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

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*{{buff|[[Forward smash]] has a larger hitbox.}}
*{{buff|[[Forward smash]] has a larger hitbox.}}
*{{change|Forward smash's charging animation has been changed to resemble its animation in ''Brawl''.}}
*{{change|Forward smash's charging animation has been changed to resemble its animation in ''Brawl''.}}
*{{nerf|[[Down smash]] now only hits 3 times instead of 5, reducing its overall damage output (2% (hits 1-4 base), 1.5% (hits 1-4 tip), 5% (hit 5), 13%/11% (total) → 3.5% (hits 1-2 base), 3% (hits 1-2 tip), 5% (hit 3), 12%/11% (total)).}}
*{{nerf|[[Down smash]] only hits 3 times instead of 5, reducing its overall damage output (2% (hits 1-4 base), 1.5% (hits 1-4 tip), 5% (hit 5), 13%/11% (total) → 3.5% (hits 1-2 base), 3% (hits 1-2 tip), 5% (hit 3), 12%/11% (total)).}}
*{{buff|The side of which [[Down smash]] launches opponents is no longer random, the front hits always launch in front of R.O.B. and vice versa.}}
*{{buff|The side of which [[Down smash]] launches opponents is no longer random, the front hits always launch in front of R.O.B. and vice versa.}}


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**{{buff|Deals more damage (8% (base)/6% (tip) → 9.5%/7.5%).}}
**{{buff|Deals more damage (8% (base)/6% (tip) → 9.5%/7.5%).}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{change|Now slows down R.O.B. upon hitting a shielding opponent.}}
**{{change|It slows down R.O.B. upon hitting a shielding opponent.}}
**{{buff|Deals more damage (12% (base)/10% (tip)/6% (late base) → 15%/13%/9%).}}
**{{buff|Deals more damage (12% (base)/10% (tip)/6% (late base) → 15%/13%/9%).}}
**{{buff|Due to the changes to [[shieldstun]], the move has become significantly safer on shield .}}
**{{buff|Due to the changes to [[shieldstun]], the move has become significantly safer on shield .}}
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*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|Deals more knockback.}}
**{{buff|Deals more knockback.}}
**{{change|R.O.B. now faces further forward when performing his down aerial.}}
**{{change|R.O.B. faces further forward when performing his down aerial.}}


===Throws/other attacks===
===Throws/other attacks===
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**{{buff|Forward throw has reduced endlag (27 frames → 23). This, combined with R.O.B.'s increased mobility, grants the move combo potential at low percentages.}}
**{{buff|Forward throw has reduced endlag (27 frames → 23). This, combined with R.O.B.'s increased mobility, grants the move combo potential at low percentages.}}
*[[Up throw]]:
*[[Up throw]]:
**{{change|[[Up throw]] now rises higher during the animation.}}
**{{change|[[Up throw]] rises higher during the animation.}}
**{{nerf|Up throw has more endlag (74 frames → 81), hindering its combo potential.}}
**{{nerf|Up throw has more endlag (74 frames → 81), hindering its combo potential.}}
*[[Down throw]]:
*[[Down throw]]:
**{{change|Now buries opponents briefly.}}
**{{change|Buries opponents briefly.}}
**{{buff|This allows for more read-based followups, including up tilts, and KO's with Up Smash, although no follow-ups are guaranteed.}}
**{{buff|This allows for more read-based followups, including up tilts, and KO's with Up Smash, although no follow-ups are guaranteed.}}
**{{nerf|The new, more consistent attack sacrifices the potential for early KO's that 'Beep Boop' could achieve in ''Smash 4'' although it is still possible at low percentages or if the opponent doesn't mash out fast enough.}}
**{{nerf|The new, more consistent attack sacrifices the potential for early KO's that 'Beep Boop' could achieve in ''Smash 4'' although it is still possible at low percentages or if the opponent doesn't mash out fast enough.}}
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**{{buff|Robo Beam deals significantly more damage when fully charged. (10% (Super Robo Beam)/17% (point-blank Super Robo Beam) → 15%/22%).}}
**{{buff|Robo Beam deals significantly more damage when fully charged. (10% (Super Robo Beam)/17% (point-blank Super Robo Beam) → 15%/22%).}}
**{{buff|Robo Beam overall charges much faster than before, being able to reach its fully charged state much earlier.}}
**{{buff|Robo Beam overall charges much faster than before, being able to reach its fully charged state much earlier.}}
**{{change|Fully charged Robo Beam's graphic is now flashier.}}
**{{change|Fully charged Robo Beam's graphic is flashier.}}
**{{buff|Fully charged Robo Beam is larger, making it easier to hit opponents.}}
**{{buff|Fully charged Robo Beam is larger, making it easier to hit opponents.}}
*[[Arm Rotor]]
*[[Arm Rotor]]
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**{{change|Arm Rotor's finishing hit animation has been altered. (Still has hitboxes in front and behind)}}
**{{change|Arm Rotor's finishing hit animation has been altered. (Still has hitboxes in front and behind)}}
**{{buff|Arm Rotor's hits connect more reliably and the final hit can kill more reliably. These changes, combined with the ones above, make it much more effective as both an edgeguarding tool and a potentially devastating combo finisher.}}
**{{buff|Arm Rotor's hits connect more reliably and the final hit can kill more reliably. These changes, combined with the ones above, make it much more effective as both an edgeguarding tool and a potentially devastating combo finisher.}}
**{{nerf|Arm Rotor deals more damage per hit (1% → 1.5%), but now only hits every five frames as opposed to three, reducing its overall damage output.}}
**{{nerf|Arm Rotor deals more damage per hit (1% → 1.5%), but only hits every five frames as opposed to three, reducing its overall damage output.}}
*[[Robo Burner]]
*[[Robo Burner]]
**{{change|R.O.B. now has a gauge on his chassis that shows how much fuel he has left for Robo Burner.}}
**{{change|R.O.B. has a gauge on his chassis that shows how much fuel he has left for Robo Burner.}}
**{{change|Robo Burner has new particle effects.}}
**{{change|Robo Burner has new particle effects.}}
**{{buff|Robo Burner can now be jump cancelled.}}
**{{buff|Robo Burner can be jump cancelled.}}
**{{buff|Robo Burner can now be cancelled immediately into an air dodge if one is available.}}
**{{buff|Robo Burner can be cancelled immediately into an air dodge if one is available.}}
*[[Gyro]]
*[[Gyro]]
**{{buff|Gyro can be returned to its dock when in hand.}}
**{{buff|Gyro can be returned to its dock when in hand.}}
**{{buff|Gyro can now be jump cancelled while charging.}}
**{{buff|Gyro can be jump cancelled while charging.}}
*[[Final Smash]]:
*[[Final Smash]]:
**{{buff|R.O.B. has a new Final Smash called [[Guided Robo Beam]], in which he fires multiple small red beams that ricochet and home in on enemies, before firing a larger green beam that enlarges at the last second. This is a massive improvement over [[Super Diffusion Beam]], as it is much easier to hit opponents.}}
**{{buff|R.O.B. has a new Final Smash called [[Guided Robo Beam]], in which he fires multiple small red beams that ricochet and home in on enemies, before firing a larger green beam that enlarges at the last second. This is a massive improvement over [[Super Diffusion Beam]], as it is much easier to hit opponents.}}
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