The insidious genius known as Dr Robotnik. We all know him. We all know his wonderful mechanations that he rides into battle with.
Well, screw you all! We're doing him mechless.
Rundown
Tall man. He's like, almost Ganondorf. And heavy too, fat bugger. He has lousy traction that sends him skidding all over the place, and somehow has a fast dashing speed to go with it. It's not quite Sonic speed, nor even Captain Falcon speed, but
he's certainly the fastest fattest thing alive. His jumps, both of them, are utter garbage however. They're basically tools to change midair momentum or whatever, don't expect them to save any amount of your bacon.
Specials
Up Special / Wing Fortress
Eggman snaps his fingers as a
discus platform flits into existence below his feet. A beam of light then shines down on him from the top of the stage (it's coming from the Egg Carrier, which is flying above the brawl) and begins to levitate the discus upwards.
From this rising platform, Eggman can do absolutely anything he could do normally (including getting knocked off of it by attacks... so watch out for that)
It travels at a fairly slow speed, and does not stop until it leaves the screen, so you'll want Eggman to jump off of it at some point. There's some downtime between one disc being beamed offscreen, and another becoming available for Eggman's recovering needs.
Down Special / Scrap Brain
Robotnik performs a gracious bow, which has absolutely nothing to do with what this input actually does... which is [
summon an egg pawn].
One of these handsome bipedal gunners falls down from the top of the screen, landing directly behind the closest opponent. It cannot fly, it doesn't move, and it has 15% stamina, so it won't exactly last very long. Once it takes that amount of damage, it flashes red briefly, before self destructing. The explosion, which is relatively large, deals 25% damage and can KO at criminally low percents.
Should it last long enough, the Egg Pawn will point a bazooka towards the foe and launch a single homing rocket toward them. It's basically a carbon copy of Samus' missile attack, though its damage and knockback are more akin to her super missile version. Rockets are launched once every 3 seconds, and do not affect Robuttnik himself, nor any other pawns he has summoned to the fray
If you hold Down Special instead of tapping it, then Robotnik continues to bow whilst
an egg flapper is summoned from the Egg Carrier. This one CAN fly. It'll fall from the top of the screen, up until the point you release B, where it will stop and hover until destroyed. These flying robots sadly do not come equipped with rockets, and instead rely on short range machine gun fire. Every 3 seconds, they aim towards the nearest foe, and let loose a stream of 5 bullets, which shoot forth 1.2 stagebuilder units before vanishing. Each bullet pushes the foe backwards and deals a meager amount - 1% damage.
Neutral Special / Time Eater
Pressing a big red button that he carries around for these occasions, Robotnik opens up a space time rift
[represented by a glowing purple portal] directly in front of himself. The quickness of this move [the portal is quite small, despite it's appearance being brief] is sure to send the foe in front of him into a time-space rift. This warps them back to where they were 4 seconds ago, whereupon they relive that portion of their lives. Despite the foe living in the past, the rest of the brawl is living in the present, so everyone else is free to tag them with attacks and damage, which will be inflicted on the opponent the moment they end their 4 second re-enactment. They cannot be grabbed, and moves that inflict stun will only inflict stun at the end of the time warp. Things that have been sent into the past have to same sickly purple hue as the portal - in order to quickly identify them.
You can also use this attack on projectiles, and even your own summons (even ones that have recently exploded). Though once your target has reached the present again, the residual 'time energy' makes them immune to this attack for a further 2 seconds. So you cannot trap foes in a groundhog day loop (even though that'd be an awesome concept for a moveset - money to the first man who wants to take on
Phil Connors.)
Side Special / Eggmanland
Robotnik motions his arm to point at... whatever happens to be in front of him, and his minions all take this as their cue to start moving. Any summoned robots advance towards the nearest opponent, with grounded robots walking, and flying ones hovering at a slower pace. You can repeat the input to halt the robots. And if you hold B instead of tapping it, you'll be able to move the nearest robot around manually using the analogue stick. You cannot make it attack on command, but your controlled robot will still attack every 3 seconds as scheduled.
Ground Attacks
Jab / Practical Problems
Dr Ivo Robotnik swings a good old reliable spanner at the foe in front of his corpulent self. He only does it once before the jab ends, but at 6% damage and moderate fixed knockback that gets foes outta his face, one hit is all ol' egghead requires.
Since this is a spanner, it somehow magically repairs any minion you swing it at, restoring any stamina they had previously lost. Of course, it would probably be more useful to just let the minion explode.
Forward Tilt / The Boot
Eggman swings his large ungainly leg in front of him, booting the foe and knocking them into the air. The attack deals a paltry 5% damage, though the range and speed of it are adequate at least.
You can kick your grounded minions in order to boot them 1.4 stagebuilder units up in the air, where they hover for the slightest of seconds before falling back down. Use this, your spanner, and your up special platform in order to get that missile firing minion as far up into the air as you please.
Down Tilt / Lanky Leg
Another forceful kick, this time whilst squatting. The doc kicks rather like Ganondorf. The hitbox and knockback are somewhat useful if there happen to have any barrels on stage that need rolling. On things that don't roll, this attack deals 8% damage and light knockback downwards and away from Eggman.
Up Tilt / Signal
Dr Eggman claps both hands above his head. Very quick, deals 6% damage, and knocks opponents lightly upwards.
Somewhat more usefully, this input acts as a signal for any minion who happens to be nearby. It will hurry towards Eggman, stand/hover in front of him, and then move around with Eggman for the next 3 seconds (i.e. until it next fires its weapon). Grounded robots won't be able to jump, so bear that in mind as you try to make use of your temporary meat-shield.
Dash Attack / Penguin King
The lardy doctor flops to the ground on his belly, sliding forward a short distance before realising how absolutely stupid that all looked. The attack deals a nice 13% damage, and knocks opponents he crashes into, behind him (yeah it's weird knockback for a weird attack, don't ask). Essentially, it clears a nice path for him to escape through.
This attack also ends with Robotnik in the prone position, so you might wanna roll away or something..
Smashes
Forward Smash / Back Off
Robotnik extracts a rather cartoony [yet still 4kids-unfriendly]
gun from his pocket, and points it dead ahead. At full charge, the blaster deals 23% damage and KOs horizontally from 110%. At no charge - 15%, there is no knockback. Instead, the foe collapses into prone.
The range of the blast, which can penetrate through multiple targets, is just under 2 stagebuilder units. It can also damage your own robots, and it can be reflected too.
Downward Smash / Crabmeat
Crouching to the floor, and turning away from the audience, Eggman hastily constructs another minion for his team. The flurry of busiwork takes place as you charge the attack, so the minion itself is available as soon as you release the charge.
This little crab-bot, won't scuttle about (unless you use the Side Special, in which case you'll discover that it can actually jump. And it can wall cling indefinitely) but it will launch little orange exploding balls on an arc towards whatever foe happens to be closest. It can alter the trajectory of these bomblets at will, but it does have a maximum range of roughly 2 stagebuilder units. The bomblets do not explode on contact, but rather 3 seconds after being fired. They deal 15% damage and severe hitstun to anyone in their admittedly small blast radius.
If you hit the robot with any of your own attacks, it will instinctively retract it's claws, legs and eyes and curl up into a perfect metallic sphere, which can roll around much in the same way a barrel can be made to roll. Crabmeat will re-emerge and begin the attack once more after 3 seconds pass.
The level of charge that was committed to building the robot, correlates to how much stamina the thing has before it collapses to a pile of scrap. It starts as 15%, and can climb as high as 40% with enough of a charge. If the attack was fully charged, the crab-bot will be gifted with a constant reflector shield to deflect incoming projectiles. Note that I said deflect, and not reflect. The Crab Bot can actually manipulate its shield in order to deflect projectiles towards the nearest opponent. Even bullets and missiles from other robots can be redirected.
If you don't charge the attack at all, the hastily constructed metal pile of trash just explodes at your feet, dealing 15% damage and medium vertical knockback to Robuttnik, and anyone else nearby.
Upward Smash / Send in the Eggman Fleet
Our nefarious doctorate holder crosses his arms across his chest and barks "Fire!". Immediately after the command, a laser is shot from the Egg Carrier (which I'll remind you is perpetually high above the stage), towards the ground directly in front of him. The laser is always fired at a 40 degree downward angle, and it is always shot from a location behind Robotnik, so the actual origin point of the laser depends on where the doctor himself stands.
Basically, you get a great big laser beam that spans from the ground to the sky, that is angled 40 degrees downwards. It deals between 16-26% damage, and knocks foes away violently at a 30 degree angle. The beam can and will hit the good doctor and his minions, so you absolutely need to shield, roll or dash away as soon as the command is given. Other than that small problem, the attack has no end lag - and feel free to use this attack whilst standing on your Up Special disc, so that you don't have to be right next to the target you want to hit.
Oh yeah, and reflect it off of a shielded crabmeat for added fun.
Aerials
Neutral Aerial / Tumble
Rather ungracefully, Robotnik tumbles around in midair, knocking foes in towards him with his spinning, multihit hitbox. The attack is somewhat larger than Eggman himself, and the hitbox lingers too, dealing 3 hits of 4% damage.
Forward Aerial / Hang Castle
Robotnik swings his foot forward in a broad kicking arc. Like pretty much all his kicking attacks, this move has sheer range as its main selling point; it hits below and in front of the bald scientist making it a decent choice if madness takes you and you want to *gulp* approach the foe. The kick deals 14% damage and around 2 stagebuilder units worth of knockback down and away from the doctor. Don't forget, this applies to your robot minions too, if you feel like kicking one towards the opponent and watching it explode on them.
Backward Aerial / Cryptic Castle
Pointing directly behind himself (his finger deals 8% damage and light downward knockback) Robotnik signals all of his robotic minions to move away from any nearby foes for the next 2 seconds. The order is pretty fast to give, and you can repeat it to stack the time the robots will run away for.
Down Aerial / Eggbomber
Robotnik tucks his legs up by his chest and bombs down toward the ground, eggy rump first. It doesn't exactly deal much in the way of damage or knockback (10% damage and light sideways knockback), but it does benefit from having superarmor, giving him a free ticket back to terra firma after his extended trip in the air.
Up Aerial / Deja Vu
Robotnik grabs at whatever foe or machine happens to be above him, and then holds tight, adding his fall speed to theirs for 2 seconds (or until he leaps away). If struck by an attack, he maintains his hold on the foe, so they'll be dragged along with him. So even though Robotnik looks perfectly spikeable, the foe may want to think twice about actually spiking him.
While a pretty humorously spiteful attack to whip out when a big final smash is going down in a FFA, he can also use this attack to grab onto any of his flying robots. His fatass weight will slowly drag them downwards, but it's otherwise a legitimate way of stalling around while waiting for your Up Special to refresh.
Grab-Game
A large robotic hand swoops down from the top of the screen, homing lightly towards whatever foe it happens to fly nearest to. If it ends up flying into the ground, or a wall, then that's too bad. And it can even be scared off by the foe attacking it, so it's not the most reliable of projectile grabs.
But if the hand actually snags someone, even in midair, it will drag them briskly towards Eggman. If you don't want that, you can input and hold Side Special at this point to take direct control of the hand, and make it fly wherever you please with foe in hand.
Eggman is free to perform other attacks, and to hit the grabbed opponent, but they will not take any knockback until the hand is destroyed via 20% damage. So you need to throw a big attack dealing at least 20% damage, in order to destroy the hand and send the foe flying away.
Of course, the foe can also struggle free of the hand's grasp like any normal grab (alebit at twice the difficulty). So you might wanna damage them first...
Final Smash
The good doctor summons a discus below his feet and is immediately flown offscreen. The Egg Carrier, which has been flying above the Brawl since the beginning, descends in the background. Once level with the brawl, it lets loose with a barrage of laser beams that fire directly towards random spots on the stage. Each beam deals 36% damage and nasty 60% KO knockback. They're short lasting beams however, so it's a bit of a crapshoot whether you'll hit anyone or not. Your minions do happen to stick around during the Final Smash, though they are just as susceptible to the major lasering that is going (and the Egg Carrier makes absolutely no attempt to not fire at any minions). After only 5 seconds of firing, the Egg Carrier is finished with its attack, and the egg is returned to the fray.