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'''{{GameIcon|ssb4}} [[1.0.6]]'''
'''{{GameIcon|ssb4}} [[1.0.6]]'''
*{{nerf|Up throw's knockback decreased, hindering its KO potential.}}
*{{nerf|Up throw's knockback decreased (70 Base/72 Growth -> 60 Base/70 Growth), notably hindering its KO potential.}}


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

Revision as of 13:12, July 4, 2016

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
Tier D (20)
R.O.B.'s stock icon in Super Smash Bros. for Wii U.

R.O.B. (ロボット, Robot) is a playable character in Super Smash Bros. 4. Alongside Ganondorf, his return to the series was officially confirmed on October 15th, 2014. R.O.B. reuses his mechanical sound effects from Brawl as his "voice", although they have been edited to sound quieter.

R.O.B. is currently ranked 20th out of 56 on the tier list, placing him in the in D tier and being a slight improvement from his ranking of 18th out of 38 in Brawl. R.O.B.'s assets are his zoning game courtesy of Robo Beam and Gyro, all but one of his aerials having disjointed hitboxes, great mobility for a heavyweight, a good grab game and, unlike in Brawl, strong KOing options.

However, R.O.B.'s ground game lacks reach compared to his aerial game, while Robo Beam and Gyro have been somewhat toned down. Like in Brawl, he is also susceptible to combos due to his heavy weight and large size. Lastly, while they have become noticeably better, his KOing options are plagued with heavy amounts of start-up lag.

Overall, R.O.B. is a somewhat competitively viable character in that he retains many of the positive traits he possessed in Brawl, while having his KOing ability, formerly one of his most significant faults, addressed. This has resulted in him achieving average tournament results overall and gaining a number of dedicated players to his credit.

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 defeated on Wrecking Crew.

Attributes

Although R.O.B. is the tenth heaviest character, he possesses great mobility courtesy of decent walking and dashing speeds, good traction, above average air speed and falling speed, low gravity and incredible jump force, but slow air acceleration. These traits allow R.O.B. to not only outmaneuver some of his fellow heavyweights, but also allow him to be almost as fast as a middleweight while possessing greater jumping prowess than most characters of either weight class.

As in Brawl, R.O.B. is a zoning-oriented character with a very strong projectile game to keep his opponents at bay. Robo Beam enables him to attack from considerable distance 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 better at damage racking and is also able to KO earlier than the normal variation. Meanwhile, his Gyro is an auto-chargeable 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 KOing potential, especially when smash thrown as an item. Aside from his offensive prowess with them, R.O.B. also does not face problems against incoming projectiles courtesy of Arm Rotor's ability to reflect projectiles stronger than they were before. While R.O.B.'s zoning ability is his greatest strength, it has been hindered somewhat in SSB4, with Gyro in particular being the most adversely affected of his projectiles. Despite this, it is still strong when compared to most characters' projectiles.

R.O.B.'s aerial game is also strong, possessing many aerial attacks with excellent and sometimes disjointed range. His neutral aerial has a large, disjointed hitbox that can help zone out opponents and covers R.O.B.'s hitbox from incoming attacks. His up aerial is one of his best moves overall due to its usefulness in harassing airborne opponents, juggling them and having high KOing potential. His back aerial has a huge hitbox behind him and has the highest potential of all his aerials, and can also slightly aid his horizontal recovery without leaving him helpless. His down aerial has also a huge hitbox below him, and can be used after an edge trump if the opponent re-grabs the edge. Finally, while his forward aerial 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 edge-guarding, as well as being his fastest aerial and being able to SHFF.

His grab game has also been greatly improved. His throws' overall damage output is impressive, while each of them have their uses. His forward and back throws are still limited in regards to utility, but are still capable of being used to keep opponents away from him as well as setting up edge-guards. In comparison, his up and down throws are much more useful; his up throw is a viable KOing option, especially under the effects of the rage mechanic, while his down throw is a reliable combo starter, especially when used in sync with his up aerial.

Although he possesses a number of useful traits, R.O.B. 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 in the form of his forward and up smashes, up aerial and up throw), landing his KOing options can still be problematic due to them either being laggy or requiring R.O.B. to grab or read the opponent accordingly. His close-range game, while also being notably improved, suffers from somewhat poor reach, notably on his grounded attacks. While R.O.B.'s moves have notable damage outputs, 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 Villager). While no longer being notably susceptible to juggling, R.O.B. is now susceptible to combo-savvy characters like Mario and Zero Suit Samus due to his lack of a fast aerial attack outside of his forward aerial, which has short range and only hits in front of himself.

Custom moves can alleviate many of R.O.B.'s weaknesses. Robo Rocket gives R.O.B. a more traditional and considerably more reliable recovery and can also damage the opponent, while 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, with the former due to their utility and the latter because of their higher damage outputs. Lastly, 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 outputs. 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 punishable due to its higher ending lag, and Slip Gyro deals less damage when fired normally and does not bounce from the stage, making it more predictable overall.

Overall, R.O.B. is a defensively-minded character that still possesses a strong zoning game, but now wields an improved close-range 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 his projectiles, he can now effectively KO opponents without having to rack up extreme amounts of damage, as well as take on most types of opponents. As a result, he has become a more potent character than he was in Brawl and has some dedicated and noteworthy mains to his credit, such as Holy, Mister Eric and 8BitMan.

Changes from Brawl

R.O.B. has received both buffs and nerfs in the transition from Brawl to SSB4. Some of his buffs include, his previously poor KOing ability has been noticeably improved, with many of his previous KOing options being made more powerful or slightly easier to land, 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.

Aesthetics

  • Change R.O.B.'s proportions and visual appearance are different than in Brawl. His head is seemingly smaller, his overall 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 video game peripheral in real life.
  • Change R.O.B. is more expressive. He now has angry eyes while performing some attacks and has sad eyes when he is grabbed.
  • Change R.O.B. now faces the screen at an angle, as opposed to facing straight forward like in Brawl. He will also always turn right when performing all of his taunts, regardless of where he is facing.
  • Change R.O.B. is less vocal, as the mechanical sound effects of his attacks and taunts are quieter.

Attributes

  • Change R.O.B. is larger, making him easier to hit, but improving some of his attacks' ranges.
  • Buff R.O.B. walks faster (1.1 → 1.122).
  • Buff R.O.B. dashes faster (1.5 → 1.568).
  • Buff R.O.B.'s air speed is faster (0.89 → 1.08).
  • Change R.O.B. falls faster (1.2 → 1.6), especially relative to the rest of the cast, going from one of the slowest in Brawl to above average in SSB4. This improves his vertical endurance, but makes him more susceptible to combos.

Ground attacks

  • Nerf Forward tilt's range has been decreased by about one third.
  • Nerf Up tilt's side hitboxes no longer launch opponents into the main upper hitbox and now have almost no horizontal range, significantly hindering its utility.
  • Buff Up tilt has slightly increased vertical range.
  • Buff Dash attack deals 2% more damage (6% → 8% (arms), 5% → 7% (arms' tips)) and has increased range.
  • Nerf Forward smash deals less damage (13% → 11.5% (mid), 12% → 6% (tip)) and has slightly increased start-up.
  • Buff Sweetspotted forward smash deals 1% more damage (14% → 15%) and has slightly increased knockback. Forward smash also has larger hitboxes, doubling its range.
  • Change Forward smash's animation has slightly changed. R.O.B.'s head now spins in a corkscrewing motion during start-up while he positions himself like a cannon.
  • Buff Up smash deals 3% more damage (12% → 15% (base), 13% → 16% (mid), 14% → 17% (tip)). R.O.B.'s arms now produce hitboxes during his up smash, which launch opponents into the sweetspot. This significantly improves its KO potential and reliability, as well as grants it out of shield potential.
  • Buff Down smash deals 2% more damage (2% → 4% (hits 1-4), 5% → 7% (hit 5)) and is now a semi-spike instead of launching opponents diagonally, significantly improving its KO and edge-guarding potentials.
  • Nerf Down smash has slightly increased start-up lag.

Aerial attacks

  • Nerf Neutral aerial deals 3% less damage (10% → 7%) and has significantly decreased knockback, significantly hindering its KO potential.
  • Buff Neutral aerial has decreased start-up, ending and landing lag and can now auto-cancel from a short hop, improving its approach and zoning potentials, while also granting it combo potential.
  • Nerf Forward aerial deals 3% less damage (10% → 7% (clean) and 6% → 3% (late)) and has significantly decreased knockback, range, and duration. This removes its KO potential.
  • Buff Forward aerial has slightly decreased ending and landing lag.
  • Nerf R.O.B.'s faster falling speed removes forward aerial's ability to be used twice from a short hop despite its decreased ending lag.
  • Change Forward aerial's animation has slightly changed. R.O.B. now performs a double forearm club similar to his dash attack, rather than thrusting both of his arms forward.
  • Buff Back aerial deals 1% more damage (11% → 12%) and has slightly increased knockback. It also propels R.O.B. significantly farther, improving safety and horizontal recovery potential.
  • Nerf Back aerial has significantly increased start-up lag (frame 9 → 19).
  • Nerf Up aerial deals less damage (19%/20% → 10%).
  • Buff Up aerial gives opponents less opportunity to SDI out of it and now has a finishing hit that deals high base knockback, improving its follow-up potential and granting it KO potential.
  • Buff Down aerial has decreased start-up and its hitboxes also go slightly below a stage's edges. The new edge mechanics also make it easier for R.O.B. to meteor smash opponents who re-grab the edge without renewing their edge invincibility.

Grab and throws

  • Nerf Forward throw deals 2% less damage (10% → 8%) and has slightly decreased knockback.
  • Buff Up throw deals 2% more damage (10% → 12%) and has significantly increased knockback growth, improving its KO potential. However, it can KO even earlier if R.O.B. lands on platforms above him during the throw. Although rare, R.O.B. can additionally use up throw for a suicide KO if it is performed on a moving platform, as he will continue performing the throw all the way to the bottom blast line if there is no platform underneath him.
  • Buff The changes to hitstun canceling improve down throw's combo potential. The most notable combo is the "Beep Boop", which is down throw followed by up aerial and is virtually guaranteed to connect up to medium to high percents depending on the amount of rage R.O.B. has and the opponent's DI. The "Beep Boop" can also be used as a KOing option even up to high percents if R.O.B. can properly read the opponent's reaction.

Special moves

  • Buff Uncharged and Super Robo Beam deal more damage (5% → 7% (uncharged), 9% → 10% (Super)).
  • Nerf Charged Robo Beam deals 1% less damage (5% → 4%).
  • Nerf Robo Beam and Super Robo Beam both travel slower.
  • Buff Super Robo Beam charges faster, is wider, and has slightly increased knockback.
  • Change Aesthetically, Super Robo Beam is wider, brighter and its color scheme now consists of crimson, yellow and blue in a layered style, with yellow as the inner portion, blue as the outer portion and crimson in between.
  • Buff Arm Rotor's decreased SDI allows it to deal more damage overall even though its loop and last hits now deal consistent damage. It now has a finishing hit that launches opponents and is strong enough to KO around 150%, improving its offensive and defense potentials, while also granting it KO potential.
  • Buff Arm Rotor enables R.O.B. to cover considerable distance forward and/or backward, for a possible total distance of up to half of Final Destination's length. This significantly improves its offensive and defensive potentials.
  • Nerf Robo Burner's horizontal movement speed is slower. Repeated bursts also result in decreased distance being covered, hindering its recovery potential and making R.O.B. easier to edge-guard.
  • Change Robo Burner's animation has changed. R.O.B. now raises his arms while ascending and when he runs out of fuel in midair, smoke emits from his thrusters until he lands.
  • Nerf Fully charged Gyro deals 8% less damage (18% → 10%) when fired and its firing range has decreased.
  • Change Gyro's animation has changed. R.O.B. now slightly recoils when failing to pull a Gyro from his base.
  • Nerf Gyro's new animation is laggier than its previous one, so much so that it leaves R.O.B. vulnerable.
  • Change R.O.B. has a new Final Smash, Super Diffusion Beam. Super Diffusion Beam involves R.O.B. crouching down and firing a barrage of lasers that trap the opponent before powerfully launching them. While it is a better finisher overall compared to Diffusion Beam, it limits his other options, particularly damage racking, due to it forcing R.O.B. to be stationary throughout its duration.

Update history

R.O.B. has received only had a couple of nerfs from game updates, although the one to his up throw was significant. His up throw was considered the most powerful up throw in the game prior to Mewtwo's return to the series, but 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 shieldstun 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 Fixed a glitch where throwing Gyro upward while using Robo Burner could cause the flames to continue emitting from R.O.B.'s base after Robo Burner concluded.

Super Smash Bros. 4 1.0.6

  • Nerf Up throw's knockback decreased (70 Base/72 Growth -> 60 Base/70 Growth), notably hindering its KO potential.

Super Smash Bros. 4 1.1.4

  • Nerf Trip invincibility and all trip followups except floor attack have one less frame of invincibility.
  • Nerf R.O.B.'s hurtbox sizes have been increased and adjusted.


Moveset

  Name Damage Description
Neutral attack   3% Two alternating hooks.
3%
Forward tilt   8% (sweetspot), 6%/5% (sourspot) A leaning hook. Its sweetspot is at the tip of R.O.B.'s arm.
Up tilt   3% (early), 5% (clean top), 6% (clean base) Thrusts both arms upward. Good for either starting combos, particularly into up aerial at low to medium percents, or as an anti-air attack. However, it has very minimal horizontal range, which forces R.O.B. to practically stand next to a grounded opponent in order to land it.
Down tilt   5% Crouches and thrusts both arms forward. Fairly spammable due to its outstanding speed, it can also trip opponents and is excellent as a set-up.
Dash attack   8% (arms), 7% (arm tips) A double forearm club. Can lead into forward aerial if the opponent's reaction is read properly.
Forward smash S3 15% (base), 11.5% (mid), 6% (tip) An optical laser. It has a short range and its sweetspot is at the base of the beam, but it can KO at roughly 122% when sweetspotted. It can also be angled, but has high ending lag.
Up smash   3% (early), 14% (base), 13% (tip) Performs a handstand and activates his thrusters to perform a fiery blast upward. There are hitboxes at R.O.B.'s arms that launch opponents into the main hitbox. Somewhat fast and powerful, making it an excellent out of shield option and a reliable KOing option. KOs at 103%.
Down smash   2% (loop base), 1.5% (loop tip), 5% (last) Spins his arms around in a low-angled corkscrewing motion. Low damage output, but its high knockback and semi-spike property makes it good to set up edge-guards.
Neutral aerial   8% (base), 6% (tip) Activates his thrusters to perform a fiery blast while somersaulting. It has a large hitbox and is one of R.O.B.'s best aerials, as it can auto-cancel from a short hop and be used to either zone opponents, act as an approach option or initiate combos. However, it has some start-up lag.
Forward aerial   7% A double forearm club, similar to his dash attack. R.O.B.'s fastest aerial and is able to SHFF, making it suitable for spacing out opponents and edge-guarding. However, it is also his only aerial that is not disjointed.
Back aerial   12% (clean base), 10% (clean tip), 6% (late base), 4.5% (late tip) Leans horizontally and activates his thrusters to perform a fiery blast behind himself. Very powerful, as it can KO at roughly 86% at the edge. It can also be used for horizontal recovery, as it slightly propels him forward and does not waste fuel from R.O.B.'s Robo Burner. It can auto-cancel from a short hop.
Up aerial   1.5% (hits 1-4), 4% (hit 5) Rapidly rotates his arms upward. It can auto-cancel from a short hop, combos reliably after his down throw at low to medium percents and is a viable KOing option, as it KOs at 100% near the blast line.
Down aerial   12% (clean base), 11% (clean mid), 6% (clean tip), 8% (late) Activates his thrusters to perform a fiery blast downward. It is a strong meteor smash at the middle part of the blast and is excellent after an edge trump if the opponent re-grabs the edge.
Grab   Reaches out with both arms. R.O.B.'s grab range is the shortest in the game.
Pummel   2% Squeezes the opponent. A fairly fast pummel.
Forward throw   8% Shoves the opponent away. It can be used to set up an edge-guard.
Back throw   10% Flings the opponent away. Like his forward throw, it can be used to set up an edge-guard.
Up throw   12% A piledriver. R.O.B.'s strongest throw and, prior to update 1.0.6, it was the strongest up throw in the game, being capable of KOing under 150%. Despite update 1.0.6 decreasing its knockback, its KOing potential is still present, albeit around 160%.
Down throw   10% Drills the opponent's head into the ground. It can combo reliably into his up aerial at low to medium percents as long as the opponent does not horizontally DI following the throw.
Floor attack (front)   7%
Floor attack (back)   7%
Floor attack (trip)   5%
Edge attack   7% Swings his base forward and activates his thrusters to perform a fiery blast forward while climbing up.
Neutral special Default Robo Beam 7% (uncharged), 4.5% (Robo Beam), 11% (point-blank Robo Beam), 10% (Super Robo Beam), 17% (point-blank Super Robo Beam) An optical laser. When uncharged, it is a small blast rather than a laser and can only damage opponents at point-blank range, though it can be fired consecutively. Conversely, both Robo Beam and Super Robo Beam can damage opponents from afar and ricochet, but cannot be fired consecutively. Additionally, Robo Beam and Super Robo Beam deal noticeably more damage when fired at point-blank range. It is one of R.O.B.'s primary options for zoning, with Robo Beam being better for his neutral game, while Super Robo Beam is better for surprising opponents. This move and all of custom variations have transcendent priority.
Custom 1 Wide-Angle Beam 7% (uncharged), 3.5% (Robo Beam), 10% (point-blank Robo Beam), 8% (Super Robo Beam), 15% (point-blank Super Robo Beam) R.O.B. can aim on a much wider arc, but at the cost of Robo Beam and Super Robo Beam having slightly lower damage outputs.
Custom 2 Infinite Robo Beam 3%/2% (Robo Beam), 7% (point-blank Robo Beam), 10% (Super Robo Beam), 14% (point-blank Super Robo Beam) Robo Beam can be fired consecutively, but at the cost of a lower damage output, shorter range and its ability to ricochet. These drawbacks also apply to Super Robo Beam, which also takes longer to charge.
Side special Default Arm Rotor 1% (loop), 3% (last) Rapidly spins his torso around to perform a series of discus clotheslines. Can trap opponents and has a 1.5x damage multiplier when reflecting projectiles. This move and all of custom variations have transcendent priority.
Custom 1 Reflector Arm 2% (loop), 4% (last) Deals more damage and has a 1.8x damage multiplier when reflecting projectiles, but at the cost of its trapping ability.
Custom 2 Backward Arm Rotor 2% (loop), 4% (last) Deals more damage and moves R.O.B. backward while it is being performed, making it better suited for defense, but at the cost of having a much shorter duration overall.
Up special Default Robo Burner Activates his thrusters in order to fly. It grants impressive vertical and horizontal recovery, although R.O.B. has a set amount of fuel to use in order to perform this move. Fuel is recovered over time as long as R.O.B. is grounded. One of the very few up specials that does not cause helplessness, which allows R.O.B. to fast fall, air dodge or attack with any aerials or any of his other specials during its duration and during its conclusion.
Custom 1 Robo Rocket 5% (early), 8% (clean) Functions like a traditional recovery move, as R.O.B. simply ascends quickly and deals damage. It can meteor smash if it hits the opponent, albeit with below average power.
Custom 2 High-Speed Burner Grants faster movement speed, but at the cost of consuming more fuel.
Down special Default Gyro 1% (base), 4%-10% (top), 5% (idle top), 8% (thrown) Charges a spinning top on his base. One of R.O.B.'s primary options for zoning, it can be picked up and thrown as a regular item after making contact. However, opponents can do the same and thus use Gyro against him.
Custom 1 Fire Gyro 7% (base), 3%-12% (top), 6% (idle top), 10% (thrown) The top is aflame, deals more damage and is slightly more powerful, but at the cost of decreased distance and increased ending lag.
Custom 2 Slip Gyro 2% (base), 3% (top), 3% (idle top), 9% (thrown) The top slides along the ground instead of bouncing, enabling it to trip opponents. The longer it is charged, the longer it travels. While its base and thrown damage outputs are slightly higher, the top itself deals less damage.
Final Smash Super Diffusion Beam 0.5%/1% (narrow laser loop/last), 1%/2% (wide laser loop/last), 10% (blast) Re-configures his body into a cannon-like form and fires several trapping lasers that then combine into a single, high-powered laser blast.

On-screen appearance

  • Portions of R.O.B.'s body descend from sky and assemble together.
R.O.B.OnScreenAppearanceSSB4.gif

Taunts

  • Up taunt: Faces the screen and then spins his head and arms in a circle.
  • Side taunt: Faces the screen and sways his head around while emitting flashing sparkles from his eyes.
  • Down taunt: Faces the screen and moves his arms down and back up again while spinning them.
Up taunt Side taunt Down taunt
R.O.B.'s up taunt in Smash 4 R.O.B.'s side taunt in Smash 4 R.O.B.'s down taunt in Smash 4

Idle poses

  • Briefly looks toward the screen.
  • Briefly nods off, then shakes his head and wakes up again.
R.O.B.'s first idle pose in Super Smash Bros. for Wii U. R.O.B.'s second idle pose in Super Smash Bros. for Wii U.

Crowd cheer

English Japanese
Cheer
Description R-O-B! Ro-bot!
Pitch Group chant Group chant

Victory poses

A remix of Stack-Up's memory mode title screen jingle.
  • Hovers in the air, spins, lands and then puts his arms down and brings them up again while turning his head around.
  • Adjusts his arms to face upward and performs a cheering gesture.
  • Sways his head around while emitting flashing sparkles from his eyes, similarly to his side taunt.
R.O.B.Pose1WiiU.gif R.O.B.Pose2WiiU.gif R.O.B.Pose3WiiU.gif

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

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

Gallery

Trivia

R.O.B.'s default color scheme for international versions.
  • Depending on what version of the game the player has, R.O.B.'s default color scheme changes. In Western regions, he uses his NES color scheme, while he uses his Famicom color scheme in Japan. This affects the color of R.O.B.'s standard trophy, but not his appearances in the Sound Test in Super Smash Bros. for Nintendo 3DS or Super Smash Bros. for Wii U's Special Orders tickets. His Final Smash trophy and Classic post-credits scenes in Super Smash Bros. for Wii U also use his Famicom color scheme. R.O.B. is the only character in the series with this distinction.
    • This also applies to his amiibo, as it changes its color depending on the region. However, this trend ended when the Famicom design was released internationally on March 18th, 2016.
    • Despite the distinctions, the official website shows his Japanese appearance in official artwork, although half of the screenshots show his Western appearance.
  • Unlike in Brawl, R.O.B. can now be rendered helpless. However, this can only be done when landing on the trampoline summoned by Pac-Man's up special move, Pac-Jump, and only when the trampoline turns red.
  • On the first official SSB4 tier list released on February 1st 2016, R.O.B. was ranked 20th, one place below Peach. Interestingly, on the Brawl tier list, R.O.B. is ranked 18th, one place above Peach.
  • As of Super Smash Bros. for Wii U version 1.1.6, a glitch exists where R.O.B.'s eyes do not emote in any of the standard game modes, whether he is damaged, asleep, etc. However, his eyes function normally in the solo modes and in Super Smash Bros. for Nintendo 3DS. Something similar to this happens to Olimar when he is buried or frozen.
    • Additionally, R.O.B.'s in-game portrait is also the only one whose eyes do not flash when his projectile (in this case, Gyro) is fully charged.
  • R.O.B. is the only character that is not from a video game. Rather, he is a video game peripheral for the NES, thus making him the only character in the series who originated in the real world.