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

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{{Infobox Character
{{Infobox Character
|name = R.O.B.
|name = R.O.B.
|image = {{tabber|title1=Famicom|tab1=[[File:R.O.B. (JPN) SSBU.png|x250px]]|title2=NES|tab2=[[File:R.O.B. SSBU.png|x250px]]}}
|image = {{tabber|title1=Famicom|content1=[[File:R.O.B. (JPN) SSBU.png|x250px]]|title2=NES|content2=[[File:R.O.B. SSBU.png|x250px]]}}
|game = SSBU
|game = SSBU
|ssbgame1 = SSBB
|ssbgame1 = SSBB
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'''R.O.B.''' ({{ja|ロボット|Robotto}}, ''Robot'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was officially revealed on [https://www.youtube.com/watch?v=L93H7YC-83o June 12th, 2018] alongside {{SSBU|Dr. Mario}}, {{SSBU|Duck Hunt}}, and the rest of the returning roster. R.O.B. is classified as [[Fighter number|Fighter #42]]. R.O.B.'s beeping sound effects from ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]'' were repurposed for ''Ultimate''.
'''R.O.B.''' ({{ja|ロボット|Robotto}}, ''Robot'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was officially revealed on [https://www.youtube.com/watch?v=L93H7YC-83o June 12th, 2018] alongside {{SSBU|Dr. Mario}}, {{SSBU|Duck Hunt}}, and the rest of the returning roster. R.O.B. is classified as [[Fighter number|Fighter #42]]. R.O.B.'s beeping sound effects from ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]'' were repurposed for ''Ultimate''.


R.O.B. is ranked 6th out of 82 on the [[tier list]], placing him in the S tier. This is a significant improvement from his placement in ''SSB4'', where he was ranked 35th out of 54, and is his best placement in the series. R.O.B's biggest strengths come from his largely improved [[moveset]], allowing him to play both an offensive and defensive playstyle. His entire moveset has seen increased utility overall allowing him to box out his opponents with ease as well as kill more effectively and edgeguard opponents with limited recovery without the risk of himself [[self-destruct]]ing. His atributes of lingering hitboxes and heavy weight allow him to survive to incredibly high percents, making him among the best zoners in the game due to being able to patiently chip away at the opponent's percentage until finding an opportunity to rushdown and close out a stock.
R.O.B. is ranked 6th out of 82 on the [[tier list]], placing him in the S tier. This is a significant improvement from his placement in ''SSB4'', where he was ranked 35th out of 54, and is his best placement in the series to date. R.O.B's biggest strengths come from his ultimately improved [[moveset]], allowing him to play both an offensive and defensive playstyle. His entire moveset has received increased utility overall, allowing him to box out his opponents with ease, as well as KOing more effectively and edgeguard opponents with limited [[recovery]] without the risk of himself [[self-destruct]]ing. His attributes of lingering hitboxes and heavy [[weight]] allow him to survive to incredibly high percents, making him among the best zoners in the game due to being able to patiently chip away at the opponent's percentage until finding an opportunity to rushdown and close out a stock. He also possesses arguably one of the best item-generating moves in the form of [[Gyro]], which has several practical applications of usage including KO combos into [[Arm Rotor]], which has been retooled into a potent finishing move at the ledge or offstage.


While sporting a myriad of strengths, R.O.B. is not without weaknesses. His most well-known one is his large [[hurtbox]]es, which makes him an easy target both on stage and off stage. When combined with his above average [[weight]] and fall speed, he is highly susceptible to combos, which is only exacerbated by the slow startup of his aerials giving him little in the way of combo breakers. Despite being heavily reliant on grabs start combos, his grab range is among the shortest in the game and can be easily punished if a grab misses. His moveset using many projectiles means he is at a disadvantage against opponents with a [[reflection|reflector]], and his large hurtboxes and recovery being a finite resource while airborne means he can easily being edgeguarded himself by being highly susceptible to [[2 frame punish]]es and being walled out from until being forced to SD.
While sporting a myriad of strengths, R.O.B. is not without weaknesses. His most well-known one is his large [[hurtbox]]es, which makes him an easy target both on stage and off stage. When combined with his heavy [[weight]] and above-average [[falling speed]], he is extremely susceptible to combos, which is only exacerbated by the slow startup of his aerials (excluding his forward and up aerials) giving him little in the way of combo breakers. Despite being heavily reliant on [[grab]]s to initiate combos, his grab is among the shortest-ranged in the game and can be easily punished if a grab misses. His moveset revolving around several [[projectile]]s means he is under a disadvantage against opponents with a [[reflection|reflector]], and his large hurtboxes and recovery being a finite resource while airborne means he can easily be edgeguarded himself by being highly susceptible to [[2 frame punish]]es and being walled out from until being forced to SD.


Despite these weaknesses, R.O.B. has seen large representation from many players such as {{Sm|Zackray}} and {{Sm|Zomba}}. As a result, he is among one of the most common characters seen in [[major]]s and [[tournament]]s, consistently ranking in the top 3 for representation in the metagame.
Despite these weaknesses, R.O.B. has seen large representation from multiple players such as {{Sm|Zackray}}, {{Sm|Zomba}}, {{Sm|Anathema}} and {{Sm|MKBigBoss}}. As a result, he is among one of the most common characters seen in [[major]]s and [[tournament]]s, consistently ranking in the top 3 for representation in the metagame.
==How to unlock==
==How to unlock==
Complete one of the following:
Complete one of the following:
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==Attributes==
==Attributes==
R.O.B. is the [[Weight|eighteenth heaviest]] character in the game, being tied with {{SSBU|Snake}} and {{SSBU|Banjo & Kazooie}}, thus making him a heavyweight. R.O.B. sports an above average [[Walk|walking speed]], [[initial dash]], and [[falling speed]], is tied with {{SSBU|Ike}} and {{SSBU|Bowser Jr.}} for the 26th fastest [[air speed]], average [[Dash|dashing speed]], [[gravity]], and [[traction]], as well as the 30th highest [[air acceleration]]. This grants him mobility that is fairly average overall, yet balanced compared to most of his fellow heavyweights. This, along with several of his other attributes, most notably his extremely long-distanced recovery, noticeably set him apart from most of them.
R.O.B. is the [[Weight|eighteenth-heaviest]] character in the game, being tied with {{SSBU|Snake}} and {{SSBU|Banjo & Kazooie}}, thus rendering him a heavyweight. R.O.B. sports an above-average [[walking]] speed, [[initial dash]], and [[falling speed]], is tied with {{SSBU|Ike}} and {{SSBU|Bowser Jr.}} for the 26th-fastest [[air speed]], average [[dashing]] speed, [[gravity]], and [[traction]], as well as the 30th-highest [[air acceleration]]. This grants him mobility that is fairly average overall, yet balanced compared to most of his fellow heavyweights. This, along with several of his other attributes, most notably his extremely long-distanced recovery, noticeably set him apart from most of them.


Like in ''Brawl'' and ''Smash 4'', R.O.B. is a zoning-oriented character with very useful projectiles to keep his opponents at bay. [[Robo Beam]] enables him to attack from considerable distance, and becomes the noticeably stronger Super Robo Beam when it is left idle for 14.3 seconds. While Robo Beam interrupts opponents faster, Super Robo Beam deals more damage and has higher knockback growth. [[Gyro]] is an auto-[[charge]]able projectile that becomes an [[item]] when fired. Compared to Robo Beam, it has a more favorable angle for disrupting opponents, while also being more manipulable as a projectile and having greater kill power. Thanks to R.O.B.'s [[item throw]]s being among the strongest in the game, Gyro is also very useful when [[Item throw#Directions and strength|smash thrown]] as an item.
Like in ''Brawl'' and ''Smash 4'', R.O.B. is a zoning-oriented character with versatile projectiles to keep his opponents at bay. [[Robo Beam]] enables him to attack from considerable distance, and becomes the noticeably stronger [[Super Robo Beam]] when it is left idle for 14.3 seconds. While Robo Beam interrupts opponents faster, Super Robo Beam deals more damage and has higher knockback growth. [[Gyro]] is an auto-[[charge]]able projectile that becomes an [[item]] when fired. Compared to Robo Beam, it has a more favorable angle for disrupting opponents, while also being more manipulable as a projectile and possessing greater KO power. Thanks to R.O.B.'s [[item throw]]s being among the strongest in the game, Gyro is also especially useful when [[Item throw#Directions and strength|smash thrown]] as an item.


Aside from his projectiles, R.O.B's ground game is also excellent. Jab comes out on frame 3 and acts as a quick move at low percentages to escape pressure situations, and it can also jab lock and combo. Forward tilt can be useful for spacing at higher percentages since it comes out on frame 7, but its usefulness ends there. Up tilt comes out on frame 4, and is very good for acting as an anti air and combos into his up air. Down tilt is R.O.B.'s single best move, as it lowers his hurtbox, has great range, is tied with jab as his fastest move at frame 3, pressures shields, trades with shield grabs, and its total active frames is only 14, meaning it is one of the safest pressuring moves in the game. It also combos into itself at lower percentages, and at higher percents it can combo into grab or dash attack, and can send opponents into a jab lock scenario for a KO at relatively low percentages. Lastly, dash attack is useful for punishing landings and whiffs, is very fast at frame 7, has decently long range, and can combo into his forward air at low to mid percentages.
Aside from his projectiles, R.O.B's grounded game is also excellent. His [[neutral attack]] comes out on frame 3 and acts as a quick move at low percentages to escape pressuring situations, and it can also [[jab lock]] and combo. [[Forward tilt]] can be useful for spacing at higher percentages since it comes out on frame 7, but its usefulness ends there. [[Up tilt]] comes out on frame 4, and is great for acting as an anti-air and combos into his up aerial. [[Down tilt]] is R.O.B.'s single-best move in his entire kit, as it lowers his hurtbox, has great range, is tied with his jab as his fastest move at frame 3, pressures [[shield]]s, trades with [[shield grab]]s, and its total active frames is only 14, meaning it is one of the safest pressuring moves in the game. It also combos into itself at lower percentages, and at higher percents, it can combo into grab or dash attack, and can send opponents into a jab lock-based scenario for a KO at relatively low percentages. Lastly, [[dash attack]] is useful for punishing landings and whiffs, is extremely fast at frame 7, has relatively long range, and can combo into his forward air at low to medium percentages.


R.O.B.'s air game is also great, thanks to the excellent and disjointed ranges of all but one of his aerials. Neutral aerial has large, disjointed hitboxes that make it great for covering the opponents options if they lack the range to deal with it. It's also very hard to punish out of shield, due to its damage, total landing lag (7 frames) and range. It is also a reliable combo starter at low to medium percentages when [[SHFF]]'d, as well as a useful spacing option and, to a lesser extent, a kill move. Up aerial is a great vertical kill move due to its large and long-lasting hitboxes, fast startup, and the last hit’s high knockback. Back and down aerials are R.O.B.'s most damaging aerials when sweetspotted, and they too have large hitboxes, much like neutral aerial. However, they also boast their own specific strengths. Back air has recovery potential thanks to it propelling R.O.B. forward, and it's his only aerial that can KO in neutral due to its very high knockback and huge hitbox. Not only that, but it is also one of the strongest back aerials in the game. Down air is a [[meteor smash]] that can hit below the ledge and KO very early if done so. It is also active for 6 whole frames, making it difficult to avoid for characters with linear recoveries. Lastly, forward aerial is R.O.B.'s fastest aerial coming out on frame 6, making it very spammable in neutral due to how low committal it is to use, as it is safe on shield. However, its hitbox has much shorter range and isn't disjointed.
R.O.B.'s air game is also great, thanks to the excellent and disjointed ranges of all excluding [[forward aerial|one]] of his aerials. [[Neutral aerial]] has large, disjointed hitboxes that make it great for covering the opponents' options if lacking the range to deal with it. It is also very hard to punish [[out of shield]] due to its damage, total [[landing lag]] (7 frames) and range. It is also a reliable combo starter at low to medium percentages when [[SHFF]]'d, as well as a useful spacing option and, to a lesser extent, a KOing tool. [[Up aerial]] is a great vertical KO move due to its large and long-lasting hitboxes, fast startup, and the last hit’s high knockback. [[Back aerial|Back]] and [[down aerial]]s are R.O.B.'s most damaging aerials when [[sweetspot]]ted, and they too have large and disjointed hitboxes, much like neutral aerial. However, they also boast their own specific strengths: back aerial has recovery potential thanks to it propelling R.O.B. forward, and it is his only aerial that can KO in neutral due to its incredible knockback and huge hitbox. Not only that, but it is also one of the strongest back aerials in the game. Meanwhile, his down aerial is a powerful [[meteor smash]] that can hit below the ledge and KO very early if done so. It is also active for 6 whole frames, making it difficult to avoid for characters with linear recoveries. Lastly, [[forward aerial]] is R.O.B.'s fastest aerial coming out on frame 6, making it very spammable in neutral due to how low committal it is to use, as it is safe on shield. However, its hitbox has much shorter range and is not disjointed.


R.O.B.'s grab game also has its uses. Forward and back throws are decent for spacing and setting up edge-guards. Back throw can also KO at the ledge at very high percents, and both can combo into dash attack or gyro at very low percents. In comparison, R.O.B.'s up throw is much more useful. It is his most damaging throw, a solid kill move (especially when boosted by [[rage]] or if he lands on a platform), and can even be used for combos at low percentages. His down throw, despite not being a kill move, is also one of his best tools for taking a stock. While it deals poor damage, it buries opponents, allowing for followups into up tilt, up air, or even up smash. However, with mashing, the opponent can typically get out before R.O.B. has any chance to act. As such, it is more of a read-based tool rather than a guaranteed method for taking a stock.
R.O.B.'s [[grab]] game is also quite outstanding. [[Forward throw|Forward]] and [[back throw]]s are decent for spacing and setting up edge-guards. The latter can also KO at the ledge at very high percents, and both can combo into dash attack or Gyro at minimal percents. In comparison, R.O.B.'s [[up throw]] is comparatively more useful: it is his most damaging throw, a solid KO move (especially when boosted by [[rage]] or if he lands on a platform), and can even be used for combos at low percentages. His down throw, despite not being a KOing move, is also one of his best tools for sealing a stock. While it deals poor damage, it [[bury|buries]] opponents, allowing for follow-ups into up tilt, up air, or even up smash. However, with excessive [[button mashing]], the opponent can typically get out before R.O.B. has any chance to act. As such, it is more of a read-based tool rather than a guaranteed method for taking a stock.


Although R.O.B. possesses a large number of strengths, he does also have a few noteworthy shortcomings. Despite having a good chunk of moves with respectable KO potential, landing his kill moves can be problematic because of them either being laggy or having unimpressive ranges, or possibly even both. The latter trait is particularly noticeable in regard to R.O.B.'s arm-based attacks, most of which have short ranges. His grab game is also hindered by his overall grab range being the shortest in the game.
Although R.O.B. possesses a large number of strengths, he does also have a few noteworthy shortcomings. Despite possessing a good chunk of respectable KOing options, landing a KO can often be problematic because of his finishers being burdened with either considerable lag and/or unimpressive range. The latter trait is especially noticeable in regard to R.O.B.'s arm-based attacks, most of which have short ranges, which further extends to R.O.B.'s [[grab]], which is among the shortest-ranged in ''Ultimate'' in comparison to his own size.


In addition to R.O.B.'s hitbox issues, his hurtbox also hinders him, as it is very large and wide, meaning he can get hit by a lot of combos that other characters would have an easier time getting away from. This also means that he has difficulty dealing with combo-oriented characters. This is further compounded by his above average falling speed, as well as his aerials' inability to reliably break combos: neutral and down aerials are very slow in terms of startup, forward and up aerials only hit in front of and above R.O.B., respectively, and back aerial is a mix of both: it has slow startup and only hits behind him.
In addition to R.O.B.'s issues with his hitboxes, his hurtbox also hinders him, as it is both large and wide, meaning he can get hit by a lot of combos that other characters would have an easier time evading. This also means that he has difficulty dealing with combo-oriented characters. This is further compounded by his above-average [[falling speed]], as well as his aerials' inability to reliably break combos: neutral and down aerials are sluggish in terms of startup, forward and up aerials only hit in front of and above R.O.B., respectively, and back aerial is a mixture of both: it has slow startup and only hits behind him.


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


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
R.O.B. has been significantly buffed overall in his transition to ''Ultimate''. Similarly to {{SSBU|Mario}}, R.O.B. has received comparatively few major changes in his transition from the previous game; however, most of these changes have majorly improved his toolkit, and he benefits from the changes made to the game's engine as well.
R.O.B. has been significantly buffed overall in his transition to ''Ultimate''. While R.O.B. has received comparatively few major changes in his transition from the previous game, most of these changes have majorly improved his toolkit, and he benefits from the changes made to the game's engine as well.


Arguably R.O.B.'s most impactful buff is to his Arm Rotor move. Previously universally regarded as one of the worst attacks in ''Smash 4'', it executes faster, with reduced startup lag, much less ending lag, and larger hitboxes with improved angles that connect with each other much better. This not only significantly improves its use as an [[edgeguarding]] option, but when combined with the other changes made to his moveset, it has now become one of the most devastating combo finishers in ''Ultimate'', granting R.O.B. potential [[zero-to-death combo]]s and allowing him to KO opponents at absurdly early percentages.
Arguably R.O.B.'s most impactful improvement is to [[Arm Rotor]]. Being previously and universally regarded as one of the worst attacks in ''SSB4'', it executes faster, with faster startup lag and less ending lag, and has larger hitboxes with improved angles that connect with each other much better. This not only significantly improves its use as an [[edgeguarding]] option, but when combined with the other changes made to his moveset, it has now become one of the most devastating combo finishers in ''Ultimate'', granting R.O.B. potential [[zero-to-death combo]]s and allowing him to KO opponents at absurdly early percentages.


Several of R.O.B.'s attacks have received quality of life changes that improve their utility. Forward smash and back aerial deal more knockback, granting them increased KO potential and toning down one of R.O.B.'s previous weaknesses. Up tilt has had its first hit's hitbox from ''Brawl'' restored, increasing its range and reliability. Down smash also launches opponents at a consistent angle, improving its consistency all around. Robo Beam has larger hitboxes and launches at lower angles, improving their effectiveness as edgeguarding options. Lastly, Gyro has been significantly buffed: it can now be returned to the dock once R.O.B. has grabbed it to charge it again and fire it with less startup, as opposed to tossing it once he has grabbed it. It can also now be jump canceled. These changes grant R.O.B. even more potential combo routes and give him more safe options against opponents.
Several of R.O.B.'s attacks have received quality-of-life changes that improve their utility. [[Forward smash]] and [[back aerial]] deal more knockback, granting them increased KO potential and toning down one of R.O.B.'s previous weaknesses. [[Up tilt]] has had its first hit's hitbox from ''Brawl'' restored, increasing its range and reliability. [[Down smash]] also launches opponents at a consistent angle, improving its consistency all around. [[Robo Beam]] has larger hitboxes and launches at lower angles, improving their effectiveness as edgeguarding options. [[Gyro]] has also been significantly buffed: it can now be returned to the dock once R.O.B. has grabbed it to charge it again and fire it with less startup, as opposed to tossing it once he has grabbed it. It can also now be jump-canceled. These changes grant R.O.B. even more potential combo routes and give him more safe options against opponents.


R.O.B. also benefits from most of the universal changes to the game's engine. The universal increase in mobility and the ability to use any attack out of a run cancel allows him to close out the distance more effectively and compounds his improved up-close game. The universally increased shieldstun for grounded attacks has also been fairly beneficial to R.O.B., as it makes his very fast and decently-ranged down tilt safer on shield. The universal decrease to landing lag noticeably improves R.O.B.'s combo game as well; aside from changes made to his Arm Rotor, they make up aerial's looping hits more viable for starting combos, and neutral aerial's reduced start-up lag coupled with its decreased landing lag noticeably improves its combo potential and makes it a safer option when landing. Lastly, the changes to [[air dodge|air dodging]] benefit R.O.B., as they allow him to edgeguard his opponents more effectively and use a directional air dodge out of Robo Burner to gain more distance, improving his already excellent recovery.
R.O.B. also benefits from ''Ultimate''{{'}}s universally adjusted mechanics. The universal increase in mobility and the ability to [[dash-canceling|perform an attack out of a run]] allows him to close out the distance more effectively and compounds his improved up-close game. The universally increased [[shieldstun]] for grounded attacks has also been fairly beneficial to R.O.B., as it makes his quick and relatively-ranged down tilt safer on shield. The universal reduction to [[landing lag]] noticeably improves R.O.B.'s combo game as well; aside from changes made to his [[Arm Rotor]], they make up aerial's looping hits more viable for starting combos, and neutral aerial's reduced start-up lag, combined with its decreased landing lag, noticeably improves its combo potential and makes it a safer option when landing. Lastly, the changes to [[air dodge]]s benefit R.O.B., as they allow him to edgeguard his opponents more effectively and perform a directional air dodge out of Robo Burner to gain more distance, improving his already excellent recovery.


However, R.O.B. has received a few nerfs as well. His [[grab]] game has been weakened overall, with universal changes to grabs hindering the safety of his grabs despite his improved standing grab. His [[up throw]] has increased endlag, making follow-ups harder, and his down throw now buries, allowing for read-based follow-ups at high percents, but removing any guaranteed set-ups at low to mid percents, particularly his effective down throw-up air combo, dubbed the "Beep Boop". R.O.B. also retains a few of the same issues from his previous appearance; his unusually large size and lack of fast aerial options leave him susceptible to [[juggling]] (with the buffs to his neutral air failing to fully address this issue), his up-close game is still exploitable due to R.O.B.'s lack of attacks with disjointed range, and his recovery remains predictable and easy to hit him out of with a sufficiently ranged move.
However, R.O.B. has received a few nerfs as well, most notably to his [[grab]] game. The universal changes to grabs hinder the safety of R.O.B.'s grabs despite his improved standing grab. His [[up throw]] has increased endlag, making follow-ups harder at low percentages, and his [[down throw]] now buries, allowing for read-based follow-ups at high percents, but removing any guaranteed set-ups at low to mid percents, particularly his effective "Beep Boop" combo (down throw to up air).


Overall, R.O.B.'s playstyle remains fundamentally unchanged from ''SSB4'', but changes to several of his attacks and to the game's engine have now properly cemented R.O.B. as the "jack-of-all-trades" between his fellow zoning brethren, as they give him having a far deadlier punish game compared to both of his previous appearances. R.O.B.'s results in the early metagame of ''Ultimate'' have been the strongest of any of his appearances thus far, thanks to the efforts of notable players such as {{sm|8BitMan}}, {{sm|Dill}}, {{sm|OCEAN}}, {{sm|Raffi-X}}, {{sm|WaDi}} and {{sm|Zackray}}. This has lead to a strikingly positive reception from the competitive Smash community, with most players viewing him as a high tier or even top tier character, in comparison to his mid tier status in both ''Brawl'' and ''SSB4''.
Overall, R.O.B.'s playstyle remains fundamentally unchanged from ''SSB4'', but changes to several of his attacks and to the game's engine have now properly cemented R.O.B. as the "jack-of-all-trades" between his fellow zoning brethren, as they give him having a far deadlier punish game compared to both of his previous appearances. However, R.O.B. still retains a few of the same issues from his previous appearance, such as short melee range, susceptibility to combos and juggling due to his large size and slow aerial options, and a predictable, vulnerable recovery, which means he must keep playing patiently and carefully before commiting to exploit the opponent's opening. Game updates have given R.O.B. some slight nerfs, but these are shared among the cast, keeping his effectiveness virtually intact despite the buffs to returning veterans and the introduction of strong DLC characters. Thanks to these changes, R.O.B. performs significantly better than he did in previous installments, with this incarnation being considered R.O.B.'s strongest one so far, and an outstanding contender in competitive play.


{{SSB4 to SSBU changelist|char=R.O.B.}}
{{SSB4 to SSBU changelist|char=R.O.B.}}


==Update history==
==Update history==
R.O.B has received a mix of [[buff]]s and [[nerf]]s via game updates, but has been slightly nerfed overall. The removal of Gyro canceling was significant, as it effectively removed several movement options and advanced techniques R.O.B. could do in previous games. R.O.B was affected more than most other characters during version 3.0.0 with the universal projectile shield damage nerf and the down tilt loop became harder to set up in version 4.0.0, with buffs being quality of life updates to make moves connect more consistently.
R.O.B has received a mix of [[buff]]s and [[nerf]]s via game updates, but has been slightly nerfed overall. The removal of Gyro canceling was significant, as it effectively removed several movement-based options and advanced techniques R.O.B. could perform in previous games. R.O.B was affected more than most of the other characters during update 3.0.0 with the universal reduction to shield damage for projectiles and the down tilt loop became harder to set up in version 4.0.0, with buffs being quality-of-life updates to make moves connect more consistently.


Overall, while faring slightly worse than at launch, R.O.B. remains highly viable in the competitive scene and is seen as a high tier character throughout the game's lifespan.
Overall, while faring slightly worse than at launch, R.O.B. remains extremely viable in the competitive scene and is regarded as a high-tier character throughout the game's lifespan.


'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}'''
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|neutral1dmg=3%
|neutral1dmg=3%
|neutral2dmg=3%
|neutral2dmg=3%
|neutraldesc=Two alternating {{iw|wikipedia|hook|boxing}}s. Both of its hits hit on frame 3, which ties it with down tilt as R.O.B.'s fastest attack. Its first hit can be repeated by holding the attack button, and can also jab lock opponents, while the second hit is useful for spacing.
|neutraldesc=A pair of alternating {{iw|wikipedia|hook|boxing}}s. Both of its hits hit on frame 3, which ties it with down tilt as R.O.B.'s fastest attack. Its first hit can be repeated by holding the attacking button, and can also jab lock opponents Its first hit has almost nonexistent base knockback, average knockback growth and launches at 100°, all of which allow it to [[jab cancel]]. Its most reliable follow-up is down tilt, thanks to it also hitting on frame 3, although it can also jab cancel reliably into forward tilt, smash attacks, or a grab. The tilt attack follow-ups can be performed up to high percentages, while the smash attack 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. Conversely, its second hit has very high knockback growth and launches at 361°, which make it useful for spacing.
|ftiltname=S2
|ftiltname=S2
|ftiltdmg=7% (body), 8% (arm), 10% (arm's tip)
|ftiltdmg=7% (body), 8% (arm), 10% (arm's tip)
|ftiltdesc=A lunging hook that can be angled. Can setup tech chases at mid-percents and the sweetspot on the tip of ROB's arm KOs at 150% near the ledge. Angled down, it can also hit many ledge hangs.
|ftiltdesc=A lunging hook. Can be angled. Can set up [[tech-chasing|tech-chases]] at medium percents and the sweetspot on the tip of R.O.B.'s arm KOs at 150% near the ledge. Angled down, it can also hit several ledge-hangers. The tip of R.O.B.'s arm is decent for spacing beginning at 50%.
|utiltname=Hi2
|utiltname=Hi2
|utiltdmg=3% (hit 1), 5% (hit 2 tip), 6% (hit 2 middle)
|utiltdmg=3% (hit 1), 5% (hit 2 tip), 6% (hit 2 middle)
|utiltdesc=Quickly thrusts his arms upward. It combos into itself and up aerial at a wide range of percents. Between 80-110%, it KO confirms into up aerial if initiated with an instant double jump. Useful as an anti-air and as a platform pressure tool, but has minimal horizontal range.
|utiltdesc=Quickly thrusts his arms upward. It combos into itself and up aerial at a wide range of percents. Between 80-110%, it KO confirms into up aerial if initiated with an instant double jump. It is useful as an anti-air and as a platform pressure tool, but has minimal horizontal range.
|dtiltname=Lw2
|dtiltname=Lw2
|dtiltdmg=5%
|dtiltdmg=5%
|dtiltdesc=Quickly thrusts his arms diagonally downward. It hits on frame 3, which ties it with neutral attack as R.O.B.'s fastest attack. Widely considered by many to be the best down tilt in the game and one of the best moves in the game overall due to its fast startup, low ending lag, good range, safety on shield, shield pressuring ability, chance to trip, and use as a combo starter and extender.  
|dtiltdesc=Quickly thrusts his arms diagonally downward. It hits on frame 3, which ties it with neutral attack as R.O.B.'s fastest attack. It is widely considered by most of the commuity to be the game's best down tilt and one of the best overall attacks in ''Ultimate'' overall, due to its fast startup, low ending lag, good range, safety on shield, shield pressuring ability, chance to trip, and usage as a combo starter and extender.  
|dashname=DashA
|dashname=DashA
|dashdmg=7%
|dashdmg=7%
|dashdesc=A double [[Wikipedia:Professional wrestling attacks#Forearm club|forearm club]]. Combos into forward air at low and mid-percents, as well as a Gyro toss if dash attack was used to pick up the Gyro.
|dashdesc=A double [[Wikipedia:Professional wrestling attacks#Forearm club|forearm club]]. It combos into forward air at low and medium percents, as well as a Gyro toss if dash attack was performed to pick up the Gyro.
|fsmashname=S3
|fsmashname=S3
|fsmashdmg={{ChargedSmashDmgSSBU|15}} (base), {{ChargedSmashDmgSSBU|11.5}} (middle), {{ChargedSmashDmgSSBU|6}} (tip)
|fsmashdmg={{ChargedSmashDmgSSBU|15}} (base), {{ChargedSmashDmgSSBU|11.5}} (middle), {{ChargedSmashDmgSSBU|6}} (tip)
|fsmashdesc=Fires a energy blast forwards, similar to the uncharged [[Robo Beam]]. Although this move has poor startup and is very punishable, the strongest hitbox closest to R.O.B.'s eyes deals high knockback, KOing around 75% near the ledge. It can also be angled, allowing it to catch jumps and ledge options. Most useful as a dash-back whiff punish option or as a jab lock finisher.
|fsmashdesc=Fires an energetic blast forwards, similar to the uncharged [[Robo Beam]]. Although this move has moderate startup lag (frame 19) and is very punishable due to its high ending lag, the strongest hitbox closest to R.O.B.'s eyes deals high knockback, KOing middleweights around 75% near the edge of Final Destination. It can also be angled, allowing it to catch jumps and ledge-based options. It is especially useful as a dash-back whiff-punishing option or as a finisher out of a [[jab lock]]. However, its range is merely average at best, it has high ending lag and the blast's tip has extremely minimal KO potential.
|usmashname=Hi3
|usmashname=Hi3
|usmashdmg={{ChargedSmashDmgSSBU|3}} (hit 1), {{ChargedSmashDmgSSBU|14}} (hit 2)
|usmashdmg={{ChargedSmashDmgSSBU|3}} (hit 1), {{ChargedSmashDmgSSBU|14}} (hit 2)
|usmashdesc=Handstands and activates his thrusters to emit a [[Flame|fiery]] blast upward. It hits on frame 10, which is fast for a smash attack. It also has deceptive horizontal range on the ground, thanks to R.O.B.'s arms having hitboxes that launch opponents into the thrusters' hitboxes, the latter of which are very powerful, KOing around 100%. With precise timing and spacing, it can be combo'd into from a down tilt around 90-100%. It is also a useful [[out of shield]] option. However, it has high ending lag and is very punishable.
|usmashdesc=Handstands and activates his thrusters to emit a [[Flame|fiery]] blast upwards. Due to hitting on frame 10, it is somewhat disproportionately quick for a smash attack. It also has deceptive horizontal range on the ground, thanks to R.O.B.'s arms possessing hitboxes that launch opponents into the thrusters' hitboxes, the latter of which are extremely powerful, KOing middleweights around 100% on Final Destination. Using precise timing and spacing, it can be comboed into from a down tilt around 90-100%. It is also a useful [[out of shield]] option. However, it has high ending lag and is very punishable.
|dsmashname=Lw3
|dsmashname=Lw3
|dsmashdmg={{ChargedSmashDmgSSBU|3.5}} (hits 1-2), {{ChargedSmashDmgSSBU|5}} (hit 3)
|dsmashdmg={{ChargedSmashDmgSSBU|3.5}} (hits 1-2), {{ChargedSmashDmgSSBU|5}} (hit 3)
|dsmashdesc=Lowers his torso and spins many times doing a [[Wikipedia:Professional wrestling attacks#Clothesline|discus clothesline]], similarly to [[Arm Rotor]]. It hits on frame 7, which is very fast for a smash attack. Thanks to it being a [[semi-spike]] and its last hit's very high knockback growth, it KOs at middleweights at 129% while near the edge, and is very effective for edge-guarding. However, its base hitboxes launch the opponent behind R.O.B., which means that he must face away from the edge when attempting to use this move in order to properly launch the opponent offstage. Like forward and up smash, it also has high ending lag.
|dsmashdesc=Lowers his torso and spins it around rapidly while outstretching his arms to perform a series of [[Wikipedia:Professional wrestling attacks#Clothesline|discus clotheslines]], comparatively like [[Arm Rotor]]. It hits on frame 7, which is disproportionately quick for a smash attack. Thanks to it being a [[semi-spike]] and its last hit's very high knockback growth, it KOs at middleweights at 129% while near the edge of Final Destination, and is very effective for edge-guarding. However, its base hitboxes launch the opponent behind R.O.B., which means that he must face the opposite side of the edge when attempting to utilize this move in order to properly launch the opponent offstage. Like forward and up smash, it also has high ending lag.
|nairname=AirN
|nairname=AirN
|nairdmg={{ShortHopDmgSSBU|7.5}} (base), {{ShortHopDmgSSBU|9.5}} (tip)
|nairdmg={{ShortHopDmgSSBU|7.5}} (base), {{ShortHopDmgSSBU|9.5}} (tip)
|nairdesc=Activates his thrusters and somersaults and emit a fiery blast in a circular motion. Its large hitbox, very minimal landing lag, and ability to autocancel with a short hop collectively make it very useful for spacing, approaching and starting combos. If [[SHFF]]'d, it can reliably combo into forward air, Arm Rotor, or up air. It is also R.O.B.'s best landing option and is safe on shield. However, due to it hitting on frame 14, it is one of the slowest aerials of its type and can be stuffed out by faster aerials.
|nairdesc=Activates his thrusters and somersaults and emit a fiery blast in a circular motion. Its large hitbox, very minimal landing lag, and ability to [[auto-cancel]] with a short hop collectively make it an extremely useful for spacing, approaching and starting combos. The tip hitbox's respectable damage output and knockback enable it to KO middleweights at around 128% while near the left/right [[blast line]]s. If [[SHFF]]'d, it can reliably combo into forward aerial, Arm Rotor, or up aerial. It is also R.O.B.'s best landing option and is safe on shield. However, due to it hitting on frame 14, it is one of the slowest aerials of its kind, and can be stuffed out by quicker aerials.
|fairname=AirF
|fairname=AirF
|fairdmg={{ShortHopDmgSSBU|7}}
|fairdmg={{ShortHopDmgSSBU|7}}
|fairdesc=Swings his arms forwards. It hits on frame 6, making it R.O.B.'s fastest aerial. It is also ideal for spacing when [[SHFF]]'d, has minimal landing lag, and is decent for edge-guarding. Hitting a landing Fair after a fast-fall combos into down tilt and leads to tech chases. However, it lacks KO potential because of its average damage output and very low base knockback. It is also R.O.B.'s only aerial that does not have a disjointed hitbox.
|fairdesc=A double forearm club. It hits on frame 6, making it R.O.B.'s fastest aerial. It is also ideal for spacing when [[SHFF]]'d, has minimal landing lag, and is decent for edge-guarding and leading to a [[wall of pain]]. Hitting a landing the move after a fast-fall combos into down tilt and leads to tech-chases. However, it lacks KO potential because of its average damage output and minimal base knockback. It is also R.O.B.'s only aerial that lacks a [[disjointed hitbox]].
|bairname=AirB
|bairname=AirB
|bairdmg={{ShortHopDmgSSBU|15}} (base), {{ShortHopDmgSSBU|13}} (middle), {{ShortHopDmgSSBU|9}} (late base/middle)
|bairdmg={{ShortHopDmgSSBU|15}} (base), {{ShortHopDmgSSBU|13}} (middle), {{ShortHopDmgSSBU|9}} (late base/middle)
|bairdesc=Leans forward and activates his thrusters to emit a fiery blast behind him. Very high power, but is very slow, coming out on frame 19, and has several sourspots. Back aerial can also be used for horizontal recovery, as it slightly propels him forward and does not consume [[Robo Burner]]'s fuel, and due to it briefly halting R.O.B.'s momentum, it can autocancel in a short hop, just like his other aerials. One of the strongest back airs in the game, KOing around 80% at the ledge. Can be combo'd into from a reverse landing nair.
|bairdesc=Leans forward and activates his thrusters to emit a fiery blast behind him. It boasts extremely high power and both the clean and late sweetspots [[hitbox|out-prioritize]] the sourspots, but it is burdened with considerable startup lag, coming out on frame 19. Back aerial can also be useable for horizontal recovery, as it slightly propels him forward and does not consume [[Robo Burner]]'s fuel, and due to it briefly halting R.O.B.'s momentum, it can auto-cancel in a short hop, like his other aerial attacks. It is one of the strongest back aerials in the game, KOing middleweights around 80% at the edge of Final Destination. Can be comboed into from a reverse landing neutral aerial.
|uairname=AirHi
|uairname=AirHi
|uairdmg={{ShortHopDmgSSBU|1.5}} (hits 1-4), {{ShortHopDmgSSBU|4}} (hit 5)
|uairdmg={{ShortHopDmgSSBU|1.5}} (hits 1-4), {{ShortHopDmgSSBU|4}} (hit 5)
|uairdesc=Rapidly spins his arms upwards. It is R.O.B.'s second fastest aerial attack. It is down throw's most reliable follow-up from low to medium percentages. It is also useful for juggling and KOing, as its loop hits keep the opponent trapped reliably, whereas its last hit's extremely high knockback growth enables it to KO middleweights at 115% while near the upper [[blast line]]. It can also auto-cancel with a short hop.
|uairdesc=Rapidly rotates his arms upwards. Due to hitting on frame 7, it is R.O.B.'s second-fastest aerial attack in his kit. It is down throw's most reliable follow-up from low to medium percentages. It is also useful for juggling and KOing, as its looping hits maintain the opponent trapped reliably, whereas its last hit's extremely high knockback growth enables it to KO middleweights at 115% while near the upper [[blast line]]. It can also auto-cancel with a short hop.
|dairname=AirLw
|dairname=AirLw
|dairdmg={{ShortHopDmgSSBU|12}} (base), {{ShortHopDmgSSBU|11}} (middle), {{ShortHopDmgSSBU|6}} (tip)
|dairdmg={{ShortHopDmgSSBU|12}} (base), {{ShortHopDmgSSBU|11}} (middle), {{ShortHopDmgSSBU|6}} (tip)
|dairdesc=Activates his thrusters to emit a fiery blast downward. The middle portion of the blast is a powerful [[meteor smash]], which makes it a very potent edge-guarding option, especially after an [[Edge-guarding#Ledge trump|edge trump]] if the opponent re-grabs the edge. Auto-cancels in a short hop due to it stopping R.O.B.'s momentum for a while. Due to it hitting on frame 20 and having 43 frames of ending lag, it is R.O.B.'s slowest aerial. When coupled with its 12 frames of landing lag, it is punishable if it is not spaced properly and auto-canceled, though not to the same extent as in ''SSB4''.
|dairdesc=Activates his thrusters to emit a fiery blast downward. The middle portion of the blast is a powerful [[meteor smash]], which makes it an extremely potent edge-guarding option, especially after an [[Edge-guarding#Ledge trump|edge trump]] if the opponent re-grabs the edge. It auto-cancels in a short hop due to it halting R.O.B.'s momentum for a while. Due to it hitting on frame 20 and having 43 frames of ending lag, it is R.O.B.'s slowest aerial. When coupled with its 12 frames of landing lag, it is punishable if it is not spaced properly and auto-canceled, though not to the same extent as in ''SSB4''.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=[[wikipedia:Clinch fighting|Clinches]] the opponent. All of R.O.B's grabs are extremely fast, but have terrible range.
|grabdesc=[[wikipedia:Clinch fighting|Clinches]] the opponent. All of R.O.B's grabs are extremely quick (frame 6), at the expense of terrible range.
|pummelname=CatchA
|pummelname=CatchA
|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=A headbutt.
|pummeldesc=A headbutt. A relatively quick pummel that inflicts decent damage.
|fthrowname=ThrowF
|fthrowname=ThrowF
|fthrowdmg=8%
|fthrowdmg=8%
|fthrowdesc=While holding the opponent in his hand, R.O.B. pulls his arm back and then flings it forward, throwing them away. Combos into dash attack or forward air at low percents.
|fthrowdesc=R.O.B. holds the opponent in his grip, rotates his arm backward and then flings the opponent forward. It combos into dash attack or forward aerial at low percents. It can be useful for setting up an edge-guard. It can KO middleweights at around 188% at the edge of Final Destination.
|bthrowname=ThrowB
|bthrowname=ThrowB
|bthrowdmg=10%
|bthrowdmg=10%
|bthrowdesc=Flings the opponent behind him with both of his arms. If fully charged beforehand, Gyro can follow up from a back throw from low to mid percentages. Additionally, dash attack and forward air combo out of back throw at low percents.
|bthrowdesc=Flings the opponent behind him with both of his arms. If fully charged beforehand, Gyro can follow up from a back throw from low to medium percentages. Additionally, it can follow up into dash attack and forward aerial at low percents. Like his forward throw, it is useful for setting up an edge-guard or being a KO option neaar the edge. It can KO middleweights at around 155% by the edge of Final Destination.
|uthrowname=ThrowHi
|uthrowname=ThrowHi
|uthrowdmg=12%
|uthrowdmg=12%
|uthrowdesc=A [[Wikipedia:Piledriver (professional wrestling)#Reverse piledriver|jumping reverse piledriver]]. It can combo reliably into forward air, forward tilt, or up air at a wide range of percents. It is also a useful KO throw, KOing around 160% from ground level and even earlier if R.O.B. has rage and/or lands on a platform.
|uthrowdesc=A [[Wikipedia:Piledriver (professional wrestling)#Reverse piledriver|jumping reverse piledriver]]. It is also R.O.B.'s strongest throw and the 10th strongest up throw in ''Ultimate'', KOing middleweights at around 160% on Final Destination, and even earlier if R.O.B. has [[rage]] and/or lands on a platform. In particular, [[platform]]s assist its KO potential considerably: it KOs middleweights at 160% when performed on {{SSBU|Battlefield}}'s low platforms, and KOs them at 145% when performed on Battlefield's top platform. Although rare, R.O.B. can also perform up throw for a [[sacrificial 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 combo potential thanks to it launching at 80°, with its follow-ups being an upward-angled forward smash, dashing up smash, forward aerial, and up aerial from 0%-40%. However, its smash attack-combos are most reliable against heavyweights and fast-fallers.
|dthrowname=ThrowLw
|dthrowname=ThrowLw
|dthrowdmg=5%
|dthrowdmg=5%
|dthrowdesc=R.O.B. flips the opponent over and drills them into the ground headfirst, [[bury]]ing them. Depending on the opponent's mashing, R.O.B. can follow up with an up tilt, up air, up smash, or down smash.
|dthrowdesc=R.O.B. flips the opponent over and drills them into the ground headfirst, [[bury]]ing them. Depending on the opponent's mashing, R.O.B. can follow up with an up tilt, up aerial, up smash, or down smash. However, this removes the effective "Beep Boop" combo since ''SSB4''.
|floorfname= 
|floorfname= 
|floorfdmg=7%
|floorfdmg=7%
Line 154: Line 154:
|edgename= 
|edgename= 
|edgedmg=9%
|edgedmg=9%
|edgedesc=Swings his base forward and activates his thrusters to emit a fiery blast forward while climbing up. Despite the appearance, it doesn't possess a flame hitbox.
|edgedesc=Swings his base forward and activates his thrusters to emit a fiery blast forward while climbing up. Despite the appearance, it does not possess a flame hitbox.
|nsname=Robo Beam
|nsname=Robo Beam
|nsdmg=7% (Uncharged Robo Beam), 11.5% (point-blank Robo Beam), 4.5% (long range Robo Beam), 22% (point-blank Super Robo Beam), 15% (long range Super Robo Beam)
|nsdmg=7% (Uncharged Robo Beam), 11.5% (point-blank Robo Beam), 4.5% (long range Robo Beam), 22% (point-blank Super Robo Beam), 15% (long range Super Robo Beam)
|nsdesc=An optical laser with 3 different levels: '''Uncharged Robo Beam''', '''Robo Beam''', and '''Super Robo Beam'''. Uncharged Robo Beam is a very small energy blast instead of a laser, and can only damage opponents at point-blank range. However, it can be fired consecutively and has deceptively high knockback growth, which allows it to ward off nearby opponents. Conversely, both Robo Beam and Super Robo Beam can damage opponents from afar and ricochet, but cannot be fired consecutively. Robo Beam and Super Robo Beam also 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. Landing a Super Robo Beam can situationally combo into a gyro toss, dash attack, or forward air.
|nsdesc=An optical laser with 3 different levels: '''Uncharged Robo Beam''', '''Robo Beam''', and '''Super Robo Beam'''. Uncharged Robo Beam is a very small energy blast instead of a laser, and can only damage opponents at point-blank range. However, it can be fired consecutively and has deceptively high knockback growth, which allows it to ward off nearby opponents. Conversely, both Robo Beam and Super Robo Beam can damage opponents from afar and ricochet, but cannot be fired consecutively. Robo Beam and Super Robo Beam also 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. Landing a Super Robo Beam can situationally combo into a gyro toss, dash attack, or forward air.


The light on R.O.B.'s head indicates the level: a dim, slow-paced pulsating glow indicates an Uncharged Robo Beam; a brighter, moderate-paced pulsating glow indicates Robo Beam; and a bright, rapid-paced pulsating glow indicates Super Robo Beam.
The light on R.O.B.'s head indicates the level: a dim, slow-paced pulsating glow indicates an Uncharged Robo Beam; a brighter, moderate-paced pulsating glow indicates Robo Beam; and a bright, rapid-paced pulsating glow indicates Super Robo Beam.
|ssname=Arm Rotor
|ssname=Arm Rotor
|ssdmg=1.5% (loop), 3% (last)<br/>1.5× (reflected projectiles)
|ssdmg=1.5% (loop), 3% (last)<br/>1.5× (reflected projectiles)
|ssdesc=Rapidly spins his torso around to perform a series of discus clotheslines that concludes with an uppercut. Mashing the special button extends the duration of the move. It can also [[reflect]] projectiles and move R.O.B. forward or backward while the [[control stick]] is tilted in the respective direction. An infamous combo finisher, possessing extremely high base knockback. It will KO most opponents offstage below 70% but struggles to KO onstage due to its poor knockback growth.
|ssdesc=Rapidly spins his torso around to perform a series of discus clotheslines that concludes with an uppercut. Mashing the special button extends the duration of the move. It can also [[reflect]] projectiles and move R.O.B. forward or backward while the [[control stick]] is tilted in the respective direction. An infamous combo finisher, possessing extremely high base knockback. It will KO most opponents offstage below 70%, although it struggles to KO onstage due to its poor knockback growth.
|usname=Robo Burner
|usname=Robo Burner
|usdmg=—
|usdmg=—
|usdesc=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, indicated by the gauge in his chassis, to use in order to perform this move. Fuel is recovered over time as long as R.O.B. is grounded. This doesn't cause [[helpless]]ness, allowing R.O.B. to [[fast fall]], [[air dodge]], or attack with any aerials or any of his other specials either through its duration or after its conclusion. R.O.B. is also immune to [[footstool jump]]s while using this move, although other characters can still jump off of him regardless. It also grants [[intangibility]] on frames 2-4, but only when performed on the ground.
|usdesc=Activates his thrusters in order to fly. It grants impressive vertical and horizontal recovering distance, although R.O.B. has a set amount of fuel, indicated by the gauge in his chassis, to be available in order to perform this move. Fuel is recovered overtime as long as R.O.B. is grounded. This doesn't cause [[helpless]]ness, allowing R.O.B. to [[fast fall]], [[air dodge]], or attack with an aerial attacks or using one of R.O.B.'s other special moves either through its duration or after its conclusion. R.O.B. is also immune to [[footstool jump]]s while using this move, although other characters can still jump off of him regardless. It also grants [[intangibility]] on frames 2-4, but only when performed on the ground.
|dsname=Gyro
|dsname=Gyro
|dsdmg=6.1%-8.7% (uncharged), 7.2%-10.8% (fully charged), 5% (idle Gyro)
|dsdmg=6.1%-8.7% (uncharged), 7.2%-10.8% (fully charged), 5% (idle Gyro)
|dsdesc=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. Only one Gyro can be active at a time, and attempting another will result in R.O.B. flailing in confusion. If R.O.B. is holding his Gyro, he will be able to charge it again. Typically, an idle Gyro deals little knockback when touched, albeit enough to harass anyone trying to get past and even perform a [[lock]]. Its sheer versatility as a combo and stage control tool make it one of the best projectiles in the game. When an opponent hits a grounded Gyro they are always knocked back in the direction R.O.B. was facing when he set the Gyro down.
|dsdesc=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 perform the same and thus utilize the top against him. Only a single Gyro can be active at a time, and attempting another will result in R.O.B. flailing in confusion. If R.O.B. is holding his Gyro, he will be able to charge it again. Typically, an idle Gyro deals little knockback when touched, albeit enough to harass opponents attempting to get past and even perform a [[lock]]. Its sheer versatility as a combo and stage control tool make it one of the best projectiles in the game. When an opponent hits a grounded Gyro they are typically knocked back in the direction R.O.B. was facing when he set the Gyro down.
|fsname=Guided Robo Beam
|fsname=Guided Robo Beam
|fsdmg=1.2% (homing lasers), 1% (laser loop), 3% (enlarged laser loop)
|fsdmg=1.2% (homing lasers), 1% (laser loop), 3% (enlarged laser loop)
|fsdesc=Re-configures his body into a cannon-like form, and begins to charge energy. During the charge, he fires smaller red lasers that home on opponents in front of him. He then unleashes the built-up energy in the form of a green laser, which can be angled up or down. As the Final Smash begins to end, the laser briefly enlarges, becoming wider and more powerful.
|fsdesc=Re-configures his body into a cannon-like form, and begins to charge energy. During the charge, he fires smaller red lasers that home in on opponents in front of himself. He then unleashes the built-up energy in the form of a green laser, which can be angled up or down. As Guided Robo Beam begins to end, the laser briefly enlarges, becoming wider and more powerful.
}}
 
===Stats===
 
{{Attributes
| cast=89
| weight=106 | rweight=19-21
| dash=2.002 | rdash=29
| run=1.725 | rrun=44
| walk=1.178 | rwalk=34
| trac=0.105 | rtrac=55-59
| airfric=0.015 | rairfric=9-30
| air=1.134 | rair=28-30
| baseaccel=0.04 | rbaseaccel=3-6
| addaccel=0.045 | raddaccel=65-66
| gravity=0.09 | rgravity=45-51
| fall=1.6 | rfall=43-47
| ff=2.56 | rff=43-44
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=38 | rjumpheight=9
| shorthop=18.38 | rshorthop=8
| djump=38 | rdjump=16
}}
}}


Line 189: Line 211:
===[[Taunt]]s===
===[[Taunt]]s===
*'''Up Taunt''': Faces the screen and spins his arms and head in alternating directions. Based on his victory animation from ''Mario Kart DS.''
*'''Up Taunt''': Faces the screen and spins his arms and head in alternating directions. Based on his victory animation from ''Mario Kart DS.''
*'''Side Taunt''': Faces the screen and moves his head around, flashing bright lights from his eyes while clapping.
*'''Side Taunt''': Faces the screen and rotates his head around, flashing bright lights from his eyes while clapping.
*'''Down Taunt''': Faces the screen, moves his arms down, and then moves them back up again, spinning them while he does so.
*'''Down Taunt''': Faces the screen, rotates his arms down, and then moves them back up again, spinning them while he does so.
<gallery>
<gallery>
SSBUROBTaunt1.gif|R.O.B.'s up taunt.
SSBUROBTaunt1.gif|R.O.B.'s up taunt.
Line 201: Line 223:
*Briefly nods off, then shakes his head and wakes up.
*Briefly nods off, then shakes his head and wakes up.
<gallery>
<gallery>
SSBUROBIdle1.gif|R.O.B.'s first idle pose
SSBUROBIdle1.gif|R.O.B.'s first idle pose.
SSBUROBIdle2.gif|R.O.B.'s second idle pose
SSBUROBIdle2.gif|R.O.B.'s second idle pose.
</gallery>
</gallery>


Line 254: Line 276:


==In [[competitive play]]==
==In [[competitive play]]==
===Tier placement and history===
From the start of the game, R.O.B. has always been considered to have significantly improved from ''Smash 4''. With better approach options, more versatile projectiles with Gyro and Robo Beam, even more threatening KO options, and an improved edgeguarding game, he has always been seen as an excellent zoner with a wide array of utility options. R.O.B. also benefits from some of the universal changes in Ultimate with the 3 frame jumpsquat and reduced landing lag on aerials. Because of this, he was immediately seen as a competitively viable character. Additionally, R.O.B.'s match-up spread is strong as well, having even or positive match-ups against meta relevant characters such as {{SSBU|Joker}}, {{SSBU|Wolf}}, {{SSBU|Shulk}}, {{SSBU|Pokémon Trainer}}, {{SSBU|Olimar}}, {{SSBU|Pac-Man}}, and {{SSBU|Min Min}}, although he has disadvantageous match-ups against characters such as {{SSBU|Pikachu}}, {{SSBU|Mr. Game & Watch}}, {{SSBU|Peach}}, {{SSBU|Mario}}, and {{SSBU|Young Link}}.
In online tournaments, which were the standard during the worldwide COVID-19 pandemic, causing almost all offline tournaments to switch to online, R.O.B. fares better, due to his already safe aerials and tilts being much more reliable due to lag. Many players, including {{Sm|Epic_Gabriel}}, Raffi-X, and {{Sm|Benny&TheJets}}, have performed fairly well in Wi-Fi tournaments, including various Ultimate Naifu Wars, The Quarantine Series, and {{Trn|The Box}}.
After offline returned, R.O.B. continued to thrive, being one of the most popular characters at nearly every major tournament alongside {{SSBU|Roy}} and gaining the best overall results of any character in the cast. {{Sm|Zomba}} in particular achieved consistent top 8 placements, notably getting 2nd at {{Trn|Glitch - Infinite}}, 4th at {{Trn|Smash World Tour 2021 Championships}} and 5th at both {{Trn|GENESIS 8}} and {{Trn|Pound 2022}}. Many currently believe the character to be at least top 10, with {{Sm|Dabuz}} saying the character is top 5. For these reasons, he is ranked 6th on the first and current tier list.
===Most historically significant players===
===Most historically significant players===
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''See also: [[:Category:R.O.B. players (SSBU)]]''
''See also: [[:Category:R.O.B. players (SSBU)]]''


*{{Sm|Anathema|USA}} - One of the best R.O.B. players in the United States. Placed 2nd at {{Trn|Rise 'N Grind}}, Placed 7th at {{Trn|Let's Make Big Moves 2022}}, 13th at {{Trn|CEO Dreamland 2020}}, and 17th at both {{Trn|Riptide}} and {{Trn|Low Tide City 2021}} with wins over players such as {{Sm|Onin}}, {{Sm|Marss}}, and {{Sm|Lui$}}. Ranked 23rd on [[UltRank 2022]].
*{{Sm|Anathema|USA}} - One of the best R.O.B. players in the United States in the post-online metagame, with his most notable run being his run to 2nd place at the major {{Trn|Rise 'N Grind}}. In addition, he has also placed 5th at {{Trn|Port Priority 7}} and 7th at {{Trn|Let's Make Big Moves 2022}}.
*{{Sm|Epic_Gabriel|USA}} - One of the best R.O.B. players in the United States during the early metagame. Placed 1st at {{Trn|GatorLAN Spring 2020}}, 7th at {{Trn|InfinityCON Tally 2021}}, 17th at {{Trn|DreamHack Atlanta 2019}}, and 25th at both {{Trn|Let's Make Big Moves}} and {{Trn|GENESIS 7}} with wins over players such as {{Sm|Ned}}, {{Sm|LeoN}}, and {{Sm|Goblin}}. He was also considered one of the best players online, placing 1st at {{Trn|The Box: Lunch Box 7}} and {{Trn|Smash the Router 4}}. Ranked as high as 2nd on the [[Florida Power Rankings#Central Florida 2|Central Florida Ultimate Power Rankings]] and 5th on the [[Wi-Fi Warrior Rank v6]].
*{{Sm|Epic_Gabriel|USA}} - One of the best players during the online metagame, with his best ranking being 5th on the [[Wi-Fi Warrior Rank v6]]. Offline, he is also considered one of the best R.O.B. players in the United States, having placed top 32 at several majors such as 13th at {{Trn|Riptide}} and 17th at {{Trn|Let's Make Moves Miami}}.
*{{Sm|Longo|Germany}} - One of the best R.O.B. players in Europe. Placed 5th at {{Trn|Calyptus Cup X: Powwer Up}}, 13th at {{Trn|Albion 4}}, and 17th at both {{Trn|Ultimate Fighting Arena 2019}} and {{Trn|VCA 2019}} with wins over players such as {{Sm|Space}}, {{Sm|Light|p=Germany}}, and {{Sm|Tru4}}. Ranked in the Area 51 on the [[PGRU v3 EU]].
*{{Sm|Longo|Germany}} - The best R.O.B. player in Europe, having placed top 32 at nearly every major he has attended, including 13th at {{Trn|Ultimate Fighting Arena 2022}} and 17th at {{Trn|COLOSSEL 2022}}. He was also ranked 139th on the [[OrionRank 2022]].
*{{Sm|MKBigBoss|Mexico}} - The best R.O.B. player in Mexico. Placed 4th at {{Trn|Port Priority 6}}, 9th at {{Trn|Smash Fest to the Sky}}, 13th at {{Trn|Glitch 8.5 - Konami Code}}, and 25th at both {{Trn|Riptide}} and {{Trn|Super Smash Con: Fall Fest}} with wins over players such as {{Sm|WaDi}}, {{Sm|Epic_Gabriel}}, and {{Sm|Puppeh}}. Ranked 82nd on [[UltRank 2022]].
*{{Sm|MKBigBoss|Mexico}} - One of the best R.O.B. players in North America, and is also a top 10 player in Mexico who regularly places top 16 at Mexican majors. He began traveling in the post-online metagame and achieved several high placements at notable events, including 4th at the major {{Trn|Port Priority 6}} and 7th at the supermajor {{Trn|Let's Make Big Moves 2023}}.
*{{Sm|Raffi-X|USA}} - One of the best R.O.B. players in the world but has since retired from competitive play. Placed 7th at {{Trn|Shine 2019}}, 9th at both {{Trn|Super Smash Con 2019}} and {{Trn|Glitch 8 - Missingno}}, 13th at {{Trn|Let's Make Big Moves}}, and 25th at {{Trn|Smash 'N' Splash 5}} with wins over players such as {{Sm|Mr. E}}, {{Sm|Raito}}, and {{Sm|Riddles}}. Online, placed 5th at {{Trn|The Box}} and 7th at {{Trn|Collision Online}}. Ranked 31st on the [[Fall 2019 PGRU]] and 46th on the [[Wi-Fi Warrior Rank v6]].
*{{Sm|Raffi-X|USA}} - Although his tournament activity was limited to New England, he was considered one of the best R.O.B. players in the world in the early metagame, placing 7th at the supermajor {{Trn|Shine 2019}} and 9th at the supermajor {{Trn|Super Smash Con 2019}}, and was ranked 31st on the [[Fall 2019 PGRU]]. Due to a controversy, he has since retired from competitive play.
*{{Sm|WaDi|USA}} - Co-mains {{SSBU|Mewtwo}} with R.O.B. and is considered one of the best R.O.B. players in the world during the early metagame. Placed 7th at both {{Trn|CEO 2019}} and {{Trn|Glitch 7 - Minus World}}, 9th at both {{Trn|MomoCon 2019}} and {{Trn|2GG: Kongo Saga}}, and 17th at {{Trn|EVO 2019}} with wins over players such as {{Sm|Light|p=Connecticut}}, {{Sm|Dabuz}}, and {{Sm|Salem}}. Ranked 87th on [[UltRank 2022]].
*{{Sm|WaDi|USA}} - One of the best R.O.B. players in the world in the early metagame, placing top 16 at several majors including 7th at {{Trn|CEO 2019}} and {{Trn|Glitch 7 - Minus World}}, and ranking 20th on the [[Fall 2019 PGRU]]. Since the post-online metagame, WaDi played R.O.B. alongside a variety of characters until early-2023, where he went inactive due to sexual misconduct allegations.
*{{Sm|Zackray|Japan}} - Co-mains R.O.B. alongside {{SSBU|Joker}} and is one of the best R.O.B. players in the world. Won {{Trn|Sumabato SP 8}}, {{Trn|The Big House 9}}, {{Trn|Maesuma TOP 2}}, {{Trn|Kagaribi 6}}, and {{Trn|Ultimate WANTED 4}}. Ranked 38th on [[UltRank 2022]].
*{{Sm|Zackray|Japan}} - Although known for playing a variety of characters, one of his best known characters is his R.O.B., whom he most prominently used from mid-2019 to late-2022. He is considered the second best R.O.B. player of all-time and is the first R.O.B. player to win a major, doing so at the supermajor {{Trn|The Big House 9}}. Since then, he has won several other majors with primarily R.O.B., including {{Trn|EGS Cup 3}} and {{Trn|Ultimate WANTED 4}}.
*{{Sm|Zomba|USA}} - Currently the best R.O.B. player in the world. Placed 1st at {{Trn|Crown the Third}}, 2nd at {{Trn|Glitch - Infinite}}, 3rd at {{Trn|Rise 'N Grind}}, 4th at {{Trn|Smash World Tour 2021 Championships}}, and 5th at {{Trn|GENESIS 8}} with wins over players such as {{Sm|MkLeo}}, {{Sm|acola}}, and {{Sm|Tweek}}. Ranked 18th on [[UltRank 2022]].
*{{Sm|Zomba|USA}} - The best R.O.B. player of all-time, and is also one of the best players in the United States in 2023. He is the only solo-R.O.B. major winner, winning the supermajors {{Trn|Crown the Third}} and {{Trn|GENESIS X}}.
 
===Tier placement and history===
Ever since the start of the game, R.O.B. has always been considered a dominating character in ''Ultimate'' due to buffs from the previous game, such as possessing better approaching options, more versatile projectiles with Gyro and Robo Beam, even more threatening KO options, and an improved edgeguarding game, leading several to consider him as an excellent zoner with a wide array of utility options. R.O.B. saw immense success in the early metagame from players such as {{Sm|WaDi}} and {{Sm|Zackray}}, and continued to have strong representation in the post-online metagame from players such as {{Sm|Anathema}} and {{Sm|Zomba}}, which lead him to be one of the most represented characters in ''Ultimate''{{'}}s metagame. As such, R.O.B. is widely considered a top-tier character, which is reflected in his placement on the first two tier lists, where he is ranked 6th.
 
In online tournaments, which were the standard during the worldwide COVID-19 pandemic, causing almost all offline tournaments to switch to online, R.O.B. fares even better, due to his already safe aerials and tilts being much more reliable due to lag. Many players, including {{Sm|Epic_Gabriel}} and {{Sm|Raffi-X}}, have performed fairly well in Wi-Fi tournaments, including various {[[Tournament:Naifu Wars|Ultimate Naifu Wars]], {{Trn|The Quarantine Series}}, and {{Trn|The Box}}.


=={{SSBU|Classic Mode}}: Unreadable Expressions==
=={{SSBU|Classic Mode}}: Unreadable Expressions==
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|5||{{Head|Wii Fit Trainer|g=SSBU|s=20px}}{{Head|Wii Fit Trainer|g=SSBU|s=20px|cl=Male}} {{SSBU|Wii Fit Trainer}} (x2)||[[Wii Fit Studio]] ([[Battlefield form]])||''{{SSBUMusicLink|Wii Fit|Rhythm Boxing}}''||
|5||{{Head|Wii Fit Trainer|g=SSBU|s=20px}}{{Head|Wii Fit Trainer|g=SSBU|s=20px|cl=Male}} {{SSBU|Wii Fit Trainer}} (x2)||[[Wii Fit Studio]] ([[Battlefield form]])||''{{SSBUMusicLink|Wii Fit|Rhythm Boxing}}''||
|-
|-
|6||{{Head|R.O.B.|g=SSBU|s=20px|}}{{Head|R.O.B.|g=SSBU|s=20px|}}{{Head|R.O.B.|g=SSBU|s=20px|cl=Yellow}}{{Head|R.O.B.|g=SSBU|s=20px|cl=Purple}}{{Head|R.O.B.|g=SSBU|s=20px|cl=Blue}}{{CharHead|R.O.B.|SSBU|hsize=20px|color=Green}} (x6)||[[Mario Bros.]] (Battlefield form)||''{{SSBUMusicLink|Nintendo|Stack-Up/Gyromite}}''||Horde Battle.<br>The stage references how R.O.B. used Mario Bros. as his home stage in ''Super Smash Bros. Brawl''. The battle references the [[R.O.B. Squad]] from the Subspace Emissary. If any of these costumes are being played as, {{Head|R.O.B.|g=SSBU|s=20px|cl=Grey}} R.O.B. in the NES version will take place of that costume.
|6||{{Head|R.O.B.|g=SSBU|s=20px|}}{{Head|R.O.B.|g=SSBU|s=20px|}}{{Head|R.O.B.|g=SSBU|s=20px|cl=Yellow}}{{Head|R.O.B.|g=SSBU|s=20px|cl=Purple}}{{Head|R.O.B.|g=SSBU|s=20px|cl=Blue}}{{CharHead|R.O.B.|SSBU|hsize=20px|color=Green}} (x6)||[[Mario Bros.]] (Battlefield form)||''{{SSBUMusicLink|Nintendo|Stack-Up/Gyromite}}''||Horde Battle.<br>The stage references how R.O.B. used Mario Bros. for his unlocking battle in ''Super Smash Bros. Brawl'', as well as for single player modes. The battle references the [[R.O.B. Squad]] from the Subspace Emissary. If any of these costumes are being played as, {{Head|R.O.B.|g=SSBU|s=20px|cl=Grey}} R.O.B. in the NES version will take place of that costume.
|-
|-
|colspan="5"|[[Bonus Stage]]
|colspan="5"|[[Bonus Stage]]
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|-
|-
|1,435
|1,435
|{{SpiritTableName|Villager & Iron Golem|customname=[https://minecraft.gamepedia.com/Villager Villager] & [https://minecraft.gamepedia.com/Iron_Golem Iron Golem]|size=64}}
|{{SpiritTableName|Villager & Iron Golem|customname=[https://minecraft.wiki/w/Villager Villager] & [https://minecraft.wiki/w/Iron_Golem Iron Golem]|size=64}}
|''Minecraft'' Series
|''Minecraft'' Series
|•Giant {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px}} (INT)/{{Head|R.O.B.|g=SSBU|s=20px|cl=Grey}} (JP/CH/KR)<br>•{{SSBU|Steve}} {{Head|Steve|g=SSBU|s=20px|cl=AlexWhite}}×2 {{Head|Steve|g=SSBU|s=20px|cl=SteveWhite}}
|•Giant {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px}} (INT)/{{Head|R.O.B.|g=SSBU|s=20px|cl=Grey}} (JP/CH/KR)<br>•{{SSBU|Steve}} {{Head|Steve|g=SSBU|s=20px|cl=AlexWhite}}×2 {{Head|Steve|g=SSBU|s=20px|cl=SteveWhite}}
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|{{SSBUMusicLink|Metroid|Lockdown Battle Theme}}
|{{SSBUMusicLink|Metroid|Lockdown Battle Theme}}
|
|
|-
|1,518
|{{SpiritTableName|The 13 Sentinel Pilots|size=64}}
|{{rollover|{{sic}}|No series is listed for this spirit|?}}
|•Giant {{SSBU|R.O.B.}} Team {{Head|R.O.B.|g=SSBU|s=20px}}×3 (INT)/{{Head|R.O.B.|g=SSBU|s=20px|cl=Grey}}×3 (JP/CH/KR) (45 HP) {{Head|R.O.B.|g=SSBU|s=20px}}×10/{{Head|R.O.B.|g=SSBU|s=20px|cl=Grey}}×10 (45 HP)
|{{SpiritType|Shield}}
|9,700
|[[Fourside]] ([[Battlefield form]])
|•Sudden Final Smash
|•The enemy will suddenly have a Final Smash after a little while<br>•Timed [[stamina battle]] (1:40)<br>•Reinforcements will appear after an enemy is KO'd
|{{SSBUMusicLink|Other|Marionation Gear}}
|Sentinels
|}
|}


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|{{SSBUMusicLink|Nintendo|Boss 1 - Sakura Samurai: Art of the Sword}}
|{{SSBUMusicLink|Nintendo|Boss 1 - Sakura Samurai: Art of the Sword}}
| Mihashira Capital Automatons
| Mihashira Capital Automatons
|-
|1,514
|{{SpiritTableName|Rauru|iw=zeldawiki|size=64}}
|''The Legend of Zelda'' Series
|•{{SSBU|Mewtwo}} {{Head|Mewtwo|g=SSBU|s=20px|cl=Purple}} (100 HP)<br>•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px}} (70 HP)<br>•Giant {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Green}} (70 HP)<br>•{{SSBU|Robin}} {{Head|Robin|g=SSBU|s=20px|cl=Red}} (60 HP)<br>•{{SSBU|Inkling}} {{Head|Inkling|g=SSBU|s=20px|cl=Cyan}} (60 HP)<br>•{{SSBU|Charizard}} {{Head|Charizard|g=SSBU|s=20px|cl=Yellow}} (60 HP)<br>•{{SSBU|Pit}} {{Head|Pit|g=SSBU|s=20px}} (60 HP)
|{{SpiritType|Neutral}}
|13,000
|[[Temple]] ([[Battlefield form]])
|N/A
|•[[Stamina battle]]<br>•The enemy favors neutral specials<br>•Reinforcements will appear after an enemy is KO'd
|{{SSBUMusicLink|The Legend of Zelda|Calamity Ganon Battle - Second Form}}
|{{iw|zeldawiki|Mineru}}
|}
|}
<references group="SB">
<references group="SB">
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*R.O.B. is one of four characters that has appeared in all games with Final Smashes to have a different Final Smash in each of them; the other three are [[Pit]], [[Zero Suit Samus]], and [[King Dedede]].
*R.O.B. is one of four characters that has appeared in all games with Final Smashes to have a different Final Smash in each of them; the other three are [[Pit]], [[Zero Suit Samus]], and [[King Dedede]].
*The scripts for [[Super Diffusion Beam]] were never removed from the game's code in the transition from ''Smash 4'' to ''Ultimate''. However, like the glide attack scripts from ''Smash 4'', they lie dormant.
*The scripts for [[Super Diffusion Beam]] were never removed from the game's code in the transition from ''Smash 4'' to ''Ultimate''. However, like the glide attack scripts from ''Smash 4'', they lie dormant.
*In the Korean version, R.O.B. uses the "Robot" [[announcer]] voice clip from the Japanese version, despite R.O.B.'s name being written the same way as in the English version. This is unlike {{SSBU|King Dedede}}, {{SSBU|Simon}}, and {{SSBU|Richter}}, all of whom use the English announcer voice clip due to the pronunciation. This was not the case in ''Brawl''.
*In the Korean version, R.O.B. uses the "Robot" [[announcer]] voice-clip from the Japanese version, despite R.O.B.'s name being written the same way as in the English version. This is unlike {{SSBU|King Dedede}}, {{SSBU|Simon}}, and {{SSBU|Richter}}, all of whom use the English announcer voice clip due to the pronunciation. This was not the case in ''Brawl''.
*R.O.B. and the {{SSBU|Ice Climbers}} are the only fighters that cannot receive a series bonus, since they don't have any primary spirits from their own series.
*R.O.B. and the {{SSBU|Ice Climbers}} are the only fighters that cannot receive a series bonus, since they don't have any primary spirits from their own series.
**Previously prior to the 10.1.0 update patch, {{SSBU|Cloud}} also shared this distinction.
**Previously prior to the 10.1.0 update patch, {{SSBU|Cloud}} also shared this distinction.
*{{SSBU|Bowser Jr.}}, {{SSBU|Yoshi}}, {{SSBU|Mr. Game & Watch}}, and R.O.B. are the only fighters who used their default costumes in spirit battles through one of the 1297 spirits available when the game first launched. In R.O.B.'s case, it is due to the [[Ancient Minister]] spirit.
*{{SSBU|Bowser Jr.}}, {{SSBU|Yoshi}}, {{SSBU|Mr. Game & Watch}}, and R.O.B. are the only fighters who used their default costumes in spirit battles through one of the 1297 spirits available when the game first launched. In R.O.B.'s case, it is due to the [[Ancient Minister]] spirit.
**Due to certain spirit battles (such as Ancient Minister, Villager & Iron Golem, Diminutive Guardian, and E.M.M.I.), R.O.B. is the only character whose color scheme used for a spirit battle changes based on the language version used.
**Due to certain spirit battles (such as Ancient Minister, Villager & Iron Golem, E.M.M.I., and 13 Sentinel Pilots), R.O.B. is the only character whose color scheme used for a spirit battle changes based on the language version used.
*R.O.B.'s NES color scheme is the only one that bears the NES' base sticker which reads "Robotic Operating Buddy"; all other palettes bear the Famicom base sticker, which reads "Family Computer Robot". Famicom is short for "Family Computer."
*R.O.B.'s NES color scheme is the only one that bears the NES' base sticker which reads "Robotic Operating Buddy"; all other palettes bear the Famicom base sticker, which reads "Family Computer Robot". Famicom is short for "Family Computer."
*When R.O.B. is lying on the ground after missing a tech, the switch on his base will be set to "OFF".
*When R.O.B. is lying on the ground after missing a tech, the switch on his base will be set to "OFF".
*Although R.O.B. is "voiced", in [[Stamina Mode]], he stays silent when he gets KO'd by reaching 0 HP with no stocks remaining. {{SSBU|Mr. Game & Watch}} and the {{SSBU|Mii Fighter}}s also share this oddity.
*Although R.O.B. is "voiced", in [[Stamina Mode]], he remains silent when he gets KO'd by reaching 0 HP with no stocks remaining. {{SSBU|Mr. Game & Watch}} and the {{SSBU|Mii Fighter}}s also share this oddity.
*All of R.O.B.'s move names aside from specials are based on the raw file names for these categories of moves in the game<ref>https://youtu.be/XMzR5mJHPDg</ref>.
*All of R.O.B.'s move-names aside from special moves are based on the raw file-names for these categories of moves in the game.<ref>https://youtu.be/XMzR5mJHPDg</ref>


==References==
==References==
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{{SSBUCharacters}}
{{SSBUCharacters}}
{{R.O.B. universe}}
{{R.O.B. universe}}
[[Category:R.O.B. (SSBU)| ]]
[[Category:R.O.B. (SSBU)| ]]
[[Category:Spirits]]
[[Category:Spirits]]
[[es:R.O.B. (SSBU)]]
[[es:R.O.B. (SSBU)]]
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