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
- Walk
- Run
- Dash
- Jumping
-Standard Jump
-Small Jump
-Air Jump - Shielding
- Dodging
-Standing Dodge
-Rolling - Taunts
-up
-side
-down
- Ground attacks
-Standing A
-Tilts
-Smashes
-Dash attack
-Grabs - Air attacks
-Neutral Air
-Forward Air
-Back Air
-Down Air
-Up Air - Special attacks
-Neutral B
-Forward B
-Down B
-Up B - Final Smash
- Weight
- Speed
- Crawling
- Gliding
- Clinging
- Ukemi
- Perfect Shielding
- Foot-stool Stomp
- Pivoting
- Stutter-Stepping
- Hugging
- Tripping
- Basic Strategies
-At a distance
-Close up - Advanced Strategies
-Combos
-Character Specific
- To Be Updated
- Some thoughts about a new game
- 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 :^)
- Walk
- Run
- Dash
- Jump
-Standard Jump
-Small Jump
-Air Jump - Shield
- Dodge
-Standing Dodge
-Rolling Dodge - 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