R.O.B's Frame Data
[intro paragraph.]
[COLLAPSE="Current Requests"]
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Table of Contents :
( To skip to a section, Ctrl + F and search for its 4-letter code. )
( To skip to a section, Ctrl + F and search for its 4-letter code. )
Section 1: Standard Terms [TRMS]
Section 2: Frame & Hitbubble Data [FRME]
Section 4: Credits [CRDT]
Section 2: Frame & Hitbubble Data [FRME]
2.1 Ground Moves [GRND]
2.2 Aerial Moves [AERL]
2.3 Specials [SPCL]
2.4 Ledge Moves [LDGE]
2.5 Tech & Trip Moves [TCHM]
2.6 Item Moves [ITMM]
Section 3: Sticker & Moveset Attributes [STCK]2.2 Aerial Moves [AERL]
2.3 Specials [SPCL]
2.4 Ledge Moves [LDGE]
2.5 Tech & Trip Moves [TCHM]
2.6 Item Moves [ITMM]
Section 4: Credits [CRDT]
Section 1 / Standard Terms [TRMS]
[COLLAPSE="Terms List"]Hitbox Active: Frames during which the attack's hitboxes are active.
FAF (First Actionable Frame): First frame on which you can perform another move. This will be the animation's end or the IASA frame if the move has one.
Base Damage: Base damage values for each hit.
Angle: Angle at which the opponent will be knocked away.
BKB: Base knockback of the move.
KBG: Knockback growth of the move. This number affects how quickly knockback will increase relative to the opponent's damage.
Block Advantage: Ground moves only. Frame difference between R.O.B's FAF and the opponent's when the move hits the opponent's shield. Counted from first hit frame per damage value. Add the opponent's shield drop number to find the normal shield drop advantage.
Landing Lag: Aerials only. Number of frames R.O.B. lags when he hits the ground during the move.
Autocancel: Aerials only. Frames during which R.O.B. can land without the aerial move's landing lag. (He will instead suffer normal jump landing lag.)
Intangibility: Frames during which R.O.B. will take no damage.
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FAF (First Actionable Frame): First frame on which you can perform another move. This will be the animation's end or the IASA frame if the move has one.
Base Damage: Base damage values for each hit.
Angle: Angle at which the opponent will be knocked away.
BKB: Base knockback of the move.
KBG: Knockback growth of the move. This number affects how quickly knockback will increase relative to the opponent's damage.
Block Advantage: Ground moves only. Frame difference between R.O.B's FAF and the opponent's when the move hits the opponent's shield. Counted from first hit frame per damage value. Add the opponent's shield drop number to find the normal shield drop advantage.
Landing Lag: Aerials only. Number of frames R.O.B. lags when he hits the ground during the move.
Autocancel: Aerials only. Frames during which R.O.B. can land without the aerial move's landing lag. (He will instead suffer normal jump landing lag.)
Intangibility: Frames during which R.O.B. will take no damage.
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Section 2 / Frame & Hitbubble Data [FRME]
2.1 Ground Moves [GRND]
Jab 2 | 3-6 | 21 | 3 | -14
Dash Attack | 7-8, 9-14 | 36 | 7/7/6/7, 5/5/4/5 | -23
Ftilt (Up) | 7-9 | 30 | 9/5/6/6 | -16
Ftilt | 7-9 | 30 | 8/5/6/6 | -17
Ftilt (Down) | 7-9 | 30 | 7/5/6/6 | -17
Utilt | 4-5, 6-8 | 27 | 3, 5/6/6/6 | -16
Dtilt | 5 | 18 (Dtilt: 21) | 4/5/5/5 | -9
Fsmash (All Angles) | 15-16 | 41 | 16/15/13 | -12
Usmash (Charge) | 5-7 | - | 4 | -
Usmash (Attack) | 12-16 | 44 | 16/15/14 | -22
Dsmash | 5-6, 7-8, 9-10, 11-12, 13-15 | 36 | 2, 2, 2, 2, 4 | -17
Grabs | Hitbox Active | FAF | Base Dmg. | {colsp=6} Notes Standing Grab | 7-8 | 31 | - |
Dash Grab | 9-10 | 40 | - |
Pivot Grab | 10-11 | 36 | - |
Grab Pummel | 4-8 | 27 | 3 |
Throws | Weight Dependant? | Notes Fthrow | Yes | -
Bthrow | Yes | -
Uthrow | No | -
Dthrow | No | -
Miscellaneous | Intangibility | FAF | Notes Spotdodge | 2-18 | 28 |
Forward Roll | 4-15 | 35 | Extremely poor.
Back Roll | 4-15 | 35 | Extremely poor.
Shielddrop | - | 15 | |
Up Taunt | - | 100 |
Side Taunt | - | 100 |
Down Taunt | - | 100 |
2.2 Aerial Moves [AERL]
Fair | 7-8, 9-19 | 32 | 10, 6 (+2 out of Booster) | 18/9 | 25-31
Bair | 11-18 | 40 | 13 (+2 out of Booster) | 25/12 | 26-39
Uair | 8-10, 11-14, 15-18 | 43 | 6/7 (+2 out of Booster) | 22/11 | 29-42
Dair | 16-21 | 43 | 11/9/5 (+2 out of Booster) | 30/15 | 24?-42?
Jump Data | Jump Squat Duration | SH Air Time | FH Air Time | Empty Landing | Notes
| 5 | 40 | 62 | 4
Miscellaneous | Intangibility | {colsp=8} Notes Airdodge | 4-29 | |
2.3 Specials [SPCL]
Robo Beam (Charged) | 25-37 | 40 | 5 | - |
Robo Beam (Super Charged) | 25->72 | 40 | 9 | - |
Arm Rotor | 14-28, 29 | 45 | 2, 4 | - | Reflects on: 6-28, Rehit Rate: 3 Frames
Robo Booster (Side) | - | 26| - | - | Cancellable on Frame 6 (Aerial), 21 (Air Dodge)
Robo Booster (Up) | - | 26 | - | - | Cancellable on Frame 6 (Aerial), 21 (Air Dodge)
Gyro | Fired: 6 (From Charge), 21 (Fully Charged) | - | - | - | Frames to Charge: 90
2.4 Ledge Moves [LDGE]
Ledge Attack >100% | 40-44 | 1-36 | 70 | 10 | -23
Miscellaneous | Intangibility | FAF | {colsp=7} Notes Ledge Grab |
Ledge Climb <100% | 1-30 | 35
Ledge Climb >100% | 1-55 | 60
Ledge Roll <100% | 1-29 | 50
Ledge Roll >100% | 1-58 | 80
Ledge Jump <100% | 1-15 | 16
Ledge Jump >100% | 1-19 | 20
2.5 Tech & Trip Moves [TCHM]
Get Up Attack (Stomach) | 16-21 | 1-18 | 50 | 6 | -29
Trip Attack | 20-21, 26-27 | 1-8 | 50 | 5 | -19
Miscellaneous | Intangibility | FAF | {colsp=7} Notes Tech | 1-20 | 27 | Universal.
Tech Roll | 1-20 | 41 | Universal.
Stand (Back & Stomach) | 1-22 | 30 |
Get Up Roll Forward (Back) | 1-21 | 36 |
Get Up Roll Backward (Back) | 1-21 | 36 |
Get Up Roll Forward (Stomach) | 1-21 | 36 |
Get Up Roll Backward (Stomach) | 1-21 | 36 |
Trip | 1-6 | 30 |
Trip Get Up | 1-17 | 22 |
Trip Roll Forward | 1-10 | 29 |
Trip Roll Backward | 1-10 | 29 |
2.6 Item Moves [ITMM]
Back Toss (Ground & Air) | 9 | 21 | Reverses direction Frame 9
Up Toss (Ground & Air) | 11 | 21
Down Toss (Ground & Air) | 6 | 19 | Hitbox does not come out.
Dash Toss | 4 | 38
Section 3 / Sticker & Moveset Attributes [STCK]
Jab 1 - Hand/Normal
*smack*
Jab 2 - Hand/Normal
*moar smack*
Dash Attack - Hand/Normal
Standard dash attack.
Ftilt - Hand/Normal
Use arm, acquire normal attribute.
Utilt - Hand/Normal
Yep.
Dtilt - Hand/Normal
Flavour text.
Fsmash - Energy/Electric
I like this move.
Usmash (Launcher) - Typeless/Normal
It's typeless because he's not using his hands I guess.
Usmash - Explosive/Flame
Explosions, Fire, this is basically a James Bond movie.
Dsmash - Hand/Normal
*spins*
Nair - Explosive/Flame
Thruster attacks use these attributes.
Fair - Hand/Normal
This move looks silly to me.
Bair - Explosive/Flame
Thruster go!
Uair - Energy/Electric
Pew Pew.
Dair - Explosive/Flame
Again, thruster.
Pummel - Hand/Normal
This pummel is fairly boring.
Robo Beam (Uncharged) - Energy/Flame
This part has more of a chance to kill than the other parts to be honest.
Robo Beam (Super Charged & Charged) - Energy/Electric
Why is this called Robo Beam? Why not call it Laser?
Arm Rotor - Spin/Normal
Spinning = Spin.
Gyro - Typeless/Slash
The entire move is this attribute/type.
Section 4 / Credits [CRDT]
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