- Game Versions
- Smash 3DS, Smash Wii U
To me, R.O.B. has always felt like that one character that is left in the corner that nobody cares about. R.O.B. has always been my main and my only real go-to character when I'm in a pinch. I really think that he should get more attention in this game since he has had so many buffs. R.O.B is all about forcing the opponent to approach, in other words R.O.B's ability to put the opponent where he doesn't want to be is his bread and butter. Let us start with his somewhat overpowered projectiles shall we?
Laser:
First off, a fresh uncharged laser does 4% while a fresh charged laser does 10%.
Laser is R.O.B's secondary quick damage. Laser can literally be a followup from ANY attack. After I shoot and land a Gyro I generally I always throw out that extra damage. This move deals 7% percent damage up close so 10%+7% up close can be a really good quick punish. Surprisingly this fire hitbox is actually strong and can be used a substitute for F-air when doing a wall of pain on your opponent if you want to get the kill.
Gyro:
Ahh the Gyro... Probably R.O.B's most useful move. Before update 1.0.4 the Gyro did 1% more damage when thrown at an opponent. This projectile is still useful. You may think this is strange but on the 3ds version the Gyro does more damage while on the Wii U version the Gyro itself and the hitbox is bigger!
The best part about this move is it doesn't stale!
Immediate (uncharged) Gyro shot=8%
Fully charged Gyro shot= 13%
Stationary Gyro throw=8%
Directional Gyro throw=10% (11% up close)
Gyro thrown on the ground=12% (sometimes does 13%)
Thrown downward in the air=7%
Thrown up, forward, or backwards in the air=8%
Letting go of Gyro (Grab button in the air)=5%
The Gyro's main use is to rack up damage. It can also be a good combo starter and can be used to fake out your opponent. Have you ever seen Diddy Kong mains cancel out their Peanut Popgun animation with a quick dodge? This may surprise you but R.O.B can do that too WITHOUT an air dodge just like Diddy K. He can literally change his momentum instantly without any consequences! Unfortunately this can ONLY be done efficiently if you hold whatever button you have set as shield (Block, or dodge) and then perform down special. This can be used a fakeout tool since you literally have no lag after performing this tactic. You can force your opponent to put up their shield since the animation of the Gyro charge comes out but really only made them think they would be blocking something. I generally use this when I'm landing and then I run up and grab.
Another tactic for throwing items in general which I happened to learn from Jtails is Throw-Jump-cancelling. Basicly dash, jump and then throw immediately in the desired direction to keep your momentum.
Another use of the gyro AFTER its out is setting up for combos especially free spikes. Just throw down or let go of your Gyro when they are getting up from the ledge and the use D-air right after you let it go. If all goes well the Gyro will hit them right under the range of you D-air and send them to their early death. With this, you covered their option to jump, normal get up, or ledge attack to get up. If they start predicting you to jump offstage every time its their turn get back on-stage they will start using the roll option. USE THIS TO YOUR ADVANTAGE! Throw the Gyro down in the range of their normal getup and fastfall to the area where they would be rolling and grab or even use a smash. If this setup is done right they literally have no way of avoiding taking damage when recovering!
The Gyro can be a meteor smash aid in any situation, just throw the gyro down when they are recovering and you have yourself a free spike!
Well that concludes my Projectile tips and tricks for R.O.B
Note that R.O.B can throw down the Gyro when using up special to make endless blue flames!
Physical Attacks: Now here we move on to physical attacks (obviously). ROB has quite a few useful moves under his sleeve which I will explain now.
Jab... two hits, 3% each, pretty useless right? Wrong. This move can be useful for grounded combos into smashes, grabs, and tilts. Most of the time, I never attempt to use both hits. The first jab has vertical knockback which is somewhat abnormal when compared to the rest of the cast but still works nearly the same way as other jab buffers. Considering the fact that ROB has such good grabs and smashes this is a very useful technique. Jab into grab or jab into up smash will almost always hit (when correctly timed of course).
Tilts... F-tilt? 6% for sourspot and 8% for sweetspot. This move has been SIGNIFICANTLY nerfed from Brawl in range. This move is a below average f-tilt and should be avoided unless used for an out-of--shield option or a kill out of desperation when you have rage or they are at an extremely high percent.
D-tilt is a pretty good out of shield option and trips about half the time, setting up for your amazing grabs. It is extremely fast and can be spammed. It kills reliably at 500+%. Have fun with it.
Up-tilt is a move I rarely use because it can't hit grounded opponents almost at all. It combos into itself at lower percents, but up smash is a much greater option since it has a much larger hitbox and does more damage.
Still gonna make more but later :3
Laser:
First off, a fresh uncharged laser does 4% while a fresh charged laser does 10%.
Laser is R.O.B's secondary quick damage. Laser can literally be a followup from ANY attack. After I shoot and land a Gyro I generally I always throw out that extra damage. This move deals 7% percent damage up close so 10%+7% up close can be a really good quick punish. Surprisingly this fire hitbox is actually strong and can be used a substitute for F-air when doing a wall of pain on your opponent if you want to get the kill.
Gyro:
Ahh the Gyro... Probably R.O.B's most useful move. Before update 1.0.4 the Gyro did 1% more damage when thrown at an opponent. This projectile is still useful. You may think this is strange but on the 3ds version the Gyro does more damage while on the Wii U version the Gyro itself and the hitbox is bigger!
The best part about this move is it doesn't stale!
Immediate (uncharged) Gyro shot=8%
Fully charged Gyro shot= 13%
Stationary Gyro throw=8%
Directional Gyro throw=10% (11% up close)
Gyro thrown on the ground=12% (sometimes does 13%)
Thrown downward in the air=7%
Thrown up, forward, or backwards in the air=8%
Letting go of Gyro (Grab button in the air)=5%
The Gyro's main use is to rack up damage. It can also be a good combo starter and can be used to fake out your opponent. Have you ever seen Diddy Kong mains cancel out their Peanut Popgun animation with a quick dodge? This may surprise you but R.O.B can do that too WITHOUT an air dodge just like Diddy K. He can literally change his momentum instantly without any consequences! Unfortunately this can ONLY be done efficiently if you hold whatever button you have set as shield (Block, or dodge) and then perform down special. This can be used a fakeout tool since you literally have no lag after performing this tactic. You can force your opponent to put up their shield since the animation of the Gyro charge comes out but really only made them think they would be blocking something. I generally use this when I'm landing and then I run up and grab.
Another tactic for throwing items in general which I happened to learn from Jtails is Throw-Jump-cancelling. Basicly dash, jump and then throw immediately in the desired direction to keep your momentum.
Another use of the gyro AFTER its out is setting up for combos especially free spikes. Just throw down or let go of your Gyro when they are getting up from the ledge and the use D-air right after you let it go. If all goes well the Gyro will hit them right under the range of you D-air and send them to their early death. With this, you covered their option to jump, normal get up, or ledge attack to get up. If they start predicting you to jump offstage every time its their turn get back on-stage they will start using the roll option. USE THIS TO YOUR ADVANTAGE! Throw the Gyro down in the range of their normal getup and fastfall to the area where they would be rolling and grab or even use a smash. If this setup is done right they literally have no way of avoiding taking damage when recovering!
The Gyro can be a meteor smash aid in any situation, just throw the gyro down when they are recovering and you have yourself a free spike!
Well that concludes my Projectile tips and tricks for R.O.B
Note that R.O.B can throw down the Gyro when using up special to make endless blue flames!
Physical Attacks: Now here we move on to physical attacks (obviously). ROB has quite a few useful moves under his sleeve which I will explain now.
Jab... two hits, 3% each, pretty useless right? Wrong. This move can be useful for grounded combos into smashes, grabs, and tilts. Most of the time, I never attempt to use both hits. The first jab has vertical knockback which is somewhat abnormal when compared to the rest of the cast but still works nearly the same way as other jab buffers. Considering the fact that ROB has such good grabs and smashes this is a very useful technique. Jab into grab or jab into up smash will almost always hit (when correctly timed of course).
Tilts... F-tilt? 6% for sourspot and 8% for sweetspot. This move has been SIGNIFICANTLY nerfed from Brawl in range. This move is a below average f-tilt and should be avoided unless used for an out-of--shield option or a kill out of desperation when you have rage or they are at an extremely high percent.
D-tilt is a pretty good out of shield option and trips about half the time, setting up for your amazing grabs. It is extremely fast and can be spammed. It kills reliably at 500+%. Have fun with it.
Up-tilt is a move I rarely use because it can't hit grounded opponents almost at all. It combos into itself at lower percents, but up smash is a much greater option since it has a much larger hitbox and does more damage.
Still gonna make more but later :3