets available
R.O.B.'s stock icon in Super Smash Bros. for Wii U. ROB 1231 1233 1331 1333 1332
2233 1131 1133 1221 1223

Notable players

Trophies

R.O.B.
Ntsc This NES accessory was released in 1985, a groundbreaking system that controlled the robot via a game on the screen. In Smash Bros., R.O.B. has two projectile weapons and can use his rocket base to fly through the air. If you let his Robo Beam charge over time, it'll make for a powerful blast.
Pal Originally released in 1985 as a peripheral for the NES, R.O.B. was a little robot that responded to flashing lights in games. In this game, he can fire gyros and lasers at his enemies. He also has the ability to hover, which is handy for recoveries. Keep in mind that his Robo Beam can be charged up for an extra-powerful shot.
NES: Robotic Operating Buddy (10/1985)
Nintendo DS: Mario Kart DS (11/2005)
R.O.B. (Alt.)
Ntsc R.O.B.'s side smash, S3, fires a laser beam that does more damage up close. You can also aim it slightly up or down before firing. His down special Gyro sends a spinning top hurtling forward and can be charged for more damage. You can even dodge while charging!
Pal R.O.B.'s side smash, S3, fires a laser beam that does more damage up close. You can also aim it slightly up or down before firing. His down special Gyro sends a spinning top hurtling forwards. While charging it up, you can move left or right to do a quick dodge, then continue charging where you left off!
NES: Robotic Operating Buddy (10/1985)
Nintendo DS: Mario Kart DS (11/2005)
Super Diffusion Beam
Ntsc For R.O.B.'s Final Smash, he folds his arms down, transforms into an invincible cannon, and fires a huge beam that can be panned slowly up and down. The beam splits up partway through into smaller beams that drags foes to the center, where they'll be hit continuously. The assault finishes off with a single wide beam just for good measure.
Pal For R.O.B.'s Final Smash, he folds his arms down, transforms into an invincible cannon, and fires a huge beam that can be aimed slowly up and down. The beam splits up partway through into smaller beams that drag foes to the centre, where they'll be hit continuously. The assault finishes off with a single wide beam, just for good measure.

In Event Matches

Solo Events

Co-op Events

Gallery

Alternate costumes

R.O.B. Palette (SSB4).png
R.O.B.'s stock icon in Super Smash Bros. for Wii U. ROBHeadGreySSB4-U.png ROBHeadYellowSSB4-U.png ROBHeadPurpleSSB4-U.png ROBHeadBlueSSB4-U.png ROBHeadGreenSSB4-U.png ROBHeadWhiteSSB4-U.png ROBHeadRedSSB4-U.png

Trivia

R.O.B.'s default costume for the English version.
  • Depending on what version of the game the player has, R.O.B.'s default color palette changes. In Western regions, he uses his NES grey color scheme, while in Japan, it uses his Famicom color scheme. This affects the colour of R.O.B.'s standard trophy, but not his appearances in Super Smash Bros. for Nintendo 3DS's Sound Test and Special Orders tickets. His Final Smash trophy in Super Smash Bros. for Wii U also uses his Famicom appearance. R.O.B. is the only character in all of the series with this distinction.
    • This also applies to his amiibo, as it changes its color depending on the region.
    • Despite the distinctions, the official website shows his Japanese appearance in official artwork, although half of the screenshots show his American appearance.
  • Unlike in Brawl, R.O.B. now has a helpless state, though he can only enter it when landing on the trampoline summoned by Pac-Man's up special move, Pac-Jump, and only when the trampoline turns red. He shares this trait with Jigglypuff.
  • As of Super Smash Bros. for Wii U version 1.0.1, a bug exists where R.O.B.'s eyes do not emote in any of the standard Smash modes, whether he is damaged, asleep, etc. In the Solo modes, his eyes function normally.