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Data R.O.B's Frame Data - 3.02

KuroganeHammer

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Aerodrome

R.O.B's Frame Data

[intro paragraph.]

[COLLAPSE="Current Requests"]
Request | Requested By | Current Progress
-| |
[/COLLAPSE]
Table of Contents :
( 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]
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]
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.
[/COLLAPSE]

Section 2 / Frame & Hitbubble Data [FRME]

2.1 Ground Moves [GRND]

Attacks | Hitbox Active | FAF | Base Dmg. | Block Adv. Jab 1 | 3-6 | 21 | 3 | -14
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]

Attacks | Hitbox Active | FAF | Base Dmg. | Landing Lag/L-Cancel | Autocancel | Notes Nair | 15-29 | 45 | 14 (+2 out of Booster) | 24/12 | 34-44
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]

Attacks | Hitbox Active | FAF | Base Dmg. | Block Adv. | Notes Robo Beam (Uncharged) | 25-27 | 40 | 7 | - |
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]

Attacks | Hitbox Active | Intangibility | FAF | Base Dmg. | Block Adv. | Notes Ledge Attack <100% | 25-27 | 1-23 | 56 | 7 | -25
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]

Attacks | Hitbox Active | Intangibility | FAF | Base Dmg. | Block Adv. | Notes Get Up Attack (Back) | 16-18 | 1-18 | 50 | 6 | -29
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]

| Item Thrown On | FAF | Notes Forward Toss (Ground & Air) | 7 | 21
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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KuroganeHammer

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Move Properties

Attacks | Shield Damage | Unable to Clank? | SDI Multiplier | Hitlag Multiplier | Trajectory | BKB | KBG | Knocks Forward? Jab 1 | - | N | 1.0x | 1.0x | 100/361/361/361 | 4/5/20/30 | 70 | -
Jab 2 | - | N | 1.0x | 1.2x | 361 | 40/30/30/30 | 120 | -
Dash Attack | - | N | 1.0x | 1.0x | 50/50/70/50 | 40/40/45/40 | 90 | -
Dash Attack (Late Hit) | - | N | 1.0x | 1.0x | 361 | 10/10/15/10 | 100 | -
Ftilt | - | N | 1.0x | 1.0x | 361 | 30 | 100 | -
Utilt (1st Hit) | - | N | 1.0x | 1.0x | 90/95/95 | 55 | 120 | -
Utilt (2nd Hit) | - | N | 1.0x | 1.0x | 90 | 55 | 120 | -
Dtilt | - | N | 1.0x | 1.0x | 35/40/40/40 | 72/67/67/67 | 24/30/30/30 | -
Fsmash | - | N/N/Y | 1.0x | 0.5x | 361 | 30 | 100 | -
Usmash (Launcher)* | - | Y | 1.0x | 1.0x | 100 | 60 | 120 | -
Usmash | 12 | Y/N/N | 1.0x | 1.0x | 80/85/90 | 40 | 100 | -
Dsmash (Hits 1-4) | - | N | 0.9x | 1.0x | 170 | 20 | 100 | -
Dsmash (Hit 5) | - | N | 1.0x | 1.0x | 70 | 80 | 120 | -
Nair | 6 | Y/N/N | 1.0x | 1.0x | 80 | 50 | 90 | -
Fair | - | N | 1.0x | 1.0x | 50 | 40 | 90 | -
Fair (Late Hit) | - | N | 1.0x | 1.0x | 361 | 30 | 60 | -
Bair | 6 | N | 1.0x | 1.0x | 35 | 30 | 96 | -
Uair (1st Hit) | - | N | 1.0x | 0.75x | 361 | 12 | 174 | -
Uair (2nd Hit) | - | N | 1.0x | 0.75x | 50 | 12 | 166 | -
Uair (3rd Hit) | - | N | 1.0x | 0.75x | 361 | 12 | 158 | -
Dair | 6 | N | 1.0x | 1.0x | 280 | 40/40/20 | 100 | -
Pummel* | - | Y | 1.0x | 1.0x | 361 | 40 | 100 | Y
Robo Beam (Uncharged) | - | Y | 1.0x | 1.0x | 361 | 40 | 100 | -
Robo Beam (Charged) | - | Y | 1.0x | 1.0x | 361 | 30 | 30 | Y
Robo Beam (Super Charged) | - | Y | 1.0x | 1.0x | 361 | 50 | 70 | Y
Arm Rotor | - | N | 1.3x | 1.0x | 361 | 60/10/10/10 | 70/112/112/112 | -
Arm Rotor | - | N | 1.3x | 1.0x | 361 | 40 | 120 | -
Gyro (Shot) | - | N | 1.0x | 1.0x | 45 | 55 | 50 | Y
Gyro (Early Spin) | - | N | 1.0x | 1.0x | 60 | 8 | 50 | -
Gyro (Late Spin) | - | N | 1.0x | 1.0x | 50 | 2 | 50 | -

Anything with an *asterisk* is FIXED knockback​

Special Hitbox Attributes:

Jab 1: Hitbox ID 4 only hits grounded opponents
Jab 2: Hitbox ID 4 only hits grounded opponents
Up Smash Launcher: Only hits grounded opponents
Side B (Ground): Right Shoulder Intangible: 1-28, stretchy hitboxes
Charged/Super Charged Robo Laser: Absorbable, Reflectable
Gyro: Reflectable, Early hit Rehit Rate of 28, Late Rehit Rate of 37
 
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DrinkingFood

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Why did the tag not ping me
I had to idly stumble across this while browsing the bubbling suburbs that is ROB's forum
Gonna have to also request knockback angles on his moves, frame advance is not that reliable, even if I use jiggs at 999% for minimal gravity interference
I'd still have to eyeball it and go..."hmm looks kinda like a 45° angle"
Placing a bet that hair is 40-45° and fair is 45-50°
 

KuroganeHammer

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probably because I edited it in

can we discuss how terrible his rolls are? because they're pretty bad.
 

DrinkingFood

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Yeah his rolls are pretty bad
And so is his priority
And hitbox coverage
And ground speed without a gyro
And non-situational shield pressure
Fortunately good rolls aren't that important in a Melee environment
The other stuff
Eh
You get used to lacking essentials I guess

EDIT:
Also his taunts are utter ****
His ****ing idle animation is a better taunt
 
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DrinkingFood

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I've been looking at ROB's frame data a lot myself using dolphin frame advance (so the hard way lol)
and frankly
it's really depressing in general
dair hits for 3 4 frames(??? the explosion graphics last like 9+ frames), it looks completely like you can SH dair and hit people on platforms with the hitbox at his base, but it ends way before that, so that only works on really low platforms like YS and FoD, both of which are bad ROB stages; usmash hits for 4-5 frames (not sure, it's not terrible but c'mon it's a ****ing explosion it could definitely be longer); uair animation is like 40+ frames and only seems to hit any particular spot for ~2 frames; for about 8-10 frames total; and now I read this thread and fsmash is ****ing TWO FRAMES when the fire/mini explosion graphics last almost 5 times as long. Is this MewTwo syndrome?
Jab cancel takes 16 frames AFTER the hit, both jabs are CCable to high percents, and I believe there's a timing for shield grabbing ROB out of his jab where it doesn't matter if he does second jab or not, because jab cancel isn't fast enough and second jab doesn't have enough stun that it covers the ending duration of a threat of jab cancel.

Other lame as **** stuff:
Dsmash seems like you can just SDI out of by holding up on reaction, whether or not that makes it punishable I haven't determined
you should never get hit while grounded by usmash because you can CC it to infinity (unless you are very tall, like gdorf), either that or DI away makes ROB have to space the launcher hitbox super deep, AND the launcher hitbox is GROUND ONLY
His shield is ****ing tiny god I get poked after like 15 frames in shield
****ING GROUNDED SIDE-B- Have you seen this **** in slo-mo? He only extends ONE ARM, the other is fully bent at the elbow. Against a grounded opponent, because of how the hitboxes are attached and how his arms rotate, at almost impossible times to determine the move has just as much reach as the high-speed-spinning-graphics suggest, and other times, you get shafted on reach and it won't hit them until the frame after ROB's face is in contact with their body. Also the reflection box or w/e is ****tily place. idk exactly where it is. All I know is samus's missiles and Link's rang can hit ROB in the face during it pretty often.
The hitbox for laser is absolutely tiny. Granted, smash hitboxes are usually generous, and this one is as well. It reaches off the laser graphic probably about 5-6 inches. Woo. And then, minus interpolation, the hitbox is only in any one location for one frame, and it's moving very fast, about ROB's width per frame. So with interpolation, you get a hitbox slightly lengthier than ROB, and about 12 inches tall (how do I into in-game units), than doesn't come out until like frame 27, and then doesn't hit very far from ROB until frames early-to-mid 30s.
ROB has terrible coverage above and in front of him. Grounded, he has only one move that hits there, fsmash, which is not quick at all, lasts only 2 frames, and does not cover his front when it's covering his blindspot. Next best option is SH retreating fair (maybe uair if they are particularly high), which is slow to get off the ground (****ing 5 frame jumpstart) and slow to come out at 7 frames (8 for uair). It doesn't even linger that long, but at least it ends before you land so you can mix-up FF autocancel, DJ, side-b->fair, waveland, etc out of it.
Having no anti-airs wouldn't be nearly as big a deal of he had great grounded movement... without a gyro, he doesn't. And getting out a grabbing and gyro against a smart, pressuring opponent who recognizes ROB's blind spot is no simple task. You'll have to give up stage space for it probably. But bad grounded movement, he basically has to rely on spacing DD's extra far away, trying to catch an opponent whiffing, then go in for a very quick boost fair/uair or land a grab if the opponent used a move with little enough range that he can DD that close and grab before they side step/roll/jab.
His throws have no DI mix-ups whatsoever on a competent opponent. It's always DI properly for a bthrow/fthrow (whichever is closer to the edge) and you can react to dthrow/uthrow very easily. At least dthrow combos into uair, which pretends to kill them but then, "UH-OH!" it's also super easy to DI away from blastzones. seems like a 40-45 degree angle, which means down and away sends you at ~25-27 degrees, a low angle that, with gravity will almost never kill you off the top, and DIing up and towards gives 55-63 (again not sure on exact numbers), which makes it easy to not die off the sides until high percents or close to the walls AND makes it easy to escape combos since the move is so slow that ROB has fallen too far to follow up on all but the fastest fallers.

Other things I noticed:
Gyro seems to have weird hitbox refreshing, I think it's somewhere between 50-60 frames, but with different hitboxes in ground v air.
repeated fthrow into gyro into regrab is the most hilarious thing ever on unsuspecting opponents
a lot of his fist attacks, despite having higher knockback at the first, do more damage at the sourspots. Jab/fair are exceptions
using gyro charge cancel to fake out a shot and/or turn around midair and/or b-reversal can be kinda useful given his lack of natural mobility (that is, what he can do without using side-b)
ftilt is a great poke but I wish it could reach more upward
Against falco, shielding a laser, into gyro glide toss to block a second laser is a legit strat, sometimes it will block multiple mid height lasers before landing too (getting a gyro in hand is still hard tho)
gimping space animals is the most rewarding thing, camp by the edge and you don't need even need a combo game
but if you DO need a combo game, ROB can CG spacies with dthrow 0-90. Might be less on Wolf. Has a one frame window on fox at 0 percent with DI away, not sure what damage it becomes 2 frames. Dthrow also combos into fsmash on spacies up to like 100-120, you'll probs need a pivot/run-cancel->fsmash to follow DI tho. And after THAT, dthrow combos into usmash, which kills fox/falco at 110 on FD and 140 on dreamland with GOOD DI.
Gyro/laser are very good for limiting/covering recovery options and flowcharting edgeguards on spacies
Rob can release edge, DJ, side-b 2 frames later, and soft land on the stage, all while invincible, and begin grounded actions on his last frame of invulnerability (give or take a frame or two). He can also airdodge sideways and land (perfect waveland with lots of distance) out of the side-b at ~frame 21, giving him ~6-8 frames of invincibility during the ten-frame waveland landing lag.
 
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Juushichi

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R.O.B. is fun, but I think TL counters him.

idk maybe we will look into ROB's data again. keep up the good work aerodrome.
 

(1UP)

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you should never get hit while grounded by usmash because you can CC it to infinity (unless you are very tall, like gdorf), either that or DI away makes ROB have to space the launcher hitbox super deep, AND the launcher hitbox is GROUND ONLY

The hitbox for laser is absolutely tiny. Granted, smash hitboxes are usually generous, and this one is as well. It reaches off the laser graphic probably about 5-6 inches. Woo. And then, minus interpolation, the hitbox is only in any one location for one frame, and it's moving very fast, about ROB's width per frame. So with interpolation, you get a hitbox slightly lengthier than ROB, and about 12 inches tall (how do I into in-game units), than doesn't come out until like frame 27, and then doesn't hit very far from ROB until frames early-to-mid 30s.

but if you DO need a combo game, ROB can CG spacies with dthrow 0-90. Might be less on Wolf. Has a one frame window on fox at 0 percent with DI away, not sure what frame it becomes 2 frames. Dthrow also combos into fsmash on spacies up to like 100-120, you'll probs need a pivot/run-cancel->fsmash to follow DI tho. And after THAT, dthrow combos into usmash, which kills fox/falco at 110 on FD and 140 on dreamland with GOOD DI.

Rob can release edge, DJ, side-b 2 frames later, and soft land on the stage, all while invincible, and begin grounded actions on his last frame of vulnerability (give or take a frame or two). He can also airdodge sideways and land (perfect waveland with lots of distance) out of the side-b at ~frame 21, giving him ~6-8 frames of invincibility during the ten-frame waveland landing lag.
1. that first hitbox for u-smash is very good at poking. also, the problem with DI away is fixed with his DACUS
2. what about power-laser? I'd be interested in finding out about that
3. if you can land a d-air on them while they're on the ground, it can combo into DACUS at higher percents (>100%) and kill them too
4. wow, that's fantastic. I didn't know he could do that much with invincibility
 

KuroganeHammer

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I cannot figure out this dair.

Also I can't find Gyro's hitboxes. Maybe they're not in R.O.B's character pac file?

I didn't realise Juushichi was a PMBR member until just now.
 

DrinkingFood

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What's so complicated about dair
it has a sweetspot at his base and a soutspot near the bottom of the explosion graphic (not the very bottom though; accurate hitboxes? Nah we use graphics just to show how far you COULD hit if we LET you).
I think it hits like 16-19
which is four frames not 3 so I'm an idiot in my wall of text up there
 
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KuroganeHammer

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ok what I meant was

what triggers the damage reduction

normally it does 11% max?

but theres a 15% hit, and a 13% hit

the 13% hit is out of a boost

where the **** is this 15% hit

@ DrinkingFood DrinkingFood
 

DrinkingFood

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ok what I meant was

what triggers the damage reduction

normally it does 11% max?

but theres a 15% hit, and a 13% hit

the 13% hit is out of a boost

where the **** is this 15% hit

@ DrinkingFood DrinkingFood
you are going crazy there is no 15% hit
Even though there needs to be
It only does 5%, 9%, or 11%, for bottom hitbox, middle/outer hitbox, and base hitbox respectively
+2% each for boosted
 

KuroganeHammer

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I'm not crazy

there is a 15% hitbox in this file

Look:

If - IC-Basic[20003] = 275.00x
Change Hitbox Damage - Hitbox ID=0x0, Damage=0x15,
Change Hitbox Damage - Hitbox ID=0x1, Damage=0x13,
Change Hitbox Damage - Hitbox ID=0x2, Damage=0x9,
Else If - IC-Basic[20003] = 280.00x
Change Hitbox Damage - Hitbox ID=0x0, Damage=0x15,
Change Hitbox Damage - Hitbox ID=0x1, Damage=0x13,
Change Hitbox Damage - Hitbox ID=0x2, Damage=0x9,
 

KuroganeHammer

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idk it's possible that it's just left over stuff that they didn't bother to fix/remove/whatever

or maybe it's a late hit??????????

I think this character is strange. Probably sitting on the weaker side of the scale, he desperately needs some mobility that isn't side/up b and probably a bigger shield. At 90% shield strength his arms, head and base hurtboxes are poking out majorly. A shield size change of 9.6 -> 10.6 would probably fix this.
 

DrinkingFood

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It's not a late hit, I already tested that
Using Roy's spot dodge which is conveniently vulnerable frame 19, to hit ROB's Dair frame 19
 

DrinkingFood

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slightly off center, below the base about a foot seems to be the only region it hits
so I'm guessing it has a higher (lower?) ID than the 5% and the 11% hits
 

KuroganeHammer

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no i meant how sometimes the hitbox just randomly changes to 2% weaker on all of them.

I know where all the hitboxes are <3
 

DrinkingFood

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****
double postration
didn't realize I already posted the first one some how
****ing weird draft saving feature

EDIT:
well anyway, the hitboxes decay after the first airborne use
by 2%

Actually wtf I'm playing around with this in dolphin and it's not decaying at all
but after the first use airborne I can't seem to hit the 9% box
nvm I hit it
 
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KuroganeHammer

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****
double postration
didn't realize I already posted the first one some how
****ing weird draft saving feature

EDIT:
well anyway, the hitboxes decay after the first airborne use
by 2%
see that doesn't seem to be consistent, sometimes it goes down by 2% othertimes it just keeps doing 11% anyway
 

KuroganeHammer

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why are his rolls so bad? why didn't anyone fix this and at least make them average?
Generally giving defensive characters above average defensive attributes is just asking for trouble.

Like, imagine if he had the best rolls/dodges in the game, he could abuse it relatively well with his camping game.

I don't think they have to be THAT trash though. :happysheep:
 

N.A.G.A.C.E

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Generally giving defensive characters above average defensive attributes is just asking for trouble.

Like, imagine if he had the best rolls/dodges in the game, he could abuse it relatively well with his camping game.

I don't think they have to be THAT trash though. :happysheep:
I agree they shouldn't be that bad, just make them average, that would be fair and balanced. I don't know for sure but i would wager that characters who are better at camping and being defensive have better rolls then he does, such as falco, link, or snake.

I will, does he answer his pm's? if not is there any other known way to get in touch with him?
 
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N.A.G.A.C.E

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Maybe they just hate rob and want him mid.tier

this.wouldn't surprise me.
lol.
You know I don't think jcaesar did a bad job making r.o.b but i do feel r.o.b isn't up to snuff. Also i dont love the idea of one person having complete control in making a character. That being said if this was melee rob would be a pretty well balanced character so in that sense caesar did a very good job, but in pm rob is just lacking what is needed to be viable.
 

DrinkingFood

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well ****, too bad he doesn't have a 3 frame nair that can come out that quick

also last frame of bair hitbox is 18 I believe.
 
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Juushichi

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I've been one since Big House 3, whenever that was Aerodrome.

I know JC wanted to tone down a lot of stuff from 2.6b->3.0, but honestly rolls and/or shield aside, I think he's probably fine. : x

My views obviously don't represent all of the PMBR though.
 

N.A.G.A.C.E

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rob is viable >.>

also I don't think.only one person worked on rob
yea viable isn't the word I wanted just couldn't think of the right one. Also are you sure more people worked on rob? i feel like I remember hearing he was the only one working on the character, but I could be mistaken.
 

JCaesar

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Sorry I've been kind of inactive here lately. Real life stuff...

Anyway, I'm the lead designer but lots of people give their input, and not just other BRoomers. I've discussed ROB with several other high-level ROB players in the past.

ROB's OOS options (including rolls) are intentionally below average. He has a fantastic keep-away and zoning game, but if you get in on ROB, you can do some damage. In a lot of situations, CCing is the better defensive option for ROB. I designed him with that specific weakness in mind, with the tools to work around it. Just like how he's not good at covering the space below him in the air, but he has the ability to quickly and suddenly boost to either side to mitigate that weakness (with the risk being the possibility of getting hit offstage with a gimped recovery).

tl;dr: It was a conscious design choice.
 

KuroganeHammer

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The other tl;dr is "aero is right"

To be completely honest @ JCaesar JCaesar , at the very least R.O.B. needs a slightly bigger shield. It was terrible in Brawl and since many hitboxes were reduced in size from Brawl -> P:M, it makes him even easier to shield poke than it was because you're less likely to collide with the shield bubble.

I think it would be a fantastic QoL change, personally I don't think R.O.B. needs massive overhauling (read: he doesn't), but if you were looking for minor buffs to give him; I think you should start looking at his defensive options, Gyro or even Side B's reflector being changed to be more reliable.

I would also like to mention that he essentially is still Brawl R.O.B. Brawl R.O.B. was never overpowered and as people stop being bad, the current P:M R.O.B. will get progressively worse and worse. His weaknesses are clear and able to be capitalized on; lacking in KO potential and having a blindspot the size of the moon underneath and behind him.

Maybe even fix the nightmarishly inconsistent coded MESS that is down air while you're at it. :sheep:
 

DrinkingFood

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It's like nobody talks about his grounded blindspot
Like JCz said his aerial blindspot below him isn't so big a deal when he can boost either direction and stall in the air
but his grounded blindspot is so awful, and his tools to handle it like DD so mediocre, it makes FoD unplayable for him for the sheer fact that opponents on the low platforms restrict ROB's attack options to aerials
 
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