- Game Versions
- Smash 3DS, Smash Wii U
R.O.B is a character that is fun to play. He has strong attacks, throws, and combos. He is also very hard to kill under the stage, thanks to his Villager-level recovery. Unfortunately, on Smashboards, there isn't a very good guide on him. Let's change that.
Pros:
Strong projectile game
Strong attacks
Hard to launch
High-reaching recovery
Cons:
Easy to juggle
Gimpable recovery
Kill moves are risky to use
Ground Attacks:
Jab: A 2-hit punch combo.
F-Tilt: A left arm punch. Gains damage with range.
U-Tilt: A 2-hit arm raise. The first hit has set knockback.
D-Tilt: A sweep with both arms.
Dash Attack: A running arm swing.
F-Smash: A short-range laser. Can be angled to hit targets above or below.
U-Smash: A 2-hit handstand and burner launch. Can scoop grounded foes into the second hit, and is one of R.O.B.'s best killing moves.
D-Smash: A 5-hit grounded arm spin.
Grabs:
Pummel: Squeezes the opponent for 2%. Very fast, use whenever possible.
F-Throw: Pushes the opponent away. Only good for getting off-stage.
B-Throw: Throws opponents backwards. Also only good for getting off-stage.
D-Throw: Trys to use his opponent to drill for oil, then, realizing that oil is pointless here, throws them upwards. R.O.B's combo throw. Can combo into a N-Air or U-Air.
U-Throw: Raises the victim up, then sends them crashing down! On stages such as Smashville or T&C, you can use this on a moving platform over the edge, and when the platform moves away, you both go crashing into the abyss! Note: This is not to be used in a last stock situation, as R.O.B will die first, losing the match.
Aerials:
Nair: Burner frontflip.
Fair: An outwards arm throw.
Uair: A 5-hit upwards arm flail.
Dair: A downward booster thrust. Spikes in the sweet spot.
Bair: A backwards booster thrust. Moves R.O.B. forward on activation. Now related to Corrin's B-Air.
Specials:
Neutral Special 1: Robo Beam
A laser with three states of charge. Stage 1 does nothing. Stage 2 fires a thin pink beam 5% and can be angled to bounce of the floor or the ceiling. Stage 3 is the Super Robo Beam which is larger, multi colored, and does more damage. It takes one second to go from Stage 1 to Stage 2, and 20 from 2 to 3.
Neutral Special 2: Wide-Angle Beam
Have you ever found yourself annoyed by those evil Kirbys and Jigglypuffs ducking under your bouncing beam of doom? The Wide-Angle beam has you covered! You can fire the Wide-Angle Beam at angles you can't with the normal Robo Beam. Less damage? You can use the Gyro for damage! To be honest I've never used this.
Neutral Special 3: Infinite Robo Beam
It can't charge, does less damage, and only avoids a 1-second delay. Never use this. EVER.
Side Special 1: Arm Rotor
R.O.B.'s version of a reflector. Does 5% a hit, ends with an uppercut of pain, and reflects projectiles. Use to give projectile-based characters like , , or trouble.
Side Special 2: Reflector Arm
It can only hit once, and is stationary when active, but has more damage and knockback, and lasts longer. Use as a practice arm rotor.
Side Special 3: Backwards Arm Rotor
A faster, less reflectory arm rotor. Can't give a use for it.
Up Special 1: Robo Burner
R.O.B.'s recovery move. You can act out of it with an aerial and use it again after, making it useful to chase with out of a throw or U-Smash or edgeguard. Burner needs 1.5 seconds to build fuel. Pressing the special move button while using the move makes it go almost twice as high. Slow rising, so watch out for gimps and edgeguards, or go in deep before recovering.
Up Special 2: Robo Rocket
Thankfully, R.O.B avoided the higher flying, undamaging recovery, but he isn't entirely safe. Robo Rocket makes R.O.B jump high up on activation, but it can't be used multiple times. The "booster" can spike much like D-Air, but that isn't a reason to use this move.
Up Special 3: High-Speed Burner
R.O.B's best custom move, by far. It goes higher, faster then the default, but has less fuel. This makes it useful for chasing airborne opponents, or combing out of D-Throw at high percentages.
Down Special 1: Gyro
Arguably R.O.B's best move. High Knockback, stays after you throw it, and does at most 18%! Good for zoning, damage, and getting the opponent off-stage. And apparently spiking. Hmmm...
Down Special 2: Fire Gyro
Now we're talking! Shorter time on stage, but does more damage? That's a good trade-off if I've ever seen one!
Down Special 3: Slip Gyro
If you like giving Brawl players TFD (Triping Flashback Disorder), A) This is the custom for you and B) You're a monster. Slip Gyro makes the opponent trip on contact, but it doesn't launch. Use as you like, I prefer Fire Gyro.
Pros:
Strong projectile game
Strong attacks
Hard to launch
High-reaching recovery
Cons:
Easy to juggle
Gimpable recovery
Kill moves are risky to use
Ground Attacks:
Jab: A 2-hit punch combo.
F-Tilt: A left arm punch. Gains damage with range.
U-Tilt: A 2-hit arm raise. The first hit has set knockback.
D-Tilt: A sweep with both arms.
Dash Attack: A running arm swing.
F-Smash: A short-range laser. Can be angled to hit targets above or below.
U-Smash: A 2-hit handstand and burner launch. Can scoop grounded foes into the second hit, and is one of R.O.B.'s best killing moves.
D-Smash: A 5-hit grounded arm spin.
Grabs:
Pummel: Squeezes the opponent for 2%. Very fast, use whenever possible.
F-Throw: Pushes the opponent away. Only good for getting off-stage.
B-Throw: Throws opponents backwards. Also only good for getting off-stage.
D-Throw: Trys to use his opponent to drill for oil, then, realizing that oil is pointless here, throws them upwards. R.O.B's combo throw. Can combo into a N-Air or U-Air.
U-Throw: Raises the victim up, then sends them crashing down! On stages such as Smashville or T&C, you can use this on a moving platform over the edge, and when the platform moves away, you both go crashing into the abyss! Note: This is not to be used in a last stock situation, as R.O.B will die first, losing the match.
Aerials:
Nair: Burner frontflip.
Fair: An outwards arm throw.
Uair: A 5-hit upwards arm flail.
Dair: A downward booster thrust. Spikes in the sweet spot.
Bair: A backwards booster thrust. Moves R.O.B. forward on activation. Now related to Corrin's B-Air.
Specials:
Neutral Special 1: Robo Beam
A laser with three states of charge. Stage 1 does nothing. Stage 2 fires a thin pink beam 5% and can be angled to bounce of the floor or the ceiling. Stage 3 is the Super Robo Beam which is larger, multi colored, and does more damage. It takes one second to go from Stage 1 to Stage 2, and 20 from 2 to 3.
Neutral Special 2: Wide-Angle Beam
Have you ever found yourself annoyed by those evil Kirbys and Jigglypuffs ducking under your bouncing beam of doom? The Wide-Angle beam has you covered! You can fire the Wide-Angle Beam at angles you can't with the normal Robo Beam. Less damage? You can use the Gyro for damage! To be honest I've never used this.
Neutral Special 3: Infinite Robo Beam
It can't charge, does less damage, and only avoids a 1-second delay. Never use this. EVER.
Side Special 1: Arm Rotor
R.O.B.'s version of a reflector. Does 5% a hit, ends with an uppercut of pain, and reflects projectiles. Use to give projectile-based characters like , , or trouble.
Side Special 2: Reflector Arm
It can only hit once, and is stationary when active, but has more damage and knockback, and lasts longer. Use as a practice arm rotor.
Side Special 3: Backwards Arm Rotor
A faster, less reflectory arm rotor. Can't give a use for it.
Up Special 1: Robo Burner
R.O.B.'s recovery move. You can act out of it with an aerial and use it again after, making it useful to chase with out of a throw or U-Smash or edgeguard. Burner needs 1.5 seconds to build fuel. Pressing the special move button while using the move makes it go almost twice as high. Slow rising, so watch out for gimps and edgeguards, or go in deep before recovering.
Up Special 2: Robo Rocket
Thankfully, R.O.B avoided the higher flying, undamaging recovery, but he isn't entirely safe. Robo Rocket makes R.O.B jump high up on activation, but it can't be used multiple times. The "booster" can spike much like D-Air, but that isn't a reason to use this move.
Up Special 3: High-Speed Burner
R.O.B's best custom move, by far. It goes higher, faster then the default, but has less fuel. This makes it useful for chasing airborne opponents, or combing out of D-Throw at high percentages.
Down Special 1: Gyro
Arguably R.O.B's best move. High Knockback, stays after you throw it, and does at most 18%! Good for zoning, damage, and getting the opponent off-stage. And apparently spiking. Hmmm...
Down Special 2: Fire Gyro
Now we're talking! Shorter time on stage, but does more damage? That's a good trade-off if I've ever seen one!
Down Special 3: Slip Gyro
If you like giving Brawl players TFD (Triping Flashback Disorder), A) This is the custom for you and B) You're a monster. Slip Gyro makes the opponent trip on contact, but it doesn't launch. Use as you like, I prefer Fire Gyro.