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Revision as of 16:31, November 26, 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 (28)
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 Super Smash Bros. Brawl as his "voice", although they have been edited to sound quieter.

R.O.B. is currently ranked 28th out of 58 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. retains several of his strengths from Brawl: he has a strong zoning game courtesy of Robo Beam and Gyro, an excellent recovery courtesy of Robo Burner, a strong air game courtesy of all but one of his aerials having disjointed hitboxes, great mobility for a heavyweight, and a good grab game. In addition, R.O.B.'s once poor KOing ability has been significantly improved, due to him receiving a number of strong KOing options.

However, R.O.B.'s ground game lacks range compared to his air game, which is most apparent with his grabs having the shortest ranges in the game. While it is still strong, his zoning game has also been somewhat toned down, as Robo Beam is slower and Gyro deals significantly less damage. Like in Brawl, R.O.B. also remains susceptible to combos due to his heavy weight and large size. Lastly, his newfound KOing options are hindered by considerable amounts of start-up lag.

Overall, R.O.B. has become somewhat more viable competitively since Brawl, due to retaining many of his positive traits and having noticeably improved KOing ability. 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

R.O.B. is the tenth heaviest character in the game, yet he possesses great mobility despite his weight class. This is courtesy of his average walking and dashing speeds, above average air and falling speeds, slow air acceleration, high traction, low gravity and high jumps. These attributes 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 and even possess greater jumping prowess than most characters of either weight class.

Like in Brawl, R.O.B. is a zoning-oriented character with a very useful projectiles to keep his opponents at bay. Robo Beam enables him to attack from considerable distance and becomes stronger when left idle for more than 14 seconds. While Robo Beam can interrupt opponents faster, Super Robo Beam is better at damage racking and is also able to KO earlier than the normal variation. Gyro is an auto-chargeable projectile that becomes an item when fired. It has a better angle for disrupting opponents, while also being more manipulable as a projectile and having higher KOing potential, especially when smash thrown as an item. Aside from his offensive prowess with projectiles, 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. In addition to its reflection ability, Arm Rotor now boasts KO potential due to its finishing hit having significantly increased knockback growth. While R.O.B.'s zoning game 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 the majority of other characters' projectiles.

R.O.B.'s air game is also strong, as he possesses many aerial attacks with excellent and sometimes disjointed ranges. 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 by either juggling them or KOing them. His back aerial is his most damaging aerial, has the greatest KO potential out of his aerials, and has a huge hitbox. In addition to its offensive capabilities, it and can also slightly aid R.O.B.'s horizontal recovery without rendering him helpless. His down aerial has also a huge hitbox and can be used after an edge trump if the opponent re-grabs the edge. Finally, his forward aerial is arguably his worst aerial due to its much shorter range and its lack of a disjointed hitbox. However, it is his fastest aerial, it can be used to space out opponents thanks to its ability to SHFF, and it is a decent edge-guarding option.

R.O.B.'s grab game has also improved. His forward and back throws are still limited in regard to utility, but his back throw deals impressive damage and both are still capable of being used to keep opponents away and set up edge-guards. In comparison, his up and down throws are much more useful: his up throw is his most damaging throw and is a viable KOing option, especially under the effects of the rage mechanic, while his down throw deals impressive damage and is a reliable combo starter, especially when used in sync with his up aerial.

Unlike in Brawl, R.O.B. now boasts respectable KOing ability. Like his up aerial, back aerial, up throw and Arm Rotor, R.O.B.'s smash attacks now boast KO potential, due to having been buffed in various ways. Although forward smash deals less damage, its hitboxes have become larger and its sweetspot deals slightly more damage and knockback. Up smash and down smash deal more damage overall and have been tweaked for the better: up smash now has hitboxes on R.O.B.'s arms that launch the opponent into its sweetspot, while down smash is now a semi-spike, which also grants it potential for edge-guarding or setting up edge-guards.

Although he possesses a number of useful traits, R.O.B. does have some noteworthy shortcomings. While his previously poor KOing ability has been drastically improved, 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, which has also been noticeably improved, suffers from somewhat poor range, particularly on his grounded attacks. While R.O.B.'s moves have respectable 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, and he has a difficult time dealing with most characters that have reflectors (such as Fox and Falco), better projectiles (such as Sheik and Pit) or both (such as Villager). While he is no longer glaringly susceptible to juggling, R.O.B. is now susceptible to combo-oriented characters such as Luigi 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.

R.O.B.'s custom moves can alleviate many of his weaknesses. Both variations of Robo Beam and Gyro slightly improve his zoning game, with the former ones due to their utility and the latter ones due to their higher damage outputs. High-Speed Burner considerably improves R.O.B.'s recovery speed and allows him to combo easier. 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. Fire Gyro is more punishable due to its higher ending lag, while Slip Gyro deals less damage when fired normally and is more predictable since it does not bounce from the stage.

Overall, R.O.B. is a defensive character that still possesses a strong zoning game, but now wields an improved close range game should he go on the offensive. 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 excessive 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. The most prominent buff was to his KOing ability; many of his KOing options in Brawl have become more powerful and/or slightly easier to land, while other moves have been strengthened to the point of possessing KO potential, such as his up aerial and up throw. R.O.B. also benefits from the re-balancing of other characters who countered him in Brawl, most infamously Meta Knight, and he has become 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. His aerials are also notably less effective than they previously were. Although Robo Beam's super variation was slightly improved, a fully charged Gyro has significantly lower damage output. This makes approaching more important, as R.O.B. is now poorer at projectile trading and he is effectively forced into engaging 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 design has slightly changed. His overall appearance is more glossy, his head is very slightly smaller, and his eyes are more defined. Altogether, these changes make him appear inline with his real life appearance. In addition, Super Smash Bros. for Nintendo 3DSR.O.B. is more expressive than in Mario Kart DS and Brawl. He now displays angry eyes while using his up smash, down smash and Arm Rotor, as well as sad eyes when he is grabbed.
  • Bug fix Super Smash Bros. for Wii UAs of update 1.1.6, R.O.B.'s eyes do not emote in any way in Versus Mode. However, he emotes properly in single-player modes, such as Training Mode.
  • Change Arm-based attacks now emit visual trails, which change color depending on R.O.B.'s costume.
  • Change R.O.B. now faces the screen at an angle, rather than straight forward like in Brawl. Additionally, he will always turn to the right when performing all of his taunts, regardless of where he is facing.
  • Change R.O.B. is less vocal.

Attributes

  • Change R.O.B. is larger. This makes his hurtbox larger, but improves most 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), 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

  • Change Neutral attack has updated sound effects.
  • Nerf Forward tilt's range has decreased by about one third.
  • Nerf Up tilt has significantly decreased horizontal range and its side hitboxes no longer launch opponents into its main hitbox. These changes significantly hinder its utility.
  • Buff Up tilt has slightly increased vertical range.
  • Buff Dash attack deals 2% more damage (6% (arms)/5% (arms' tips) → 8%/7%) and has increased range.
  • Nerf Forward smash deals less damage (13% (mid)/12% (tip) → 11.5%/6%) and has slightly increased start-up.
  • Buff Sweetspotted forward smash deals 1% more damage (14% → 15%) and has slightly increased knockback, improving its KO potential. Forward smash's hitbox sizes have also increased, improving its range.
  • Change Forward smash's animation has changed. R.O.B. now leans forward and positions his arms downward for support in order to fire the optical energy blast, while his head will rotate when it is charging. It also has updated sound effects.
  • Buff Up smash deals 3% more damage (12% (base)/13% (mid)/14% (tip) → 15%/16%/17%) and R.O.B.'s arms have received hitboxes which launch opponents into the sweetspot. These changes significantly improve its KO potential and reliability, while also granting it out of shield potential.
  • Buff Down smash deals 2% more damage (2% (hits 1-4)/5% (hit 5) → 4%/7%) and is now a semi-spike. These changes significantly improve its KO and edge-guarding potentials.
  • Nerf Down smash has slightly increased start-up lag.

Aerial attacks

  • Nerf Back, up, and down aerial autocancel later (back aerial: frame 26 → 46, up aerial: frame 36 → 40, down aerial: frame 27 → 45). Back aerial and down aerial can no longer auto cancel in a short hop.
  • Nerf Neutral aerial deals 3% less damage (10% → 7%) and has significantly decreased knockback, significantly hindering its KO potential.
  • Nerf Forward aerial deals less damage (10% (clean)/6% (late) → 7%), has more landing lag (12 frames → 15 frames), has significantly decreased knockback removing its KO potential, shorter range, and its late hitbox was removed making its duration much shorter. R.O.B.'s faster falling speed also removes forward aerial's ability to be used twice from a short hop.
  • Buff Back aerial no longer deals consistent damage (11% → 12%/10%) and has more base knockback (30 → 32). It also propels R.O.B. slightly farther, improving its horizontal recovery potential.
  • Nerf Back aerial has significantly increased start-up lag (frame 11 → 19) and more landing lag (12 frames → 22 frames). The clean hit also has a shorter duration (16 frames → 5 frames) and the move received a late hitbox that deals 6%/4.5% damage and weaker knockback. These changes have significantly reduced the move's utility.
  • Nerf Up aerial deals less damage (19%/20% → 10%).
  • Buff Up aerial's SDI multiplier has decreased, which allows its hits to connect together better. It also received a hitbox that has very high knockback growth. These changes improve its combo and juggling potentials, while also granting it KO potential.
  • Buff Down aerial's hitboxes go slightly below a stage's edges. When combined with the new edge mechanics, this makes it easier for R.O.B. to meteor smash opponents who re-grab the edge without renewing their edge invincibility.
  • Nerf Down aerial has a shorter duration (6 frames → 2 frames) and received a late hitbox that deals 8% damage and weaker knockback. Additionally, only the base area of the booster meteor smashes, and the meteor deals less damage (13% → 11%). These changes have notably reduced its utility.

Grab and throws

  • Nerf All grabs have significantly decreased ranges, resulting in R.O.B. now having the shortest overall grab range in the game.
  • Nerf Standing and pivot grabs have increased start-up lag (6 → 7 (standing), 10 → 11 (pivot)).
  • 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.
  • Buff The changes to hitstun canceling improve down throw's combo potential.
  • Change R.O.B. has a new edge attack, a fiery blast from his thrusters.

Special moves

  • Nerf Robo Beam deals 1% less damage (5% → 4%).
  • Buff Uncharged Robo Beam and Super Robo Beam deal more damage (5% (uncharged)/9% (Super) → 7%/10%).
  • Nerf Robo Beam and Super Robo Beam travel slower.
  • Buff Super Robo Beam charges faster, is wider, and has slightly increased knockback.
  • Change Super Robo Beam's aesthetic visuals have changed. It is now 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.
  • Nerf Arm Rotor deals less damage (1%-2% (loop)/3%-4% (last) → 1%/3%).
  • Buff Arm Rotor's SDI multiplier has decreased, which allows its hits to connect together better. Its last hit also has increased knockback, improving its offensive and defense potentials, while also granting it KO potential.
  • Buff Arm Rotor can now cover considerable distance when the forward and/or backward, for a possible total distance of up to half of Final Destination's length. This significantly improves its approach potential and safety.
  • Nerf Robo Burner's horizontal movement speed is slower. Repeated bursts also grant less distance, hindering its recovery potential and safety.
  • Nerf Fully charged Gyro deals 8% less damage (18% → 10%) when fired and its firing range has decreased.
  • Nerf Gyro's animation has changed. R.O.B. now slightly recoils when failing to pull a Gyro from his base. Compared to the previous animation, it is noticeably laggier, to the point that it leaves R.O.B. vulnerable.
  • Change Gyro has updated sound effects. It also now emits a whirring sound while spinning on the stage.
  • Change R.O.B. has a new Final Smash, Super Diffusion Beam. Compared to Diffusion Beam, Super Diffusion Beam deals less damage overall and has a shorter duration, but deals more knockback and has more range. Unlike Diffusion Beam, Super Diffusion Beam forces R.O.B. to be stationary throughout its duration.

Update history

R.O.B. has received only 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 after its knockback was reduced in update 1.0.6, its KO potential was noticeably weakened.

However, R.O.B. has been indirectly buffed due to the changes to the shield mechanics brought about by updates 1.1.0 and 1.1.1. While his up smash has become slightly more situational as an out of shield option, the high hitlag of several of his attacks and the increased shieldstun make up for it. Additionally, Arm Rotor is now better at damaging shields, making him slightly better at pressuring. As a result, R.O.B. is slightly worse than he was during the game's initial release.

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) → 60/70, 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. Both hits are very fast, due to coming out on frame 3. The first hit has almost nonexistent base knockback, average knockback growth and launches at 100°. Altogether, these traits allow it to jab cancel, with its most reliable follow-up being down tilt due to it also being very fast. However, it can also jab cancel reliably into forward tilt, smash attacks, or a grab. The tilt follow-ups can be performed up to high percents, while the smash and grab follow-ups can be performed on lightweights and middleweights beginning at 80%-85% and heavyweights beginning at 110%-115%. However, it cannot jab cancel reliably against fast-fallers.
3%
Forward tilt   8% (arm tip), 6%/5% (arm) A lunging hook. It can be angled and is decent for spacing beginning at 50% when hitting with the tip of R.O.B.'s arm.
Up tilt   3% (early), 5% (clean tip), 6% (clean base) Thrusts his arms upward. It is good for starting combos into itself, up smash and up aerial from low to medium percents, or functioning 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% Thrusts his arms at a low angle. It comes out on frame 3, making it tied with neutral attack as R.O.B.'s fastest attack. When coupled with its potential to trip opponents, it is an excellent set-up option.
Dash attack   8% (arms), 7% (arms' tips) A double forearm club. It 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 energy blast, similar to the uncharged Robo Beam. It can be angled and has a sweetspot at the base of the blast, which KOs at 109% near the edge. Conversely, the middle portion of the blast KOs at 136% near the edge. However, it has short range and high ending lag, while the blast's tip has virtually no KO potential.
Up smash   3% (arms), 14% (base), 13% (tip) Performs a handstand and activates his thrusters to perform a fiery blast upward. It has deceptive horizontal range due to R.O.B.'s arms having hitboxes that launch opponents into the base's hitbox. It is somewhat fast due to coming out on frame 10 and is fairly powerful, as the base KOs at 113% and the tip KOs at 116%. Altogether, these traits make it a reliable KOing option, particularly from out of shield. However, it has high ending lag.
Down smash   2% (loop base), 1.5% (loop tip), 5% (last) Lowers his torso and spins it around rapidly while outstretching his arms to perform a series of discus clotheslines, similarly to Arm Rotor. It is R.O.B.'s fastest smash attack, as it comes out on frame 7. It is also a semi-spike, which makes it much more effective for KOing near the edge and reliable for either edge-guarding or setting up an edge-guard. It KOs at 129% near the edge, but has a low overall damage output and high ending lag.
Neutral aerial   8% (base), 6% (tip) Activates his thrusters to perform a somersault and emit a fiery blast in a circular motion. It can auto-cancel from a short hop, but has high start-up lag, due to coming out on frame 18. It has a large hitbox and is one of R.O.B.'s best aerials, as it can be used to for starting combos from a short hop or a fast fall, zoning and approaching.
Forward aerial   7% A double forearm club. It is R.O.B.'s fastest aerial, due to coming out on frame 6. It is also able to SHFF, making it ideal for spacing out opponents and edge-guarding. However, it is his only aerial that is not disjointed.
Back aerial   12% (clean base), 10% (clean tip), 6% (late base), 4.5% (late tip) Leans forward and activates his thrusters to emit a fiery blast behind himself. It can auto-cancel from a short hop, but has high start-up lag, due to coming out on frame 19. It KOs at 117% near the edge and can be used for horizontal recovery, as it slightly propels him forward and does not consume fuel from Robo Burner.
Up aerial   1.5% (hits 1-4), 4% (hit 5) Rapidly rotates his arms upward. It is R.O.B.'s second fastest aerial due to coming out on frame 7, and it can auto-cancel from a short hop. It combos reliably from his down throw at low to medium percents and is a viable KOing option, as it KOs at 102% near the upper blast line.
Down aerial   12% (clean base), 11% (clean mid), 6% (clean tip), 8% (late) Activates his thrusters to emit a fiery blast downward. It can auto-cancel from a short hop, but has high start-up lag, due to coming out on frame 20. 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   Clinches the opponent. 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 due to being capable of KOing under 150%. As of update 1.0.6, it now KOs at 174%. However, it can KO at 160% if R.O.B. uses it or lands it on a platform above himself. Although rare, R.O.B. can also 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 lower blast line if there is no platform to stop his descent. In addition to its KO potential, it has minimal combo potential, with its follow-ups being upward angled forward smash, dashing up smash, and forward aerial beginning at 0% and up to 40%. However, these combos are only reliable against heavyweights and fast-fallers.
Down throw   10% Drills the opponent into the ground head first. It can combo into neutral aerial and up aerial at low to medium percents, although the former is only reliable beginning at 0% and the latter will only land as long as the opponent does not DI horizontally following the throw. The latter combo has been nicknamed the "Beep Boop" and can KO even up to high percents if R.O.B. can properly read the opponent's reaction.
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 throws a low-angle hook around himself while getting up.
Edge attack
Edge getups
  7% Swings his base forward and activates his thrusters to emit 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 very small energy blast rather than a laser, and can only damage opponents at point-blank range. However, it can be fired consecutively and deals flame damage. 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 options for zoning alongside Gyro, with Robo Beam being better for his neutral game, while Super Robo Beam is better for surprising opponents. It and all of its custom variations have transcendent priority.
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), 1.5x (reflected projectiles) Rapidly spins his torso around to perform a series of discus clotheslines that concludes with an uppercut. It can trap opponents and its last hit has KO potential due to its very high knockback growth. It can also reflect projectiles with 50% more power than they originally had, and move R.O.B. forward or backward while the control stick is tilted in the respective direction. It and all of its custom variations have transcendent priority.
Custom 1 Reflector Arm 2% (loop), 4% (last), 1.8x (reflected projectiles) Deals more damage and reflects projectiles with 80% more power than they originally had, but at the cost of its trapping ability.
Custom 2 Backward Arm Rotor 2% (loop), 4% (last), 1.5x (reflected projectiles) 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 distance, although R.O.B. has a set amount of fuel to use in order to perform this move. Fuel is recovered over time as long as R.O.B. is grounded. One of the very few up specials that does not cause helplessness, which allows R.O.B. to fast fall, air dodge and attack with any aerials or any of his other specials during either its duration or 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 grants outstanding vertical recovery after a jump, does not cause helplessness, can be followed up with any aerial, and can meteor smash if it hits the opponent precisely. However, it grants very minimal horizontal recovery distance and R.O.B. cannot fast fall, air dodge or use his other specials as follow-ups. Additionally, its meteor smash has below average power.
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. R.O.B.'s other zoning option alongside Robo Beam, it can be picked up and thrown as an item after making contact with either the opponent or the stage. However, opponents can do the same and thus use the top against him.
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 covering less distance and having 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 farther it travels. While its base and thrown damage outputs are slightly higher, the top's damage output is lower.
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 a large laser that fans out into smaller lasers that trap the opponent before concluding and then being immediately followed by a large laser that deals high knockback. It can also be angled, similarly to Zero Laser.

On-screen appearance

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

Taunts

  • Up taunt: Faces the screen and then spins his head and torso 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 torso down to his base before spinning it back up into place.
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, as if he's shutting down, 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.
  • Uses Robo Burner, spins and then lands, after which he puts his arms down and brings them back up while spinning his head.
  • Adjusts his arms to face upward while spinning his head, after which he performs a cheering gesture while continuing to spin his head.
  • Sways his head around while emitting flashing sparkles from his eyes. It is almost identical 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. R.O.B. 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.
  • R.O.B.'s default costume differs between the international and Japanese versions of Super Smash Bros. 4. In international regions, his default costume consists of his Nintendo Entertainment System (NES) color scheme, while his default costume in Japan consists of his Family Computer (Famicom) color scheme. This affects the color scheme of R.O.B.'s standard trophy, but not his appearances in the Sound Test for Super Smash Bros. for Nintendo 3DS or the Special Orders tickets for Super Smash Bros. for Wii U. 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 applied to R.O.B.'s amiibo, although this trend ended when his Famicom design was released internationally on March 18th, 2016.[1]
    • Despite the distinctions, the official website shows R.O.B.'s Famicom color scheme in official artwork, although half of the screenshots show his NES color scheme.
  • 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 current Brawl tier list, R.O.B. is ranked 18th, one place above Peach.
  • R.O.B.'s in-game portrait is the only one whose eyes do not flash when his projectile (Gyro in his case) is fully charged.
  • R.O.B.'s status as a video game peripheral is referenced in Palutena's Guidance to Pit regarding R.O.B., in which Pit suggests calling him "Mr. HVC-012". HVC-012 is R.O.B.'s Japanese product ID.[2]