Trekkerjoe
Smash Journeyman
Welcome! In this thread we will be discussing any information pertaining to ROBs moveset.
ROBs Moveset:
Basic Attacks
(Neutral A): ROB throws two punches. Deals 3% in each hit adding to a grand total of 6% if both hit.
(Down A): ROB jabs with both arms by his base, as if trying to trip the opponent, sometimes he succeeds. Deals 5%.
(Up A): ROB thrusts both arms upward as a strike. Visually the same as in Brawl. Deals 5% at close range, and 3% at far range, hitting above him.
(Side A):ROB throws a strong punch in front of him. Deals 6% close, and 8% far.
Dash Attack: ROB clobbers the opponent with all his weight and momentum for 7%.
Smash Attacks
(Side A): ROB crouches while charging a short range laser before firing it. His head spins around and his eyes glow pink during the charging process and ROB can fire it at any point during charging to deal 15% at close range(21 fully charged), 11% mid-range(16 fully charged), or 6% far-range(8 fully charged).
(Down A): ROB sweeps his arms low. Similar to Brawl, but faster and appears to be higher up. Moderately powerful, hits multiple times, can KO at higher percents. Deals with each consecutive hit: 1%, 2%, 2%, 5% (13% total, 18 fully charged). The last hit launches the opponent horizontally making it a good choice for juggling people off-stage.
(Up A): ROB does a handstand and releases a powerful burst from his thrusters. Can KO easily uncharged. Hits twice, for 3%, 14% (17 total; 4%, 19% for 23% fully charged). The first hit nudges the opponent up into the massive explosion coming from ROBs thrusters, which deal equally massive knockback.
The range on this move is very large for a physical attack. On Luigi's Mansion, the middle lower platform is about 2.5 ROB heads above ROB. ROB can still hit, even at that range.
Aerials
(Down)Air: ROB blasts his thrusters beneath him. Can meteor smash more easily than in Brawl since it is faster. Deals 11% far, and 12% close.
Neutral air: ROB fires his thrusters, spinning in a circle. Visually the same as In brawl, deals 8%.
(Forward)Air: ROB sweeps both arms over his head in front of him. This is not a spike. Deals 7%.
(Back)Air: ROB blasts his thrusters behind him. Can give him some momentum. Visually the same as in Brawl. Deals 12% close up, 10 mid-range, and 6 at the edge of the hitbox.
(Up)Air: ROB spins his arms upwards multiple times in the air. Good finisher, has major knockback for an aerial, dealing 1%,1%,1%,1%4%(up to 10%) in the process.
Throws
(Forward)Throw: ROB thrusts his opponent away from him, much like launching his gyro. Deals 8%
(Back)Throw: ROB whips his opponent behind him seemingly effortlessly. Deals 10%
(Up)Throw: ROB lifts his opponent up in the air, turns him upside-down, and slams his opponent's head in the ground. This is ROB's best kill throw. Deals 12%
(Down)Throw: ROB turns his opponent upside down, and drives him into the ground. Think robotic piledriver. Deals 10%
Specials
(Neutral B):
Main: Robo Beam. ROB fires an amiable laser. This laser charges overtime and is shown on the diode on ROBs head. Has shorter range than in brawl, and when fully charged the beam is wider with more knockback, giving it killing power at high percents. It does not lose it's transcendent properties when fully charged, when uncharged it deals 11% point-blank 7% close, and 4% mid/long range. When fully charged, deals 17% point-blank, 11 close, and 10% mid/long range.
Alt 1: Wide-Angle Beam. ROB fires an amiable laser, which can be aimed sharply due to more startup lag. The laser deals 10% point-blank, and 3% mid/far range. charged deals 15% up close and 8% far away.
Alt 2: Infinite Robo Beam. ROB fires an amiable laser, which does not need to charge. The tradeoff is that It takes longer to fully charge. Deals 14% point-blank, 3% mid-range, and 2% long-range. When charged, deals 14% point-blank, and 10% mid/far range.
(Down B):
Main: Gyro. ROB charges a gyro. On second tap (While charging or fully charged) ROB fires it. Visually the same as in Brawl, however The gyro charges fully after 10% of the process, and any more charging adds more distance. If a gyro is already out, ROB has a confused animation when trying to fire another one. Deals 8%, 9%, or 10% depending on how much you charged it. When thrown, deals 10%, or 11% when smash-thrown
Alt 1: Fire Gyro. ROB fires a gyro lit on fire. Deals more damage, but has shorter range and less time before it expires on the battlefield. Deals 9%, 11%, or 12% depending on how much you charged it. When thrown, deals 10%, or 12% when smash-thrown.
Alt 2: Slip Gyro. ROB fires a gyro covered in a thin layer of grease. Seems to have the effect of sliding around whilst tripping any opponents unlucky enough to be caught in it's path. 3% when shot and slides right through opponent(causes tripping), 6% midair hit from being fired. When thrown, deals 7%, or 9% when smash-thrown. Charging does not affect the damage it gives.
(Side B):
Main: Arm Rotor. ROB whirls his arms around with the option of continuously lurching in any direction while being used. This allows for some momentum-shifting mix-ups and can make for an unexpected approach. Ends with a finisher that can KO. Deals 1%, 1%, 1%, 1%, 1%, 1%, 1%, 1%, 1%, 3% (12%, up to 16% if you keep pressing b).
Alt 1: Reflector Arm. ROB whirls his arms around for a little less time, acting more like a reflector. The move acts more like Brawl in that it does not suck opponent's in, instead flinging them out, making it much more difficult to land a weaker version of the finisher on the end. The interesting aspect of this move, however, is that ROB hovers in the air. This may give the move utility. Deals 2%, 4%(It is tricky to test, as it forces the opponent away)
Alt 2: Backward Arm Rotor. ROB Simply the finisher on ROBs regular arm rotor by itself, his robotic uppercut. Deals 2%, 4%
(Up B):
Main: Robo Burner. ROB raises his arms and flies with his thrusters. Has limited fuel, but recharges when ROB lands. Aside from the visual change (Superhero pose FTW), acts like in Brawl, except that the horizontal momentum of this move has been nerfed severely.
Alt 1: Robo Rocket. ROB raises his arms and blasts off with a burst of his thrusters. Instant, no need to refuel, and is a powerful spike. Deals 5%
Alt 2: High-Speed Burner. Same as ROBs main move, except with much more speed, giving him better (even exceptional) horizontal recovery. Has much less fuel as well.
(Last updated: 2/16/2015, fixed some minor discrepancies.)
Please note that this information is not completely accurate. Yet. Thanks to @T0MMY most of the percents.
ROBs Moveset:
Basic Attacks
(Neutral A): ROB throws two punches. Deals 3% in each hit adding to a grand total of 6% if both hit.
(Down A): ROB jabs with both arms by his base, as if trying to trip the opponent, sometimes he succeeds. Deals 5%.
(Up A): ROB thrusts both arms upward as a strike. Visually the same as in Brawl. Deals 5% at close range, and 3% at far range, hitting above him.
(Side A):ROB throws a strong punch in front of him. Deals 6% close, and 8% far.
Dash Attack: ROB clobbers the opponent with all his weight and momentum for 7%.
Smash Attacks
(Side A): ROB crouches while charging a short range laser before firing it. His head spins around and his eyes glow pink during the charging process and ROB can fire it at any point during charging to deal 15% at close range(21 fully charged), 11% mid-range(16 fully charged), or 6% far-range(8 fully charged).
(Down A): ROB sweeps his arms low. Similar to Brawl, but faster and appears to be higher up. Moderately powerful, hits multiple times, can KO at higher percents. Deals with each consecutive hit: 1%, 2%, 2%, 5% (13% total, 18 fully charged). The last hit launches the opponent horizontally making it a good choice for juggling people off-stage.
(Up A): ROB does a handstand and releases a powerful burst from his thrusters. Can KO easily uncharged. Hits twice, for 3%, 14% (17 total; 4%, 19% for 23% fully charged). The first hit nudges the opponent up into the massive explosion coming from ROBs thrusters, which deal equally massive knockback.
The range on this move is very large for a physical attack. On Luigi's Mansion, the middle lower platform is about 2.5 ROB heads above ROB. ROB can still hit, even at that range.
Aerials
(Down)Air: ROB blasts his thrusters beneath him. Can meteor smash more easily than in Brawl since it is faster. Deals 11% far, and 12% close.
Neutral air: ROB fires his thrusters, spinning in a circle. Visually the same as In brawl, deals 8%.
(Forward)Air: ROB sweeps both arms over his head in front of him. This is not a spike. Deals 7%.
(Back)Air: ROB blasts his thrusters behind him. Can give him some momentum. Visually the same as in Brawl. Deals 12% close up, 10 mid-range, and 6 at the edge of the hitbox.
(Up)Air: ROB spins his arms upwards multiple times in the air. Good finisher, has major knockback for an aerial, dealing 1%,1%,1%,1%4%(up to 10%) in the process.
Throws
(Forward)Throw: ROB thrusts his opponent away from him, much like launching his gyro. Deals 8%
(Back)Throw: ROB whips his opponent behind him seemingly effortlessly. Deals 10%
(Up)Throw: ROB lifts his opponent up in the air, turns him upside-down, and slams his opponent's head in the ground. This is ROB's best kill throw. Deals 12%
(Down)Throw: ROB turns his opponent upside down, and drives him into the ground. Think robotic piledriver. Deals 10%
Specials
(Neutral B):
Main: Robo Beam. ROB fires an amiable laser. This laser charges overtime and is shown on the diode on ROBs head. Has shorter range than in brawl, and when fully charged the beam is wider with more knockback, giving it killing power at high percents. It does not lose it's transcendent properties when fully charged, when uncharged it deals 11% point-blank 7% close, and 4% mid/long range. When fully charged, deals 17% point-blank, 11 close, and 10% mid/long range.
Alt 1: Wide-Angle Beam. ROB fires an amiable laser, which can be aimed sharply due to more startup lag. The laser deals 10% point-blank, and 3% mid/far range. charged deals 15% up close and 8% far away.
Alt 2: Infinite Robo Beam. ROB fires an amiable laser, which does not need to charge. The tradeoff is that It takes longer to fully charge. Deals 14% point-blank, 3% mid-range, and 2% long-range. When charged, deals 14% point-blank, and 10% mid/far range.
(Down B):
Main: Gyro. ROB charges a gyro. On second tap (While charging or fully charged) ROB fires it. Visually the same as in Brawl, however The gyro charges fully after 10% of the process, and any more charging adds more distance. If a gyro is already out, ROB has a confused animation when trying to fire another one. Deals 8%, 9%, or 10% depending on how much you charged it. When thrown, deals 10%, or 11% when smash-thrown
Alt 1: Fire Gyro. ROB fires a gyro lit on fire. Deals more damage, but has shorter range and less time before it expires on the battlefield. Deals 9%, 11%, or 12% depending on how much you charged it. When thrown, deals 10%, or 12% when smash-thrown.
Alt 2: Slip Gyro. ROB fires a gyro covered in a thin layer of grease. Seems to have the effect of sliding around whilst tripping any opponents unlucky enough to be caught in it's path. 3% when shot and slides right through opponent(causes tripping), 6% midair hit from being fired. When thrown, deals 7%, or 9% when smash-thrown. Charging does not affect the damage it gives.
(Side B):
Main: Arm Rotor. ROB whirls his arms around with the option of continuously lurching in any direction while being used. This allows for some momentum-shifting mix-ups and can make for an unexpected approach. Ends with a finisher that can KO. Deals 1%, 1%, 1%, 1%, 1%, 1%, 1%, 1%, 1%, 3% (12%, up to 16% if you keep pressing b).
Alt 1: Reflector Arm. ROB whirls his arms around for a little less time, acting more like a reflector. The move acts more like Brawl in that it does not suck opponent's in, instead flinging them out, making it much more difficult to land a weaker version of the finisher on the end. The interesting aspect of this move, however, is that ROB hovers in the air. This may give the move utility. Deals 2%, 4%(It is tricky to test, as it forces the opponent away)
Alt 2: Backward Arm Rotor. ROB Simply the finisher on ROBs regular arm rotor by itself, his robotic uppercut. Deals 2%, 4%
(Up B):
Main: Robo Burner. ROB raises his arms and flies with his thrusters. Has limited fuel, but recharges when ROB lands. Aside from the visual change (Superhero pose FTW), acts like in Brawl, except that the horizontal momentum of this move has been nerfed severely.
Alt 1: Robo Rocket. ROB raises his arms and blasts off with a burst of his thrusters. Instant, no need to refuel, and is a powerful spike. Deals 5%
Alt 2: High-Speed Burner. Same as ROBs main move, except with much more speed, giving him better (even exceptional) horizontal recovery. Has much less fuel as well.
(Last updated: 2/16/2015, fixed some minor discrepancies.)
Please note that this information is not completely accurate. Yet. Thanks to @T0MMY most of the percents.
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