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R.O.B. (SSB4)

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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) 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.

R.O.B. is currently ranked 20th out of 56 characters on the tier list, in D tier, a slight improvement from his 18th out of 38 in Brawl. R.O.B.'s assets are his zoning-oriented game with Robo Beam and Gyro, large disjoints in most his aerials, a good grab game, and strong KO options. However, R.O.B.'s finishers are laggy, his ground game has poor reach, and he is quite susceptible combos.

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 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 low 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-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 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 hampered somewhat in Super Smash Bros. 4, with Gyro in particular being the most negatively affected of his projectiles. Despite this, it is still strong when compared to most characters.

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 a ledge trump if the opponent re-grabs the ledge. 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 forward and back throws still have limited utility at being used to keep opponents away from him as well as setting up edge-guards, but 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 the 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 since he lacks a fast aerial attack outside of his forward aerial, 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 and considerably more reliable 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 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 absurd 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 like Holy, Mister Eric and 8BitMan to his credit.

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 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 toy in real life.
  • Change R.O.B. is more emotive, such as making angry eyes while performing some attacks and having sad eyes when he is grabbed.
  • Change Super Smash Bros. for Nintendo 3DSR.O.B.'s eyes turn dark green and show lime green-colored, circuitry-like patterns when he is attacked and when he is screen KO'd.
  • Change R.O.B. now faces the screen at an angle, as opposed to facing straightforward like in Brawl.
  • Change R.O.B. will always turn right when performing all of his taunts, regardless of the direction he is facing.
  • Change R.O.B. is less vocal, as the mechanical sound effects of his attacks and taunts are quieter.

Attributes

  • 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 much faster (1.2 → 1.6), especially relative to the rest of the cast, going from one of the slowest to above average. This makes him more vulnerable to combos, but also improves his already strong vertical endurance.
  • Change R.O.B.'s size has increased, making him easier to hit, but improving his range in some attacks.

Ground attacks

  • Nerf Forward tilt's range has been decreased by about one third.
  • 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 increased vertical range.
  • Buff Dash attack deals 2% more damage (6% → 8% (arms), 5% → 7% (arms' tips)) and has increased reach.
  • 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 Forward smash has larger hitboxes, giving it about twice the range of his previous forward smash. The sweetspotted forward smash deals more 1% more damage (14% → 15%) and slightly increased knockback.
  • Nerf Forward smash has slightly increased start-up lag and deal less damage (13% → 11.5% (mid), 12% → 6% (tip)).
  • 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 knocks opponents into the sweetspot (the thrusters). This 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 makes it a much more reliable KOing option as well as a viable out of shield option.
  • Buff Down smash deals 2% more damage (2% → 4% (hits 1-4), 5% → 7% (hit 5)). It is now a semi-spike instead of launching opponents at a 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.
  • Nerf Down smash has slightly increased 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. In addition to making it safer, 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)). It is drastically decreased 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 from a short hop despite its decreased ending lag.
  • Buff Forward aerial has slightly decreased ending lag and landing lag.
  • Change Forward aerial's animation has slightly changed. R.O.B. now swings his arms out from above more forcefully and follows through fully with his swing, instead of keeping his arms out.
  • Buff Back aerial deals 1% more damage (11% → 12%) and slightly increased knockback. It propels R.O.B. significantly farther, making it safer and increasing its utility for horizontal recovery. It is also more powerful.
  • Nerf Back aerial has slightly increased start-up lag.
  • Buff Up aerial has a proper finishing hit. The last hit has high base knockback and is strong enough to be make it a viable KOing option, especially near the upper blast line. While up aerial deals 10% less damage (20% → 10%) and has significantly fewer number of hits, it gives opponents less opportunity to SDI out and thus makes it more difficult to escape, reinforcing its reliability as a KOing option and while also enabling it to be a viable 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 re-grab the ledge without renewing their ledge invincibility. Its hitboxes also go slightly below the ledge.

Grab and throws

  • Nerf Forward throw deals 2% less damage (10% → 8%) and has slightly decreased knockback.
  • Buff Up throw's knockback scaling was significantly increased, 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%).
  • Buff While 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 diving all the way to the bottom blast line if there is no platform underneath him.
  • Buff The removal of hitstun cancelling makes down throw an excellent combo starter. The most notable combo is the "Beep Boop", which is down throw followed by up aerial and is guaranteed to connect up to medium to high percents depending on the rage mechanic. The "Beep Boop" can also be used as a KOing option even at high percents if R.O.B. can properly read the opponent's reaction.

Special moves

  • Change Robo Beam deals 1% less damage (5% → 4%) and Super Robo Beam deals 1% more damage (9% → 10%).
  • Buff Super Robo Beam charges faster, is wider, and has slightly increased knockback.
  • Nerf Robo Beam and Super Robo Beam both travel slower, more so for Super Robo Beam.
  • Change Super Robo Beam is wider, brighter and its color scheme has been slightly changed. While it retains its crimson coloration, it now has a yellow coloration and a blue coloration, all of which comprise Super Robo Beam's color scheme in a layered style (yellow is the innermost, blue is the outermost and crimson is inbetween).
  • Buff Arm Rotor now has a proper finishing hit that launches opponents away, making it more reliable and significantly safer for offense. The last hit is also powerful enough to KO around 150%. It 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 aids its offensive capability and also grants R.O.B. another defensive capability aside from its reflection property. It's reduced SDI capability allows it to deal more damage overall even though its loop and last hits now have consistent damage outputs.
  • Nerf When using Robo Burner, R.O.B. moves slower horizontally. Repeated bursts also give result in decreased distance being covered, reducing its recovery potential and making R.O.B. easier to edge-guard.
  • Change R.O.B. raises his arms while using Robo Burner to ascend. When R.O.B. is out of fuel in midair, smoke visibly emits from beneath his base until he lands.
  • Nerf Fully charged Gyro deals 8% less damage (18% → 10%) when fired, while the distance it covers when fired has been decreased.
  • Nerf R.O.B. has a new, laggier animation which leaves him vulnerable when he fails to pull a Gyro from his base when one is present on-stage or if he tries charging another one 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 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 the glitch where throwing Gyro upward 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 decreased.

Moveset

  Name Damage Description
Neutral attack   3% Punches twice.
3%
Forward tilt   8% (sweetspot), 6%/5% (sourspot) A leaning hook. 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 medium percents.
Down tilt   5% R.O.B. pokes the ground with both arms. Can trip opponents. Fairly spammable due to its outstanding speed, it is also excellent for setting up grabs or other attacks.
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) 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 thrusters upward. 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 and reliable KOing 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. Low damage but high knockback, and sends opponents flying at a lower angle, making it good for trapping ledges.
Neutral aerial   8% (base), 6% (tip) Performs a somersault while firing his thrusters. 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 start-up lag for an aerial. It can still, however, auto-cancel from a short hop.
Forward aerial   7% A double forearm club, 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 does not waste fuel from R.O.B.'s Robo Burner. It can auto-cancel 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 to medium percents. It can also KO at 100% near the blast line and can auto-cancel from a short hop.
Down aerial   12% (clean base), 11% (clean mid), 6% (clean tip), 8% (late) R.O.B. fires his thrusters downward. It has a strong meteor smash at the middle part of the blast. Excellent after an edge trump if the opponent re-grabs 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 edge-guard.
Back throw   10% R.O.B. flings the opponent backwards. Can be used to set up an edge-guard.
Up throw   12% R.O.B. hovers into the air and piledrives the opponent. 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. Can combo reliably into his up aerial at low to medium percents so 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%
Neutral special Default Robo Beam 7% (uncharged), 4.5% (charged), 10% (Super Robo Beam) An optical laser. When uncharged, it can only damage opponents at point-blank range and cannot ricochet, though it can be fired consecutively. Conversely, both the charged and Super Robo Beam versions can damage opponents from afar and can ricochet, but cannot be fired consecutively. This is one of R.O.B.'s primary options for zoning, with the charged version being better in a neutral position, while the Super Robo Beam is better for surprising opponents. This move and all of its variants have transcendent priority.
Custom 1 Wide-Angle Beam 7% (uncharged), 3.5% (charged), 8% (Super Robo Beam) Deals less damage, but can be aimed in a wider arc.
Custom 2 Infinite Robo Beam 4% (uncharged), 3%/2% (charged), 10% (Super Robo Beam) No charging is needed to fire, but it does less damage, cannot ricochet, and the Super Robo Beam 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 has a 1.5x damage multiplier when reflecting projectiles. This move and all of its variants have transcendent priority.
Custom 1 Reflector Arm 2% (loop), 4% (last) Does not trap opponents, it has a stronger damage multiplier (1.8x) when reflecting projectiles.
Custom 2 Backward Arm Rotor 2% (loop), 4% (last) R.O.B. hops backwards while performing the move. Has a 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. It can 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.

On-screen appearance

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

Taunts

  • Up taunt: Faces the screen and then spins his head and arms in a circle.
  • Side taunt: Faces the screen and moves his head around, flashing the lights in 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 towards the screen.
  • Tilts his head down and closes its eyes, as if going to sleep, then tilts his head back up.
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 remixed version of the title screen to Memory Stack from Stack-Up, a R.O.B.-supported game for the Nintendo Entertainment System.
  • 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.
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 costume for international versions.
  • 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 and Classic post-credits scenes in Super Smash Bros. for Wii U also use 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 Western 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.
  • On the first official Smash 4 tier list released on February 1st 2016, R.O.B. was ranked at 20th position, one place below Peach. Interestingly, on the Brawl tier list, R.O.B. is one place above Peach, at 18th position.
  • As of Super Smash Bros. for Wii U version 1.1.4, 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 and in the 3DS version, his eyes function normally.