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Owners Manual: How to use your Robotic Operating Buddy *UPDATED MAR 26th*

T0MMY

Smash Master
Joined
Sep 20, 2005
Messages
3,342
Location
Oregon

This is R.O.B. (you may kiss your screen now)

NOTE:I am going to be updating my guide at All is Brawl, I'll try to keep this one updated, but if you're looking for info from me, it's best to go here: http://allisbrawl.com/forum/topic.aspx?pid=41934#p41934

NOTE:If you want to see the new Techniques I found, read the section on R.O.B.'s Forward Smash and the Advanced Techniques section.

CONTENTS

i)foreword
ii)R.O.B. 15 2 k001

1) Introduction
Who is R.O.B.?
Appearance
Statistics

2) Basic Controls
Basic Movement
  1. Walk
  2. Run
  3. Dash
  4. Jumping
    -Standard Jump
    -Small Jump
    -Air Jump
  5. Shielding
  6. Dodging
    -Standing Dodge
    -Rolling
  7. Taunts
    -up
    -side
    -down
3) Attacks
  1. Ground attacks
    -Standing A
    -Tilts
    -Smashes
    -Dash attack
    -Grabs
  2. Air attacks
    -Neutral Air
    -Forward Air
    -Back Air
    -Down Air
    -Up Air
  3. Special attacks
    -Neutral B
    -Forward B
    -Down B
    -Up B
  4. Final Smash
4) Character Qualities
  1. Weight
  2. Speed
5) Advanced Techniques
  1. Crawling
  2. Gliding
  3. Clinging
  4. Ukemi
  5. Perfect Shielding
  6. Foot-stool Stomp
  7. Pivoting
  8. Stutter-Stepping
  9. Hugging
  10. Tripping
5) Fighting with R.O.B.!
  1. Basic Strategies
    -At a distance
    -Close up
  2. Advanced Strategies
    -Combos
    -Character Specific
6) TEAMS
  1. To Be Updated
7) Afterthoughts
  1. Some thoughts about a new game
  2. To Be Updated


FOREWORD_____________________________________________
This is the first guide written about R.O.B. most of this guide will deal with the character, his background, history, and divinity

R.O.B. i5 2 k001

INTRODUCTION (say 'hi' to R.O.B.... just don't shake hands haha)___
R.O.B. stands for Robotic Operating Buddy, making his first marketing appearance for the Famicom in 1984 as the Famicom Robot and later in 1985 as R.O.B. in North America. R.O.B. had an integral role in selling the NES with his ultra-cool, high-tech looks; along with the Zapper and Powerpad Nintendo had all the cool accessories back in the day--Robots that played with you, actual guns that shot lasers, and pre-DDR foot-stomping action: the NES was too good!
After the video game crash of the early 80's stores were unwilling to stock game consoles for fear of losing money, but it was R.O.B. that gave Nintendo the image they needed, stores wanted to sell a cool toy robot that played games with you--without R.O.B. Nintendo may never have been able to sell to any major stores and thus would have been the next Colecovision, and those of us who know our fundamental video game history know that without the NES the video game market would have never recovered meaning Capcom would have been selling soap, Konami would have been selling cigarette vending machines, Sony would still be selling crappy electronics, and Microsoft would own the rights to a clunkier, uglier iPod.
But ours is not the story of the NES, for here we speak of the legend that was, is, and always will be R.O.B. (beatus est suus nomen).

GAMES R.O.B. APPEARS
  • The first known cameo was in StarTropics, where a submarine has a navigational robot named Nav-Com that resembles R.O.B.
  • The Game Boy Camera contains a secret image of R.O.B., unlocked in the B album after scoring 500 points in the "Ball" minigame.
  • Kirby's Dreamland 3 features R.O.B. as well as Professor Hector from Gyromite and Stack-Up. The player brings two arms, a body and a head to Professor Hector, who assembles them and gives the player a heart star.
  • ROB 64 of Star Fox 64 is named after R.O.B. As the pilot of the Great Fox (much like Nav-Com from StarTropics), he brings powerups, vehicles and cover fire into the field. His name was shortened to ROB in later Star Fox games. Also in Star Fox 64, Spyborg, the boss of Sector X, resembles R.O.B. and derives its Japanese name from Famicom Robot's serial number.
  • In the Port Town circuits of F-Zero GX and F-Zero AX, a giant construction robot that looks like R.O.B. in Famicom colors can be seen in the background.
  • Aeropolis: Metropolis, R.O.B. can be viewed for a few seconds, dancing on top of a small building.
  • R.O.B. appears throughout the WarioWare, Inc. series, in some of 9-Volt's character movies and "classic" genre microgames.
  • In Pikmin 2, near-perfect models of R.O.B.'s head (named "Remembered Old Buddy") and the 5 Stack-Up blocks (erroneously named "Gyro Blocks", perhaps intentionally due to the naming convention of other items in the same game) are treasures that players can find in the game.
  • In the Animal Crossing series, the "Robo" furniture series is an homage to R.O.B. It includes a lamp, a bed, a couch, a chair, a clock and other items with R.O.B.-like details.
  • Tetris DS does not feature R.O.B., but there is an appearance by Professor Hector of Gyromite and Stack-Up. He walks back and forth on the top screen of the main menu.
  • In the manual and on the back of the game box for Viewtiful Joe, there is a toy that looks very similar to the Famicom R.O.B. It's tagged as "Robo $2.99."Also, there are gold colored robots with red arms (colors of the Famicom) that are spread across the first part of the final level. The gold color has been represented in R.O.B.'s color selection in Brawl
  • R.O.B. is seen on a picture frame in the Old Chateau from Pokémon Diamond and Pearl.
  • R.O.B. is featured as a stage boss in the WarioWare: Smooth Moves "Star Fox" mini-game and is equipped with a NES Zapper light gun as a weapon.
  • R.O.B is playable in Mario Kart DS, and appears in his Famicom colors in the Japanese version of the game.

Statistics
Here are some basic facts every gamer should know about R.O.B.:
  • Height: 24cm/9.5in
  • Arm movement range: 300° left/right (five stopping points), 7cm/2.75in up/down (six stopping points), 7cm/2.75in between hands when open.
  • Head movement range: 45° tilt, horizontally centered.
  • Five accessory slots around the hexagonal base (numbered clockwise, starting at the left rear) and notches on the hands allow for specialized parts to be attached depending on the game.
  • Red LED on top of head indicates a state of readiness.
  • Runs on 4 AA batteries.
  • Optional tinted filter could be attached over the eyes to compensate for use with overly bright televisions.
  • The original "Famicom Robot" was white with maroon arms to match the Famicom, while R.O.B. was colored in two shades of gray to match the NES (these two colors make an appearance in Brawl, way cool!)

BASIC CONTROLS________________________________________
I hope to have movie clips of R.O.B. in action when I can get everything recorded and edited :^)

  1. Walk
  2. Run
  3. Dash
  4. Jump
    -Standard Jump
    -Small Jump
    -Air Jump
  5. Shield
  6. Dodge
    -Standing Dodge
    -Rolling Dodge
  7. Taunt
    -up
    -side
    -down

ATTACKS______________________________________________
Attack Ratings
Damage
This is the amount of damage the attack does. An n/a shows the attack deals no damage (as with R.O.B.'s B^). Note that Damage and Knockback are two distinct qualities of attack. Damage increase can lead to more Knockback, but Knockback of a specific attack and be high with low damage infliction, or low with high damage infliction.

Speed (fastest to slowest)
Fast - Anything that initially hits quickly, with little or no startup-lag or after-lag.
Moderate - Any attack that is slower than what I consider a quick attack, but doesn't lag you as much as a slow attack; may be from startup-lag, after-lag, or both.
Slow - Any attack that leaves R.O.B. vulnerable to a quick counter if he uses it, these moves usually have some startup-lag as well as some after-lag.

Strength (weakest to strongest)
Weak - does anywhere from 2% to 7% damage; may have very little knockback.
Strong - ranges from 8% to 13%; may have little to good knockback.
Powerful - ranges from 14% to 20%+; may have good to immense knockback.

Range (shortest to longest)
Short - hits where R.O.B. can reach with his arms or shorter
Medium - hits where R.O.B. can extend (e.g. extended arms, stretching out, or a short-ranged blast)
Long - hits an extended distance from where R.O.B. can physically reach (e.g. thrown or fired projectiles)

STANDARD ATTACKS
  • Jabs
    Standing A (a): Jabs out with arm; two-hit succession
    Damage: 3%, 3% (two jabs, 6% damaged combined total)
    Speed: Fast
    Strength: Weak
    Range: Short

  • Pummel (a): Standard standing attack while grabbing an opponent. Before throwing an opponent you can build some damage by pummeling them for a bit.
    Damage: 2% (can hit multiple times)
    Speed: Fast
    Strength: Weak
    Range: Short

  • Tilts
    Foward Tilt (a=>): Strikes out with arm one strike succession.
    Damage: 6%
    Speed: moderate
    Strength: Strong
    Range: Medium

    Down Tilt (aV): Strikes out with arm tilted towards the ground one hit succession
    Damage: 4%
    Speed: Fast
    Strength: Strong
    Range: Medium

    Up Tilt (a^): Hydraulically extends both arms upwards; good for a launcher or to juggle.
    Damage: 3%, 6% (9% total multi-hit)
    Speed: Moderate
    Strength: Strong
    Range: Medium

  • Smashes
    Forward Smash (A=>): Blasts a short-range, conical eye laser in front, this can be aimed three different angles. See the Advanced Techniques section on "Dual-stick Angling" for more information on angling his eye lasers.
    Damage: 14% (12% at a distance)
    Speed: Slow
    Strength: Powerful
    Range: Short

    Down Smash (AV): Spins arms quickly around him; mulithit.
    Damage: 2%, 2%, 2%, 2%, 5% (13% total)
    Speed: Fast
    Strength: Strong
    Range: Medium

    Up Smash (A^): Flips upside-down and fires his rocket-blasts upwards, good for launching your opponent.
    Damage: 14% (12% at a distance)
    Speed: Slow
    Strength: Powerful
    Range: Medium

  • Grabs
    Standing grab (Z): Pinches opponent between his hands like he lovingly embraces one of his gyros; Can pummel an opponent after grabbing (see Standard Attacks above); can throw opponent in one of four directions (up, down, forward, backward).
    Damage: n/a (see Pummel in Standard Attacks above, or Throws below)
    Speed: Moderate
    Strength: Weak
    Range: Short

    Dashing Grab (<<Z): See "Dashing Attacks Below"

    Shield-canceled Dashing Grab (<<L/R&Z): Will be discussed in advanced techniques, essentially a Standing grab.
    Damage: n/a (see Pummel in Standard Attacks above, or Throws below)
    Speed: Fast
    Strength: Weak
    Range: Short

  • Throws
    Forward throw: R.O.B. flings his opponent in front of him.
    Damage: 10%
    Speed: n/a
    Strength: Moderate
    Range: n/a

    Downward Throw: R.O.B. flips his opponent upside down and drills them into the ground.
    Damage: 10%
    Speed: n/a
    Strength: Moderate
    Range: n/a

    Upward throw: R.O.B. boosts up into the air with his opponent, flips them upside down and suplexes them into the ground.
    Damage: 10%
    Speed: n/a
    Strength: Moderate
    Range: n/a

    Backward throw: R.O.B. spins his body around and lets go of his opponent to send them flying.
    Damage: 10%
    Speed: n/a
    Strength: Moderate
    Range: n/a

  • Dashing Attacks
    Dash Attack (a>>): Out of a dashing run he will slide forward with his arms extended, knocking the opponent away/upwards; can lead to a launching attack (e.g. A^).
    Damage: 6%
    Speed: Fast
    Strength: Weak
    Range: Medium

    Dashing grab (<<Z): Out of a dash he grasps his opponent in his cold, robotic hands.
    Damage: 10%
    Speed: Fast
    Strength: Weak
    Range: Short

  • Air attacks
    Neutral Air (+a): Fires his booster rockets, flipping him in a circle; this attacks around him so it can be used in a variety of situations.
    Damage: 10%
    Speed: Moderate
    Strength: Strong
    Range: Short

    Forward Air (+a=>): Leans forward and hits with both arms extended forward and tilted slightly downward.
    Damage: 10%
    Speed: Fast
    Strength: Weak
    Range: Medium

    Backwards Air (+a<=): Blasts his booster rockets behind him; this pushes you forward slightly; can be used in conjunction with his Up Special to have an upward/forward movement.
    Damage: 11%
    Speed: Moderate
    Strength: Strong
    Range: Medium

    Down Air (+dV): Fires his booster rockets down, giving him a short lift which can slow/stop/reverse his descent; this can Meteor Smash!
    Damage: 11%
    Speed: Moderate
    Strength: Strong
    Range: Medium

    Up Air (+u^): Rotates his arms in a rapid spin parallel to his body (like a sideways helicopter blade); this multihits; good for juggling.
    Damage: 4%, 4%, 4%, 4%, 3% (19% combined total)
    Speed: Fast
    Strength: Weak
    Range: Medium

  • Special Attacks
    Neutral Special (b): Fires his eye lasers horizontally; this can be angled up or down; the lasers bounce; this has three different charges, the longer you go without firing your laser the more damage/knockback it will do when it fires; it has a blast in close proximity
    Eye Flash
    Charge Time: 0 Seconds
    Damage: 7%
    Speed: Moderate
    Strength: Weak
    Range: Short

    Eye Beam
    Charge Time: 1 Second
    Damage: 5% (12% close proximity)
    Speed: Moderate
    Strength: Weak
    Range: Long

    Eye Blast
    Charge Time: 25-30 Seconds
    Damage: 9% (16% close proximity)
    Speed: Moderate
    Strength: Strong
    Range: Long

    Note: Sometimes the laser seems to graze people doing only 5% when charged.
    Sometimes the laser seems to graze people doing only 5% when charged.

    Forward Special (b=>): Spins arms perpendicular to his body (like a helicopter blade); can reflect projectiles; multihit; can be angled.
    Damage: 2%, 2%, 2%, 1%, 2%, 1%, 4% (multi-hit 14% total)
    Speed: Moderate
    Strength: Weak
    Range: Medium

    Down Special (bV): Places a gyro in the spinner; after this is charged, R.O.B. will keep it with him, pressing bV again will have him fire it out, the longer the charge the stronger the attack; after the gyro has been fired, if it is on the ground spinning, you or your opponent can pick it up and throw it (it will disappear when it loses its spin, duration depends on amount of charge); I believe after it has been charged and stored it will lose its spin charge while being carried around, so after firing a full-charged gyro it could be weaker after some time; even after fully charging it has minimal knockback; can be be used to reverse facing by pressing the analog stick in the opposite direction right after using the Gryo spinner.
    Damage: 7% uncharged, 18% full-charged (10% smash-thrown, 8% thrown, 7% dropped)
    Speed: Fast (firing it out is quick, but it takes time to charge it)
    Strength: Weak/Strong/Powerful (depending on charge & how it's used)
    Range: Medium/Long (and can be dropped)

    Up Special (b^): fires his rocket boosters and gives him lift; As long as you are holding up he will keep firing them until his reserves run out; after depleting his reserves he will not be able to boost very long until they recharge; boosters automatically recharge as long as you are not firing them.
    Charge Time: After depletion, upon touching the ground you can use this to hop up a little into the air. After 1 second after touching the ground it is almost fully recharged, and about 2 second after touching the ground it is fully recharged.
    Damage: 0%
    Speed: Moderate
    Strength: n/a
    Range: n/a

Final Smash: A continuous, conical eye laser flashes from his eyes. Every so often a stronger, focused beam zaps from his eyes doing more damage/knockback for a KO; multihit; can be angled with crouching; can be angled with taunts; can be used in conjunction with other attacks (e.g. grabs, jabs, specials, etc.). Attacks pass through R.O.B. while using his Final Smash, no damage, no knockback.
Damage: 4% per hit (14% on the focused laser)
Speed: Constant
Strength: Weak/Powerful
Range: Close/Moderate

CHARACTER QUALITIES___________________________________
Weight
R.O.B. is a Mideum/Heavy character according to t1mmy's Kirby Starshot experiments. This is a huge advantage because he will not die so easily, and combined with his awesome recovery you will last longer in a match than a lighter character.

Speed
Despite being a heavier character, R.O.B. isn't very slow compared to Bowser, Donkey Kong, Ganondorf, King Dedede, and the rest of the heavyweights. Again, another advantage, the faster you are the better you can avoid attacks, which means less damage, which means... you guessed it, you survive longer!

ADVANCED TECHNIQUES___________________________________
Crawling
Some characters can crawl, to perform this simply move from crouching animation forward/backwards (a bit diagnal on the analog). The use of this technique is, at this time, questionable, but you can attack or shield out of a Crawl. R.O.B. has no legs and very little mobility to perform this task, he prefers to float around and hover instead, he cannot Crawl.

Gliding
Some characters can glide, at the height of their jump, press and hold jump and guide your character down and up. Aids in recovery. It takes some getting used to. R.O.B. does not have wings to glide, he has Booster Rockets, which are super cool and has no need for gliding around.

Clinging
Some characters can cling onto walls and hold themselves there for a short time. R.O.B. doesn't have any fine manipulators like fingers, so he can't cling onto walls. But I'll tell you what he can do: KICK SOME SERIOUS BOOTY (and heat up your leftover dinner with his eyes)

Ukemi
Press a Shield button when you hit the ground or wall and you will stop yourself from impacting like a Judo master. Hold Left or Right and you'll roll on the ground when you do this. Hold up and you will jump when you do this on a wall (attacks can be used after Ukemi wall jump, so counter when you can).

Perfect Shielding
Time your shield so it comes out just right when an attack is launched at you and you will be able to parry it, leaving you with less lag time, so counter attack when you can. Unfortunately it looks as if Perfect Shielding to reflect projectiles is not functional in Brawl. February 11th 2008 update.

Pivoting
During your Dashing you can press the opposite direction you are going with your analog stick to move into a skidding animation, from here you can pivot into attacks, like a grab. This was shown to be a technique on www.smashbros.com February 11th 2008 update.

Footstool Stomp
Use one of your jumps to bounce off the head of your opponent. This can be done when they are on the ground or in the air. If they are in the air you send them downwards like a Meteor Smash. Opens up a lot of possibilities! Try a +Av after you stomp on them to get a hit in before they can recover.

Dual-stick Angling - New Technique
Something new I found out that will help a lot of people: You can use the Analog + C-stick in conjunction to angle your Smash! Just C-stick Smash (think 'Marth') while holding up or down on the analog stick. It will automatically angle your attack up or down (depending on which direction you're holding on the analog). Much easier than angling it with that C-stick alone :^D

Stutter Stepping - New Technique
I was changing my controls to fit my desires and I meddled with the C-stick so it wouldn't be such a wild-card (to my distaste with the Z-button in Melee). I found out two things. After I figured out the nice trick with Smash-angling, I pressed Left with the Analog and Right with the C-stick and I did a slight step backwards and then moved FORWARD with my Smash Attack. A little more range, nice! You can Stutterstep Forward or Backwards with your Smash Attack. To gain the most distance: Dash forward, Skid (dash the opposite way, putting your character into a Skidding animation), Skid-cancel with Smash Attack.

Hugging
A technique found at the E for All demo, the ledges are much easier to grab onto for an edgehog compared to Melee, you can simply walk or run off (remember to Fast-fall to make to grab it faster), turn around, and grab a hold of that edge like it was your dear, attention-starved grandmother. The name for this was jokingly referred to as "Hugging" when the Samus player HugS started using it.

Shield-cancel Dash Grab
In Melee you could cancel your Dash with a Jump and then cancel your Jump with a grab. This would mean you could go from Dashing straight into a Standing Grab, which meant less frames of animation for you Grab (less lag). In Brawl, you cannot do this, however you can cancel your Dash with your Shield and Grab from your Shield, which is a good replacement. Also handy to Dash into an Attack, Perfect Shield it and Grab while your opponent is lagging from their attack.

Recovering
You can use his B-air and D-air to aid you in recovery. D-air will pop you up for a moment. B-air will boost you forward just a little. Using his Up+B to recover in conjunction with the B-air will give you a better recovery while using less of his fuel reserves.

Gyros
-Time his gyros to spin at the edge of the stage for aid in edge-guarding, when they pull themselves up off the ledge they'll hit the gyro in front of them and knock them back.
-Drop the gyro from above when edgeguarding an opponent below the stage.
-Drop a gyro on bombs (Snake's is the most fun) they will blast the gyro into the air, causing damage. This is seriously funny, I do this as often as I can get the chance.

FIGHTING WITH R.O.B.____________________________________
Again, I stress, at this time this guide is mostly for recognizing R.O.B. as a character, and his potential as a fighter. It may take years to unlock his true potential as a fighter. This will be only the seeds that will be planted into a beautiful, robotic, flower that is R.O.B.'s awesome fighting potential.

Tip #1: Side-step Dodge (Shield+Down) to evade an attack, immediately Down+Smash for a quick counter attack.

Tip #2: Booster ftw! When you knock your opponent upwards, use your B^ to boost upwards and keep up with the attacks (+a^ work well). When you knock them off the stage with a +A>, boost after them and try for another +A> to drive them off the stage.

Fighting at a Distance
When there is a safe distance between you and your opponent make sure you charge your gyros for when you need a strong hit in. Fire off your eye beams to aggravate your opponent and make them want to close in to hand-to-hand distance and work them with your quicker attacks until you get get your stronger hits in. Remember you can angle your Eye Lasers! I catch a lot of people by surprise with this, which can get some good damage built up on them for when you need to tilt them away or hit them for a KO.
When you have your Gyro charged and recharging your Eye Lasers and Booster Rockets, remember to give them a good Taunt!

Hand-to-Hand(?) Combat
Lead in with your +a>, you can usually get two hits in, +a> to +a>. When you land, Jab at them (a) or get a good a=> in on them to knock them back. Surprise them with a +a out of shield to give them a burn with your rockets. If they come down on your head, time a A^ out of Shield and lead in with +a^, +a=>, or +a<=.

Lead in with a>> and a=> after it to push them back, or (a) is fine to disrupt them and lead to a Grab.

I haven't found a lot of use from b=>, it tends to have no knock-back and I get hit out of it. I think there might be a use to it if you can angle it right.

COMBOS_______________________________________________
This section will be updated soon when I have more experience using different attacks on various characters.
For now, check out the Hand-to-Hand section to learn a how to follow-through from your leads.

Just from quick memory:
a>> to (a) to a=> to Grab/Pummel/Throw
a>> to a^ or A^ (depending how high up they go)
a>> to a=> or A=> (depending on where they are)
a>> to throw Gyro (you can pick it up during your Dash Attack, sweet!)
+a=> to +a=> to (a) to a=> to Grab/Pummel/Throw
+a=> to +a=> (edge-cancel it) to +a=> (double Jump) +a=> (use Booster Rockets to guide this next part) +a=> to +a=> to +a=> LOLZ!
+a=> to Av
+a=> to b=> (probably not a good combo to use, you'll get hit out of it, haha)

CHARACTER SPECIFIC_____________________________________
I'll have a more, detailed section here when I've had a chance to play against all the characters and build strategies against them. Check back for an update later.

TEAMS___________________________________
Again, I'll have more here in an update.
Quick tip: R.O.B. can play a vital role in long-distance attacks with his lasers and gyros. Use this to your advantage when you see your teammate is in trouble from afar, blast your opponents to get them off his back.

AFTERTHOUGHTS________________________________________
I will make updates to this guide the more I find out. I hope everyone will learn to love R.O.B. the way I did when I was a little kid with my actual NES R.O.B. <3
 

t!MmY

Smash Hero
Joined
Dec 22, 2005
Messages
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Location
Oregon
NNID
t1mmy_smash

KMB23

Smash Journeyman
Joined
Aug 16, 2006
Messages
236
nice guide. you know, i'm finally starting to understand ROB.
 

GeorgeTHPS

Smash Journeyman
Joined
Jul 15, 2007
Messages
443
Location
Birmingham, AL
NNID
GeorgeThePlushie
3DS FC
1676-3689-8314
R.O.B. is a beast. He's got quite a lot going for him. Excellent guide, t0mmy.
 

DonatoClassic

Smash Cadet
Joined
Nov 21, 2005
Messages
32
Don't forget to mention that you can use the bair and dair for recovery. Otherwise, great guide!
 

BulgyMilk

Smash Cadet
Joined
Oct 13, 2007
Messages
36
Great job on the guide t0mmy, it's good to have a place for new R.O.B. recruits to have a place to learn about his awesomenessicity in both history and playability. Hope you get those vids up soon, I'm excited to see you play! ^_^
 

ROBeast

Smash Rookie
Joined
Feb 14, 2008
Messages
2
Location
Stack-up room
R.O.B. side B move discovery!

I've been lurking the boards for quite some time and never registered and posted but with Brawl out I will want to help out with developping killer stategies for our favorite robotic operating buddy, R.O.B.!

Okay, straight to the point. I was playing on my friend's Brawl copy the other day and was having a friendly 3-stock on Halberd w/R.O.B. against my friend's Toon Link. He smashes me far away to the right and he retreats to the left and begins to charge an arrow, waiting for my descent. On the way back, I ready myself to mid-air launch my already charged up gyromite at him. At the right moment I imput my command but slipped and mistakefully imputted =>B. I'm just about to land on the platform and Toon Link lets his arrow fly at me just as R.O.B. begins to spin(mind that =>B takes a long half-second to start). R.O.B.'s spin attack hits and REFLECTS the arrow right back at Toon Link, to both our suprise!

We kept playing though and didn't go to training to test it out BUT I managed to reflect other projectiles during the following matches so this was no mistake! HOWEVER I've only happened to reflect PHYSICAL projectiles and was never pitted against an energy projectile SO I ask you guys that have Brawl at your disposal to test it out with all things possibly launched at R.O.B. because I can't do it (my friend's copy...)

I waited a couple of days before deciding to post this and also because there was no serious thread about R.O.B. strategies yet so I hope this will radically change ROB's game!
 

ROBeast

Smash Rookie
Joined
Feb 14, 2008
Messages
2
Location
Stack-up room
More imput on =>B

Oups, I doubleposted by accident because SWF wouldn't update the thread with my post and I thought that I had timed out which would have resulted in my post not appearing on the boards.

Okay, I'll give some more imput on the reflecting spin! R.O.B.'s spinning arms do not cover his entire height, i'll point out an exemple that happened to me on Port Town : A wheel piece from wario's bike was thrown at me and I was alreeady spinning to reflect it back but I was holding Forward so the spin angled down and left R.O.B.'s head unprotected. So, the wheel hit my head over the spinning attack and knocked me back! This means that we will have to dynamically adapt to the height of the thrown item to be sure to successfully reflect it back at the opponent. I'm thinking (this is a theory now) that if a big projectile(think Samus' charged-up B) is launched and that if R.O.B. gives an angle to the spin that it might give a direction to the reflected attack just like how you could influence the direction of a perfect shielded projectile in Melee...

Anyway we need more testing out for now to see the full potential of this discovery!

Ride on, Robots!
 

AcidJazz

Smash Apprentice
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Perfect Shielding
Time your shield so it comes out just right when an attack is launched at you and you will be able to parry it, leaving you with less lag time, so counter attack when you can. Unfortunately it looks as if Perfect Shielding to reflect projectiles is not functional in Brawl. February 11th 2008 update.



I use perfect shielding to get through Wolf's projectiles and I've deflected some of the bullets (but they deflect away at an angle having no real use) but they do deflect! It only happens sometimes so the window is really small for this (like in Melee).
 

t!MmY

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Yeah, we actually found out ROB's ability to knock projectiles back while playing through Sub-Space Emissary of all things. Can you believe t0mmy knocked Meta Ridley's fire breath back at him?! 0_0

BTW, I added the ROB videos of me vs. t0mmy in my first post (2nd from top). Everyone should go watch them to see how pwnsome ROB can be. (his victim being poor Kirby) V_V
 

T0MMY

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I thought I included the reflecting ability in his forward-b last update.
It takes some timing or just getting used to how it works. I have quite a few updates to post when I get back home.
 

looduhcriss

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i played ROB but i didn get to test out evrything - so i wanted to know...does ROB go into freefall state after his UpB fully runs out?
 

T0MMY

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lol t0mmy, what is it with you and the joke characters :laugh:
R.O.B. isn't a joke character :mad:
Ok, so Pichu was a joke character because he lacked anything more than two taunts as an advantage on his opponent (and his Up+B is better than Jigglypuff's).

R.O.B. is heavier than Pichu.
He is stronger than Pichu.
He has more range.
He doesn't damage himself
AndHe has THREE taunts :laugh:
 

looduhcriss

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ok i figured the answer to my Q but i have another one still about the UpB...

if the booster is depleted and it auto recharges the longer its not used, does that mean he can recharge as hes falling in the air?
 

T0MMY

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I never went into a freefall state when running out of booster.
No, I don't believe his boosters recharge while still falling in the air. When you touch ground they will get an initial recharge, but not much, and then start charging back up. I still don't know the exact length of time and I'm far too lazy to get into too much specifics like that, I just play by the feel of things for the most part, not raw data.
 

~Shin~

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Rob is a monster, and so is this guide.
Thanks for putting the effort into bringing the best out of this old tin can. With a few caring people giving this guy attention, we will no doubt see ROB in high level play.

Somebody sticky this guide.
 

looduhcriss

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I never went into a freefall state when running out of booster.
No, I don't believe his boosters recharge while still falling in the air. When you touch ground they will get an initial recharge, but not much, and then start charging back up. I still don't know the exact length of time and I'm far too lazy to get into too much specifics like that, I just play by the feel of things for the most part, not raw data.
ok thx alot i just wanted to be sure from u - i dont want to have any self-pwnage wen i play ROB lol
and this is a great guide and ur videos are amazing
 

Joshers744

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Wow, nice guide! I'm going to edit this after I finish digesting the whole thing.

Edit:
Here are the five friendlies I recorded of my Kirby vs. t0mmy's R.O.B. He's too good. >_>

http://www.youtube.com/watch?v=KqOQJTse9EE (round 1)
http://www.youtube.com/watch?v=IExhvip23gg (round 2)
http://www.youtube.com/watch?v=4uUlpWMJ6bU (round 3, I get 3-stocked x_x)
http://www.youtube.com/watch?v=AFLi2IYdFoE (round 4)
http://www.youtube.com/watch?v=Tc9eGj7kxJo (round 5)
Nice videos! You two are good.
Haven't been payin much attention to ROB really, just knew my dad had one. :p (I'm only 18 by the way).
I'm starting to look forward to seeing him in the new Smash Bros though after watching these videos
 

Sharky

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Could you give a demonstration of stutter stepping? I'm a little confused on that one.

EDIT: I've figured it out for the most part, I still haven't seen the forward movement at the smash, though.
 

T0MMY

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I'm thinking some characters have a forward movement, while others might not?
I haven't had time to go into detail with it, but I know with Mario he actually goes forward quite a bit after taking a step back.
Or maybe it's just your timing, try to get it 2tf (to the frame)
 

Sharky

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Hmm, I haven't tried mario yet, perhaps I'll work with him next. The most I've seen so far is Gannondorf staying in basically the same spot. What's your findings on this with R.O.B.? I've yet to see forward movement with him, though I haven't done it too much with him on it yet.
 

GenG

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I started to play as ROB encouraged by this guide and I found a brilliant character. His tilts are fast and LONG, dsmash is pwnsauce, dash attack to jump cancelled usmash work wonders, nair kills people, fair can be used twice in a single short hop, uair is perfect for juggling, you can jump off and finish your oponents with fair or nair. Bair also works from the front, I use it more as a "ROB missile" than hitting with the thrusters, and dair seems to be a good meteor but I find difficult to hit with it.
He also has two amazing projectiles, good grabs, an amazing recovery... It's one of the most solid characters in the game.

Nair is my favorite move overall. This **** is powerful and hits in a 360º angle, or at least, 300º.
 

T0MMY

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The moveset has been updated with Damage for each of R.O.B.'s attacks.
 

HugS

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I'm going to be maining ROB since i believe no person can succeed with just one main in this game anymore.

Good guide, though i had trouble following your +a> a>> <A+ symbols. Whatever happened to ftilts, dtilts, uairs, fsmash, etc?
 

T0MMY

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I could never understand what a ooh-air was X^)
I think I used those symbols with my Pichu guide at first. It was used mostly as a place-holder as I typed it quicker that way. Then I saw a lot of people using them (and I don't think it was because of this guide). The problem with using the old way is it confuses people as to what an "ooh-air" is. haha.
But, yeah, I'm thinking about giving it a change back to the old system in an update.
 

PsychoIncarnate

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R.O.B. will be the next character revealed on the DOJO unless they change the pattern because he's special
 

t!MmY

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I agree, use the established "u-air" since it's easier to read - unless you want to create visual icons for each symbol and use those instead. >_>

And you can always spell it out for people who have to read "Neutral Air" instead of "N-air".
 

xeonoex

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Good guide T0MMY.
You should add that ROB can SH double fair, unless you did with your weird terms. >_>

Also, spamming bair is good against shields because it is impossible for you to get shield grabbed due to the momentum it gives you. And you can approach using bairs now also to hit shields too.

That all I have for now.

EDIT: Now I remembered some.
ROB can ledgehop double fair and regrab the ledge
bairs can be used in recovery between jumps puff style and during his up b.
Can kinda WOP with fairs, chasing enemies to their death of the stage and live.

I also somehow did a turn-around bair once, after I was already in the air.
I baired in one direction then the other. Not sure how, I'm still trying to do it.

EDIT AGAIN: I figured out a way to do it, not sure if it is how I did do it, but it works.
If you hit up b and quickly go in the opposite direction then you will turn around, you can quickly attack after that and still use your boost. You can do this multiple times in the air, every time you reset your boost.

This can set up for some cool combo, and since his fair hit is weak, you can combo in to bair and be facing the stage.

You can spam bairs and dairs in the air forever, which was discovered already, you should add a recovery part pointing out up b, bair, up b, bair as the best for horizontal distance. It's kinda like a bomb jump really. And since his up b can turn him around, you'll never be facing the wrong way.

You can also just jump and spam bairs in place with the turn arounds. Like more than 10.
 

Foxxx17

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Gj on the guide Tommy, the only thing i noticed is a a little bit of missing information on the down-b.

First off u mention that either you or your opponent can pick it up, which is semi-true. You see the only time the enemy can pick it up is in an airreal catch or when the item stops spinning. This is because when the gyro hits the ground, it continues to spin, dealing damage to the opponent, now the damage is not great and the knock back is small, but during that time they are unable to pick it up (that doesn't mean they can't attack it to knock it away). Once the gyro stop spinning it will go into a wobble state for only a few seconds, that is the time the opponent can pick it up off the ground. Although they wont have much time b/c once the wobble state ends the gyro disappears (if i recall).

Now i haven't found much use for this fact yet, except for placing it to prevent the opponent from rolling up from the edge. But I'm sure with more time someone could figure something else out.

There is also some sliding thing you can do with the down-b but i have not idea how to do it yet.

Edit: Ok turns out the slide thing was a glide toss
 

Zastrozzi

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Gj on the guide Tommy, the only thing i noticed is a a little bit of missing information on the down-b.

First off u mention that either you or your opponent can pick it up, which is semi-true. You see the only time the enemy can pick it up is in an airreal catch or when the item stops spinning. This is because when the gyro hits the ground, it continues to spin, dealing damage to the opponent, now the damage is not great and the knock back is small, but during that time they are unable to pick it up (that doesn't mean they can't attack it to knock it away). Once the gyro stop spinning it will go into a wobble state for only a few seconds, that is the time the opponent can pick it up off the ground. Although they wont have much time b/c once the wobble state ends the gyro disappears (if i recall).

Now i haven't found much use for this fact yet, except for placing it to prevent the opponent from rolling up from the edge. But I'm sure with more time someone could figure something else out.
Huh, I didn't know that. I wonder if you can use Gyro placement to continue combos a-la snake's C4. D-smash, short jump, Fair, Fair, Enemy pops off the Gyro, continue combo kind of thing. I will need to play with this...

Questions I will answer after I get some more training time in (unless someone answers first)
--does picking up the Gyro reset the spinning time?
--How long does the spin time last?
--How does charging the gyro affect the spin time/power?
--Can you control how the Gyro fires on the initial toss? If so, how easy is it to set someone up on top of a spinning gyro?
--How easy is it to pick someone off if they roll into a gyro, etc?

Depending on how the exparament goes, this might actually be a pretty neat find! Set up the Gyro to control how people tech, prevent people from dodging behind you, set up block strings into it so you can throw them while they shield the Gyro...

I love ROB so very, very much.
 
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