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R.O.B. Mega Guide

R.O.B. Mega Guide

Game Versions
Smash 3DS, Smash Wii U
In learning a character, it's crucial that you understand how they move, how they are, and how they rack up damage. Sure, a bit of messing around and labbing could definitely help someone adapt, but information shared from one R.O.B. to another could make a huge difference.

I may not play him anymore, but this guide I made from when I did main him still seems to hold up pretty well.

If there's any inaccurate information, grammatical errors, formatting issues, or missing information please tell me. I can't do everything on my own, y'know?




Overview





Summary

R.O.B. is at the bottom of C Tier, at 34th, according to the Smashboards tier list. His strategy is more of a bait-and-punish, or projectile-based zoning type, which helps reduce the damage taken as he slowly pegs away percents on the opponent. Due to his weight and large hurtbox, R.O.B. is somewhat combo food, but also gives him some survivability. His moves also have good range that help with proper spacing, and his normals are all relatively fast.



Stats

Weight - 106 (10th heaviest)

Run Speed - 1.568 (32nd fastest)

Walk Speed - 1.122 (29th fastest)

Air Speed - 1.08 (21-23rd fastest)

Fall Speed - 1.6 (24-27th fastest)

Fast Fall Speed - 2.56 (25-26th fastest)



Air Acceleration - 0.045

Gravity - 0.09



Short Hop Air Time - 40 Frames

Full Hop Air Time- 61 Frames

Jumpsquat - 5 Frames

Soft Landing Lag - 2 Frames

Hard Landing Lag - 4 Frames





Overall, R.O.B. has average overall speed, but somewhat low Air Acceleration and Gravity. In knowing this, we can tell that he can outspeed about half of the roster and certainly won't die easily due to his heavyweight status. This may seem weird at first when you try and play him for the first time, but you'll grow into it easily.

Before we get into his attacks, let's address what hinders him, as well as his strengths that help outweigh or outplay his vulnerabilities.



Strengths

- Huge zoning-based and combo-based projectile game.

- Good range on most attacks.

- Notable and consistent combos.

- Amazing recovery distance.

- Consistently good against all weight classes.

- Great recovery mix-up and versatility.

- Good survivability due to having the 10th heaviest weight.





Weaknesses

-Large hurtbox causes R.O.B. to be combo food.

-Slow and vulnerable recovery.

-Loses to most of the meta in terms of match-ups.

-Noticable animation lag on his B-Air and Smash Attacks.

- Inconsistent Kill Potential.

-Bad against characters who can make up for lost distance. (I.E. Captain Falcon)




Not too bad overall, as the weaknesses aren't deadly but still leave him vulnerable. You''ll definitely notice how these characteristics play out in his moveset though, which is obviously up next.










Moveset

*Note: Commas are for each hit, slashes are for each spot.
I.E. sweetspot or sourspot






Normals


Jab

Jab 1: 3%, Frames 3-4
Jab 2: 3%, Frames 3-4




A simple two-hit jab move, meaning that it's quick to hit. Its speed is useful, but Down Tilt is the better option when it comes to maintaining space and overall utility. Use it to outspeed your opponents and get them off, if you're dealing with someone possessing good frame data but a slower jab.






Forward Tilt

6% / 6% / 5% / 8%, Frames 7-6







R.O.B. slaps forward with decent range and good knockback, making it a nice "get off me" move. When you're being chased down, turn around and Forward Tilt to space between you and the enemy. If you're having problems with this strategy, check out the "R.O.B. Advanced Techniques" guide on Smashboards.

It can also be tilted in 3 directions: up, down, and forward. It sets up for a Jab Lock combo, but that's usually pretty difficult to set up, plus we're saving that for later.






Up Tilt

3%, Frames 4-5
Late: 5% / 6% / 6%, Frames 6-7




R.O.B.'s hands strike up to "raise the roof" with little knockback. It's quick and has a very slight hitbox that could hit taller characters into it from the side. It's a surprising attack to use on somebody trying to get down to the stage, and could combo into a Up Air at lower percents, or if you get a good read or they simply don't expect it.

Up Tilt also can combo into itself at about 25% to 60%, and a Perfect Pivot or sometimes a regular Up Tilt can lead into more combos, mostly on Fastfallers.

A semi-infinite can happen on Duck Hunt when going against a Charizard, since Charizard has an awkward, large hurtbox, although you'd probably never get this on any decent player.






Down Tilt

5%, Frame 3



R.O.B. leans over awkwardly and pokes in front of him with decent distance and good speed. It combos into itself at around 60%, and has a 20% chance to trip the opponent.

It's the better brother of Jab, since it deals more damage and has much more versatility. You can also combo a Down Tilt Trip into a Forward Smash for good damage.

One more notable use is that when the opponent is around 100%, you have a 25% chance to get the Untechable Spin Animation and have the opponent hit the stage. If this happens, you can run up and Jump-Cancelled Up Smash the opponent for a kill.





Dash Attack

7%, Frames 7-8



R.O.B. zooms forward and smacks his arms in the same direction. The attack is pretty decent, it has moderate knockback and swift speed, but it's downfall is the lengthy end lag. It's not too bad, but be aware of this flaw or else you'll be punished.

A strategy for doing an instant Dash Attack is to press the C-Stick down or forward immediately after you dash. This can help in certain situations and also start combos.









Smashes




Forward Smash

Close Range: 6%, Frames 16-17
Mid-Range 11.5%, Frames 16-17
Tip: 15%, Frames 16-17







R.O.B. slowly turns his head before letting out a strong laser out of his lenses. Watch out for the start-up lag and end lag though, as it can leave you prone to a hefty punish.

Forward Smash is useful for certain combos, and has moderate kill power, as well as unique versatility. You can tilt R.O.B.'s head when using the move, allowing you to adjust your angle in case of a jump or a shorter enemy, just like Forward Tilt.






Up Smash

Hit Up: 3%, Frames 10-11
Explosion: 14% / 13%, Frames 14-18



R.O.B. flips upside-down and blasts his ass above him. It's a bit faster than Forward Smash, and it also has better kill power and more of a surprise factor to it. It's probably his best kill option, as long as you haven't staled it too hard.

R.O.B.'s main ledge trap can lead into an Up Smash for the kill, as long as the enemy doesn't avoid using any get-up options and waits for the Gyro used to stop spinning.






Down Smash

Per Hit: 2% / 1.5%, Frames: 7-14
Final Hit: 5%, Frame 16




Potentially his worst smash attack, which is strikingly different than Brawl, where R.O.B. lowers and spins around him. It has mediocre start-up and somewhat poor ending lag, but it has decent range to compensate for its shortcomings.
It's best kept hidden until you catch a roll and surprise the opponent.










Aerials




Neutral Air

Regular Hit: 8%, Frames 18-32
Weak Hit: 6%, Frames 18-32

Autocancel Frames: 33>




The rocket boosters that R.O.B. has launch him into a spin. This move is extremely useful, as it's quick, well-ranged, and can lead into several useful combos.

You can use it to return to the stage, strike somebody away, hit in the air, maintain stage control or an active hitbox, use the weak hitbox for other combos, and so on. You get the point, it can be great if not overused.

At lower percents you're able to combo a Neutral Air into a Forward Air, or even a Neutral Air into Gyro Toss into a Gyro Regrab if done just right. As long as you keep unpredictable or at least smart when using it, that is.

It's also your second-worst A-Landing aerial.








Forward Air

7%, Frames 6-7

Autocancel Frames: 25>




R.O.B. jerks forward in the air and smacks, much like the quick animation of Forward Tilt or Jab. Since it's so fast, you can hit an airborne opponent surprisingly fast, and it can even do the job of Dash Attack better against taller enemies, but you have to Autocancel the aerial so be sure to Short Hop into it.

It's your worst A-Landing move, by the way.







Back Air

12% / 10%, Frames 19-23
Late: 6% / 4.5%, Frames 24-29

Autocancel Frames: 46>




That lovely booster is shot behind R.O.B. to push him forward. This is a good kill move, but it falls victim to animation lag. It also has surprise factor, but not too much, so use Back Air sparingly when going offensive.

It does has it's uses though, as you can get closer to the stage because of the short momentum you gain from it. Be sure to do this when you know for sure that the opponent can't punish it, as any good player would read your pattern of returning to the stage with Back Air and maybe even kill you for it.

I'm looking at you, Bouncing Fish.

It's the best A-Landing aerial of R.O.B.'s as well.






Up Air

Per Hit: 1.5%, Frames 7, 9, 13, and 17
Final Hit: 4%, Frame 26


Autocancel Frames: 40>



R.O.B.'s hands flail around in this multi-hit move, which is debatably one of the most dangerous and jank moves in Smash 4. It's a great kill move that has a large hitbox and catches people relatively well. The reason for it's reputation of being a little weird is how the first 4 hits move the opponent caught in them.

If the opponent holds left while in the first 4 attacks, they'll go right. If the opponent holds right while in the first 4 attacks, they'll go left. This makes proper DI for the move much harder, as anybody who doesn't fully know the Match-Up probably won't understand this unique property.

A famous R.O.B. combo is the Beep-Boop, where you Dthrow into an U-Air, which is usually reliable at lower percents and becomes a 50-50 when you reach its kill percent. The opponent can either Airdodge or just jump, and it's up to you to read it. Watch for patterns, like any good player would.

Up Air is R.O.B.'s middle-man when it comes to A-Landing.






Down Air

12% / 11%, Frames 20-21
Weak: 6%, Frames 20-21
Late: 8%, Frames 22-26

Autocancel Frames: 45>




The booster returns for a heavy blast to spike enemies. While it may be a wide-ranged move, the movement is odd and it has a delay before you strike. In addition, the spikebox is only around at the first frame, and the move has some notable animation lag. As long as you get used to the timing though, and understand where the spike hitbox is, then you'll adapt to the move and be able to use it well.

Practice, practice, practice!

Since the weak hitbox at the very tip of his blast can Jab Lock somebody, there are very situational combos that can start one up. It can also take part in a Ledge Trap strategy, but that's in a different guide on here.

It also just happens to be your second best A-Landing aerial, but it may be hard to time.











Specials




Neutral Special

Close Hitbox: 7%, Frame 25
Weak Laser: 4%, Starts at Frame 25 but Varies
Strong Laser: 10%, Starts at Frame 25 but Varies




R.O.B. shoots a laser from his lenses. This is one of the projectiles I mentioned in the beginning, and it has a plenty of great uses that you should master.
It takes 3 seconds to charge it up after a shot, and can charge up more into a larger, stronger laser if unused for about 12.5 seconds.

You can get a free 4% every 3 seconds if you hit it, or you can use it to catch somebody off-guard and grab, or it could be combo'd into Gyro. The stronger hit can also Snipe and kill opponents if they're close to the stage boundaries, so keep that in mind in those situations.

Players typically use this and the Gyro one after the other, but it's important that you keep mixing up how you use them. If you don't, a good player will catch your pattern and Shield your projectile.

Although Gyro comes back the frame it disappears on Shield, so you can use that to mess with people.






Side Special

Per Hit: 1%, Frames 16-55 (No Mash), Frames 16-82 (Mash)
Final Hit: 3%, Frames 7




A multi-hit move that serves as a reflector. It's typically unused, as there's some start-up lag and end lag, and a reflector needs decent speed, which this move lacks. Be aware of this move during battles against projectile-heavy characters, as it may be useful if you're too far to be punished.

Other than that, the most this move has is surprise factor and maybe kill power if close to the ledge and at higher percents. Definitely one of the worst reflectors in the game, but it can still have it's uses if you're aware of this option.






Up Special

No Damage

The rocket boosters are used to slowly lift R.O.B. The flight will end when you use up all of your gas, so the recovery is limited, but it saves you from spikes oftentimes. A method used by most players is to mash B instead of holding it, as it gives you just slightly more lift.

The downside to this move is that you're prone to attacks and gimping, as this move has no hitbox to cover it, but you can cancel it out with an aerial 6 times before you're out of gas and fall to the Shadow Realm.

It's a double-edged sword, as it gives you options for recovery, but all options are pretty slow. Be careful when getting back onstage, and be sure to retreat to platforms or mix up recovery with aerials, specifically Back Air, and your Double Jump to keep away from harm and predictability.






Down Special

Damage depends on how hard it's thrown or shot.

Gyro Hitbox Starts on Frame 9




Gyro is definitely R.O.B.'s best projectile, and possibly one of the best projectiles in the game, and for good reason. The Gyro is more of an item in the sense that R.O.B. can pick it up an toss it, like Diddy's Banana Peel. When on the ground, it has an active hitbox until it spins too slow, meaning it'll be tedious for opponents to pick them up. It can be picked up when you press A near it, Down Tilt near it, land on it with an aerial, Airdodge, or Tech, or even caught in the air by dropping it with the designated shield or grab button and immediately Airdodging it or using an aerial. The latter method of grabbing it essential to play R.O.B., and it's called Z-Dropping.

It takes 90 frames total to charge it fully, so exactly a second and a half. The charging can be cancelled by a spotdodge, airdodge, or shield. One interesting technique is that you can instantly cancel it in the air by pressing shield during the aerial Down Special, and not holding it too long or too short. The timing is difficult, but it leads into interesting mix-ups, mindgames, and extra techniques, and has been dubbed "Wavebouncing."

When the Gyro lands on the ground from the air, it follows a rule described in the "Five States of Gyro" guide on Smashboards, called the Three-Hop Rule. It means that after three hops on the ground, the Gyro will disappear. The good thing about the Gyro disappearing is that you get it back on the first frame it's gone.









Grabs & Throws




Pummel

2%

R.O.B. pinches the opponent in his grip. This pummel is pretty weak, but also pretty fast, so you can fit in several as time goes by. Don't forget about this when you get your grab.





Standing Grab

No Damage, Frames 7-8



R.O.B. reaches forward and closes his arms to try and grab somebody.
One of R.O.B.'s flaws is that his grab hitbox is somewhat lackluster, but it leads into several good throws. You'll typically only use a Standing Grab out of shield, and even then that's maybe not the best option.






Dash Grab

No Damage, Frames 9-10



The better brother of Standing Grab. R.O.B. dashes forward, closing his arms for a grab. This is generally the way to go when trying to get a grab, as it has more range than a simple Standing Grab.

You can also do it immediately after a dash by pressing your Grab button right after you dash forward. More range means better chances of grabbing, so get used to using this more.






Pivot Grab

No Damage, Frames 11-12



R.O.B. turns around suddenly and tries to close his arms on someone. This move isn't used too often, but it does have more range than Dash Grab. The problem is, the range is added more towards R.O.B. as opposed to in front of him. This could be really good for mixing up your grab game though, so maybe implement it sometime.






Forward Throw

8%

R.O.B. simply throws the foe forward, nothing too special here. It's relatively unused past maybe getting someone off-stage or just gaining stage control.

The times when you would use this as opposed to the other throws is during percents that Down Throw won't be a 50-50 into Up Air, and when Up Throw won't kill. It's also weight-dependent, meaning that you'll have delays between the throw and being able to act depending on the weight of the thrown character.






Back Throw

10%

Just like the Forward Throw, but backwards and has an extra 2% damage. Again, it's main uses are getting opponents off-stage or keeping stage control until you can kill with U-Throw.
It's also weight-dependent, but this and F-Throw are the only two of R.O.B.'s throws that have this characteristic.






Up Throw

12%

Here's one of the better throws, where R.O.B. suplexes the opponent into the ground. This can be used for some combos, and also a kill at about 140%, although it kills sooner with Rage. Using it on a higher platform, like the ones near the top boundary in Battlefield, gives it a boost in chances to kill your opponent.

It can combo into a Jump-Cancelled Up Smash at low percents, and can also be combo'd into a Up Air at 60ish percent, but Down Throw is more consistent.

One more notable strategy is only available on Dream Land (64), where if you grab the opponent on the ledge while Whispy is blowing towards you, you'll go off the ledge and kill both of you. Be weary though, as you'll die first. Maybe just do this when you have the percent disadvantage on the same stock, or the stock advantage.






Down Throw

10%

The grabbed foe is flipped and dug into the ground before being launched up slightly. Like many other characters, this is the "bread and butter" for R.O.B.'s combo game. This can combo into a Up Air for the infamous Beep-Boop, a Forward Air string, a Neutral Air into whatever, and so on. It usually depends on which direction they DI towards, and relies on reads at later percents.

One of it's biggest uses is a 50-50 mix-up after the throw, which can end in Up Air and kill at higher percents. To hit an opponent trying to Airdodge, jump up and wait until they Airdodge, then Double Jump into Up Air. As for an opponent's attack or Double Jump, you have to immediately jump into Up Air and it'll outspeed most attacks in the game.
Watch for patterns, and react accordingly.













Combos, Percents, and Tips






Lightweights





~0% to 10%: Fastfall N-Air > Dash Attack > U-Tilt > U-Air

- Deals about 33%.

- Can be good for returning to the stage, since N-Air is the move usually used to return to the ground.




~0% to 10%: U-Throw > Jump-Cancelled U-Smash

- Deals about 26%.

- You may need to dash forward or backwards depending on the opponent's DI.



~0% to 10%: Weak U-Tilt > 2-3 U-Tilts > U-Air

- Deals about 25% to 33% depending on how many U-Tilts.

- The Weak U-Tilt is the hitbox on the sides of R.O.B.




~0% to 10%: Close Fastfall F-Air > Jabs

- Deals about 13%.



~0% to 30%: Jump-Cancelled Gyro F-toss > D-Throw > U-Air

- Deals about 31%.



~0% to 30%: Close Dash Attack > Perfect Pivot U-Tilt > U-Air

- Deals about 26%.

- The Perfect Pivot U-Tilt sometimes isn't necessary, but helps with consistency.





~0% to 40%: Weak N-Air > U-Tilt > U-Air

- Deals about 25%.

- Could be used for returning to the stage, although hard to hit.




~0% to 50%: Retreating Fastfall N-Air > F-Air

- Deals about 15%.

- Can be good for returning to the stage, since N-Air is the move usually used to return to the ground.





~0% to 65%: D-Tilt Trip > F-Smash


- Deals about 20% with the close hitboxes of F-Smash

- Deals about 16% with the mid-ranged hitboxes of F-Smash.

- Deals about 11% with the tip hitboxes of F-Smash.

- D-Tilt no longer trips past 65%.




~10% to 50%: Close Fastfall F-Air > D-Throw > U-Air

- Deals about 24%.




~10% to 60%: Fastfall N-Air > U-Air

- Deals about 17%.

- Can be good for returning to the stage, since N-Air is the move usually used to return to the ground.





~10% to 80%: D-Throw > U-Air

- Deals about 20%.

- Also known as the Beep Boop.




~20% to 70%: U-Tilt > U-Air

- Deals about 19%.




~30% to 50%: D-Tilt > D-Tilt

- Deals about 10%.



~30% to 60%: Close Dash Attack > F-Air

- Deals about 14%.




~30% to 80%: Jump-Cancelled Gyro F-toss > F-Air

- Deals about 15%.



~30%+: Jump-Cancelled Gyro D-toss > U-Smash

- Deals about 24%.




~30%+: Jump-Cancelled Gyro D-toss > F-Smash


- Deals about 25% with the close hitboxes of F-Smash and if the Jump-Cancelled Gyro D-toss isn't close.

- Deals about 21% with the mid-ranged hitboxes of F-Smash and if the Jump-Cancelled Gyro D-toss isn't close.

- Deals about 16% with the tip hitboxes of F-Smash and if the Jump-Cancelled Gyro D-toss isn't close.

- Deals about 28% with the close hitboxes of F-Smash and if the Jump-Cancelled Gyro D-toss is close.

- Deals about 24% with the mid-ranged hitboxes of F-Smash and if the Jump-Cancelled Gyro D-toss is close.

- Deals about 19% with the tip hitboxes of F-Smash and if the Jump-Cancelled Gyro D-toss is close.

- May need to be tilted up or down depending on where the opponent was sent.




~40% to 50%: Close Short Hop F-Air > Fastfall > D-Tilt > Dash Attack

- Deals about 19%.




~40% to 100%: Weak N-Air > U-Air

- Deals about 16%.

- Could be used for returning to the stage, although hard to hit.




~50% to 70%: Close Short Hop F-Air > Fastfall > Dash Attack

- Deals about 14%.




~50% to 90%: Close Fastfall F-Air > F-Air

- Deals about 14%.




~60% to 110%: D-Tilt > Dash Attack

- Deals about 12%.




~110%+:
D-Tilt > Untechable Spin Animation > Jump-Cancelled U-Smash


- Deals about 22%.

- The Untechable Spin Animation happens when you launch an opponent, with a 25% chance to occur.











Middleweights






~0% to 10%: Fastfall N-Air > Dash Attack > U-Tilt > U-Air

- Deals about 33%.

- Can be good for returning to the stage, since N-Air is the move usually used to return to the ground.





~0% to 20%: U-Throw > Jump-Cancelled U-Smash

- Deals about 26%.

- You may need to dash forward or backwards depending on the opponent's DI.





~0% to 10%: Weak U-Tilt > 2-3 U-Tilts > U-Air

- Deals about 25% to 33% depending on how many U-Tilts.

- The Weak U-Tilt is the hitbox on the sides of R.O.B.





~0% to 20%: Close Fastfall F-Air > D-Tilt

- Deals about 12%.




~0% to 30%: Close Dash Attack > Perfect Pivot U-Tilt > U-Air

- Deals about 26%.

- The Perfect Pivot U-Tilt sometimes isn't necessary, but helps with consistency.




~0% to 40%: Retreating Fastfall N-Air > F-Air

- Deals about 15%.

- Can be good for returning to the stage, since N-Air is the move usually used to return to the ground.





~0% to 40%: Jump-Cancelled Gyro D-toss > Fastfall F-Air > D-Throw > U-Air

- Deals about 37%.

- The Fastfall has to happen after the F-air, and the F-air has to be inputted diagonally downwards.





~0% to 50%: Jump-Cancelled Gyro F-toss > D-Throw > U-Air

- Deals about 27%.




~0% to 50%: Weak N-Air> U-Tilt > U-Air

- Deals about 25%.

- Could be used for returning to the stage, although hard to hit.





~0% to 65%: D-Tilt Trip > F-Smash


- Deals about 20% with the close hitboxes of F-Smash.

- Deals about 16% with the mid-ranged hitboxes of F-Smash.

- Deals about 11% with the tip hitboxes of F-Smash.

- D-Tilt no longer trips past 65%.





~0% to 80%: U-Tilt > U-Air

- Deals about 19%.



~10% to 60%: Fastfall N-Air > U-Air

- Deals about 20%.

- Can be good for returning to the stage, since N-Air is the move usually used to return to the ground.





~20% to 40%: Close Fastfall F-Air > D-Throw > U-Air

- Deals about 27%.



~20% to 110%: D-Throw > U-Air

- Deals about 20%.

- Also known as the Beep Boop.

- Becomes a 50-50 at higher percents.




~30% to 60%: Close Dash Attack > F-Air

- Deals about 14%.



~40% to 60%: D-Tilt > D-Tilt

- Deals about 10%.



~40% to 60%: Close Short Hop F-Air > Fastfall > Jabs

- Deals about 13%.




~40% to 100%: Close Fastfall F-Air > F-Air

- Deals about 14%.




~40%+: Jump-Cancelled Gyro D-toss > U-Smash

- Deals about 27%.



~40%+: Jump-Cancelled Gyro D-toss > F-Smash

- Deals about 25% with the close hitboxes of F-Smash and if the Jump-Cancelled Gyro D-toss isn't close.

- Deals about 21% with the mid-ranged hitboxes of F-Smash and if the Jump-Cancelled Gyro D-toss isn't close.

- Deals about 16% with the tip hitboxes of F-Smash and if the Jump-Cancelled Gyro D-toss isn't close.

- Deals about 28% with the close hitboxes of F-Smash and if the Jump-Cancelled Gyro D-toss is close.

- Deals about 24% with the mid-ranged hitboxes of F-Smash and if the Jump-Cancelled Gyro D-toss is close.

- Deals about 19% with the tip hitboxes of F-Smash and if the Jump-Cancelled Gyro D-toss is close.

- May need to be tilted up or down depending on where the opponent was sent.





~50% to 110%: Jump-Cancelled Gyro F-toss > F-Air

- Deals about 18%.




~50% to 120%: Weak N-Air > U-Air

-
Deals about 16%.

- Could be used for returning to the stage, although hard to hit.




~60% to 80%: Close Short Hop F-Air > Fastfall > D-Tilt > D-Throw > U-Air

- Deals about 30%.

- Can Jab-Lock the opponent if they fail to tech the F-air.





~70% to 110%: D-Tilt > Dash Attack

- Deals about 12%.




~80% to 100%: Close Short Hop F-Air > Fastfall > F-Air

- Deals about 14%.



~110%+: D-Tilt > Untechable Spin Animation > Jump-Cancelled U-Smash

- Deals about 22%.

- The Untechable Spin Animation happens when you launch an opponent, with a 25% chance to occur.











Heavyweights





~0% to 10%: Fastfall N-Air > Dash Attack > U-Tilt > U-Air


- Deals about 34%.

- Can be good for returning to the stage, since N-Air is the move usually used to return to the ground.





~0% to 10%: Weak U-Tilt > 2-3 U-Tilts > U-Air

- Deals about 25% to 33% depending on how many U-Tilts.

- The Weak U-Tilt is the hitbox on the sides of R.O.B.




~0% to 20%: Close Dash Attack > Perfect Pivot U-Tilt > U-Air

- Deals about 25%.

- The Perfect Pivot U-Tilt sometimes isn't necessary, but helps with consistency.






~0% to 30%: U-Throw > Jump-Cancelled U-Smash

- Deals about 26%.

- You may need to dash forward or backwards depending on the opponent's DI.




~0% to 50%: Retreat Fastfall N-Air > F-Air

- Deals about 15%.

- Can be good for returning to the stage, since N-Air is the move usually used to return to the ground.





~0% to 50%: Jump-Cancelled Gyro D-toss > F-Air > D-Throw > U-Air

- Deals about 40%.




~0% to 60%: Jump-Cancelled Gyro F-toss > D-Throw > U-Air

- Deals about 28%.




~0% to 60%: Weak N-Air > U-Tilt > U-Air

- Deals about 25%.

- Could be used for returning to the stage, although hard to hit.




~0% to 65%: D-Tilt Trip > F-Smash

- Deals about 20% with the close hitboxes of F-Smash.

- Deals about 16% with the mid-ranged hitboxes of F-Smash.

- Deals about 11% with the tip hitboxes of F-Smash.

- D-Tilt no longer trips past 65%.





~0% to 100%: U-Tilt > U-Air

- Deals about 19%.




~10% to 50%: Fastfall N-Air > Jump-Cancelled U-Smash

- Deals about 22%.

- Can be good for returning to the stage, since N-Air is the move usually used to return to the ground.





~20% to 40%: Close Dash Attack > F-Air > Fastfall > U-Tilt > U-Air

- Deals about 33%.



~30% to 160%: D-Throw > U-Air

- Deals about 20%.

- Also known as the Beep Boop.

- Becomes a 50-50 at higher percents.





~40% to 70%:
D-Tilt > D-Tilt

- Deals about 10%.



~40% to 70%: Close Short Hop F-Air > Fastfall > 2 D-Tilts

- Deals about 17%.




~40% to 80%: Close Dash Attack >F-Air

- Deals about 14%.




~50% to 80%: Fastfall N-Air > U-Air

- Deals about 18%.

- Can be good for returning to the stage, since N-Air is the move usually used to return to the ground.




~50% to 100%: Close Fastfall F-Air > D-Throw > U-Air

- Deals about 27%.




~50% to 130%: Weak N-Air > U-Air


- Deals about 16%.

- Could be used for returning to the stage, although hard to hit.





~50%+: Jump-Cancelled Gyro D-toss > U-Smash

- Deals about 30%.



~50%+: Jump-Cancelled Gyro D-toss > F-Smash

- Deals about 25% with the close hitboxes of F-Smash and if the Jump-Cancelled Gyro D-toss isn't close.

- Deals about 21% with the mid-ranged hitboxes of F-Smash and if the Jump-Cancelled Gyro D-toss isn't close.

- Deals about 16% with the tip hitboxes of F-Smash and if the Jump-Cancelled Gyro D-toss isn't close.

- Deals about 28% with the close hitboxes of F-Smash and if the Jump-Cancelled Gyro D-toss is close.

- Deals about 24% with the mid-ranged hitboxes of F-Smash and if the Jump-Cancelled Gyro D-toss is close.

- Deals about 19% with the tip hitboxes of F-Smash and if the Jump-Cancelled Gyro D-toss is close.

- May need to be tilted up or down depending on where the opponent was sent.





~60% to 120%: Jump-Cancelled Gyro F-toss > F-Air

- Deals about 15%.



~70% to 100%: Close Short Hop F-Air > Fastfall > D-Throw > U-Air

- Deals about 27%.



~70% to 130%: D-Tilt > Dash Attack

- Deals about 12%.



~100% to 130%: Close Short Hop F-Air > Fastfall > F-Air

- Deals about 14%.




~130%+: D-Tilt > Untechable Spin Animation > Jump-Cancelled U-Smash

- Deals about 22%.









Fastfallers






~0%: D-Throw > U-Air > U-Air


- Deals about 30%.

- Double Jump before the second U-Air.





~0% to 10%: Fastfall N-Air > Dash Attack > U-Tilt > U-Air

- Deals about 33%.

- Can be good for returning to the stage, since N-Air is the move usually used to return to the ground.





~0% to 10%: Retreating Fastfall N-Air > D-Throw > U-Air


- Deals about 28%.

- Can be good for returning to the stage, since N-Air is the move usually used to return to the ground.





~0% to 10%: Weak U-Tilt > D-Throw > U-Air

- Deals about 23%.




~0% to 30%: U-Throw > Jump-Cancelled U-Smash

- Deals about 26%.

- You may need to dash forward or backwards depending on the opponent's DI.





~0% to 40%: Close Dash Attack > 2 U-Tilts > U-Air

- Deals about 34%.




~0% to 40%: Jump-Cancelled Gyro D-toss > Fastfall F-Air > D-Throw > U-Air

- Deals about 40%.



~0% to 50%: Jump-Cancelled Gyro F-toss > D-Throw > U-Air

- Deals about 28%.



~0% to 50%: Weak N-Air > U-Tilt > U-Air

- Deals about 25%.

- Could be used for returning to the stage, although hard to hit.




~0% to 65%: D-Tilt Trip > F-Smash

- Deals about 20% with the close hitboxes of F-Smash.

- Deals about 16% with the mid-ranged hitboxes of F-Smash.

- Deals about 11% with the tip hitboxes of F-Smash.

- D-Tilt no longer trips past 65%.




~0% to 90%: U-Tilt > U-Air

- Deals about 19%.





~10% to 40%: Fastfall N-Air > U-Air


- Deals about 18%.

- Can be good for returning to the stage, since N-Air is the move usually used to return to the ground.





~10% to 50%: Retreating Fastfall N-Air > F-Air

- Deals about 15%.

- Can be good for returning to the stage, since N-Air is the move usually used to return to the ground.




~10% to 20%: Close Fastfall F-Air > D-Tilt

- Deals about 12%.



~20% to 40%: Close Fastfall F-Air > D-Throw > U-Air

- Deals about 27%.



~30% to 50%: D-Tilt > D-Tilt

- Deals about 10%.



~30% to 120%: D-Throw > U-Air

- Deals about 20%.

- Also known as the Beep Boop.

- Becomes a 50-50 at higher percents.




~40% to 60%: Close Dash Attack > F-Air

- Deals about 12%.




~40% to 70%: Close Fastfall F-Air > Dash Attack

- Deals about 12%.



~40%+: Jump-Cancelled Gyro D-toss > U-Smash

- Deals about 70%.



~40%+: Jump-Cancelled Gyro D-toss > F-Smash

- Deals about 25% with the close hitboxes of F-Smash and if the Jump-Cancelled Gyro D-toss isn't close.

- Deals about 21% with the mid-ranged hitboxes of F-Smash and if the Jump-Cancelled Gyro D-toss isn't close.

- Deals about 16% with the tip hitboxes of F-Smash and if the Jump-Cancelled Gyro D-toss isn't close.

- Deals about 28% with the close hitboxes of F-Smash and if the Jump-Cancelled Gyro D-toss is close.

- Deals about 24% with the mid-ranged hitboxes of F-Smash and if the Jump-Cancelled Gyro D-toss is close.

- Deals about 19% with the tip hitboxes of F-Smash and if the Jump-Cancelled Gyro D-toss is close.

- May need to be tilted up or down depending on where the opponent was sent.





~50% to 90%: Jump-Cancelled Gyro F-toss > F-Air

- Deals about 15%.




~50% to 120%: Weak N-Air > U-Air


- Deals about 16%.

- Could be used for returning to the stage, although hard to hit.





~60% to 80%: Close Short Hop F-Air > Fastfall > D-Tilt > Dash Attack

- Deals about 19%.




~60% to 80%: Close Short Hop Fastfall F-Air > D-Tilt > D-Throw > U-Air

- Deals about 32%.




~60% to 100%: D-Tilt > Dash Attack

- Deals about 12%.



~80% to 100%: Close Short Hop F-Air > Fastfall F-Air

- Deals about 14%.



~100%+: D-Tilt > Untechable Spin Animation > Jump-Cancelled U-Smash

- Deals about 22%.












Stage Analysis

Note that this is only for 3DS stages, but the same rules apply for Wii U stages.







Final Destination



I prefer Melee Final Destination personally.

This stage is approximately 12.5 R.O.B.s wide, allowing for a bit more movement space when compared to the likes of Battlefield or Dream Land (64). 3 R.O.B.s of space could make the difference when zoning, but it's still pretty small.

According to 8BitMan, one of the most notable R.O.B. players in Smash 4, Final Destination is actually a really poor choice for R.O.B.

Since he already has a hard time getting grounded again, and there are no platforms for him to retreat to, R.O.B. is left to just his N-Air and whichever aerial you can manage to get out in order to get to the stage again. This is huge for R.O.B., and so retreating to the ledge is your best option oftentimes, which always leaves you open to a 2-frame punish or maybe even a surprise ledge-trump.





Yoshi's Island




Yoshi's Island is definitely one of the most unique stages allowed in competitive, but even more-so for a R.O.B. player.
The stage is about 10 R.O.B.s wide, just as long as Dream Land (64), but the slight slopes on the ground cause some problems.

First off, R.O.B.'s ledge traps are almost useless due to the sloped ledges, since the Gyros can't stand still at the ledge to remain a constant threat. One option is taken away, but some options are also given to him.

The platform in the middle is large, and offers a retreat option so he can return to the stage much easier. It tilts just slightly from weight applied to it, so it can offer minor advantages or disadvantages. If you were going for a SH F-Air while your opponent was on the lower side of the middle platform, it'd most likely whiff if low enough. It could also put you just out of range of some moves used to pressure you while on the ledge, if you're on the higher end.

There are also platforms on either side that'll come up at random, which can help R.O.B. mix up recovery options and once again offers a platform to retreat to. This could potentially allow certain characters to punish R.O.B. when recovering though, so it could also be a double-edged sword.

One last minor thing is the Shy Guys occasionally flying across the stage. They can serve as sponges to certain projectiles for both you and your opponent, so if they're close to the ground or platform and you try and Gyro, they'll cancel its momentum. When hitting a Shy Guy though, it'll extend the time that the hitbox of your attack is active, so moves could potentially hit an approaching opponent, although this is probably far too situational to come in handy often.
Still looks cool as hell though.






Prism Tower



This is one of the two legal stages that break into different phases throughout, so the structure of it changes often.
I'll be covering them all anyways so don't you worry.

When you start out, the stage is infinity R.O.B.s wide, if you don't count the blast lines. There's no way you could fall off the stage as far as I know, so this is basically Final Destination but much bigger and without any sort of low recovery situations.





Then you're airlifted to Prism Tower itself, where the platform you're on is about 9.5 R.O.B.s long. This might be one of the worst competitive places for R.O.B., because it's smaller than Final Destination but has the same problems: No platforms to retreat to.





Now you have platforms, with a larger one on top and two on the sides. This is good, as you can retreat to them if need be and won't be punished from below (oftentimes) if you're on the side platforms. It'd be risky for you to pressure from below on these two platforms because there's no ground underneath you, but since Up Special can be cancelled by 6 aerials before dying out, you'll at least be able to.

Just don't get spiked.

The top platform is still prone to pressure, but you won't have to worry about any grounded attacks. That also hinders you though, because U-Smash can't reach. This is probably the least safe platform of the three at the moment, but it's still pretty safe nonetheless, as long as you avoid U-Airs coming your way.





The same rules as the last apply, but without the side platforms and back to a 9.5 R.O.B. wide stage. The platform is lower though, so platform pressure with grounded moves becomes a threat now.

Or a benefit if you're the one pressuring.





The final phase, where you have the 5-R.O.B.-wide main platform with two somewhat distant platforms on the side to retreat to. These platforms serve like the side platforms on the second phase, but the greater distance can make them too far from some and safe for you, or vice-versa.






Arena Ferox




Oh boy, the Pokemon Stadium of competitive Smash 3DS. This stage is probably banned by now, but for those trying out Anther's Ladder, this information could come in handy.

The stage is about 12 R.O.B.s wide, and so it's on par with Final Destination on being a wider stage than usual, but not by much.

When you first start the stage, it has all the issues of Final Destination, where there are no platforms to retreat to. But it gets better when you wait a moment, as this stage changes into four different stages as the game goes by.





This phase is good for R.O.B., as there are several different platforms to retreat to, with some being large and slanted enough to give good spacing and potential advantageous situations. You know the old quote, "I have the high ground, Anakin."
Another helpful technique for R.O.B. on this phase is that you can U-Air through every platform, even the thicker ones, allowing for you to add good stage pressure.





This is a mixed bag for him, as there are platforms to retreat to but... Well, the statues holding up the platforms are essentially Gyro sponges and prevent the Gyros from getting much anywhere. If you take out the statue, you take out your retreating option, so be aware when trying to break them.





Definitely one of the best phases for R.O.B., as you can retreat to each platform again. The two on the left go in circles, each help you mix-up your recovery, while the one in the middle is too thick for most any attacks to go through. and the one on the right is low enough for you to U-Smash or SH U-Air through.
One more thing to note is that you can U-Air on the sides of the thicker platform, but not through it.





The final phase (At least in order of what I cover) is pretty good for R.O.B. too, since you now have 4 platforms to retreat to, almost like Big Battlefield from Wii U.
Each platform is thin enough for a punish from below, but the middle platform is low enough for U-Smash or SH U-Air to go through and help with platform pressure.
Plus, the block holding up the middle platform can have moves clip through it, meaning that you could F-Smash, F-Tilt, or any other move with good forward-reaching range. You can also knock enemies into the wall and they'll hit it, which can be punished hard if they don't tech those.






Dream Land (64)




Essentially, think of this as Battlefield but with Whispy Woods and better music.
The stage is about 10 R.O.B.s wide, meaning that it's smaller and allows for slightly less room for him to zone opponents. Sometimes that little room makes a big difference though.

There are 3 platforms on the stage in the same pattern as Battlefield, so the same use of retreating applies here too. The side platforms are just low enough for U-Smash and SH U-Air as well.





The most unique part of this stage is Whispy Woods, which is probably the best part for R.O.B., as there's a trick where if Whispy is blowing you while you're grabbing someone at the ledge, you can U-Throw and suicide.
The problem is that you'll die first if you try this, so only use it as some sort of trump card to get to an even percent with your opponent, or an easy gimp if you're a stock ahead of them.






Duck Hunt




Duck Hunt is sort of like Final Destination, but with weirder things added to it.
The stage is about 12.5 R.O.B.s wide, so you have more room to act. The larger the stage, the more you can zone out as usual

The strange thing about this stage is the platforms, as you can retreat to the bush on the right, the tree branches on the upper left, and maybe even the dog in the middle if he comes up. The tree is the best place to retreat to since you have so many platforms and it's high up, with the dog as second best, and the worst platform for you is probably the bush.





There's also some grass that'll come up occasionally and cover you or your opponent, meaning that your attacks are mostly hidden when behind it, making you less predictable. Well, your head is poking out, but almost all of your moves make your head go down so it won't be too much of an issue.

The final thing about this stage is that there are birds who'll fly by in the air occasionally, only two being on-screen at once. These serve as Gyro-sponges but can also cause the dog to come up wherever they land, or as close as the dog can go from the middle.
Triggering the dog means an extra platform, which can be incredibly helpful sometimes.

Check out the Beefy Smash Doods' video on the stage to get all of the timing and such, as knowing this is helpful too.







Personal Ranking

Sometimes the stages depend on what you're looking for, which will oftentimes be platforms, but giving a personal ranking on the best to the worst when it comes to stage picking could help people pick their stages better.




1.) Duck Hunt

A little more room and a lot of platforms with variety to choose from, I find that Duck Hunt is probably R.O.B.'s best stage at the moment.




2.) Dream Land (64)

This was close to being first, but Duck Hunt had better options overall. This gives you 3 platforms and the ROB.icide option, although it'd take some mindgames to get it against somebody aware of the option.




3.) Battlefield

It may be somewhat plain, but this stage is basically Dream Land (64), but without R.O.B.icide. Consistency with platforms is helpful though, since at least you know it'll always be there.




4.) Arena Ferox

You go from a disadvantageous stage to an advantageous stage the entire game, as when the phases go away, you're left with no platforms to work with. At least you have really good options during each phase though, so you'll have to hold out until they return.




5.) Prism Tower

While some phases of Prism Tower may not be the best for R.O.B., namely the first two phases, the final few benefit him pretty well. It goes from a poor start to a good finish, which could cause some momentum shifting.




6.) Yoshi's Island

While you may not have as many constant platforms, and ledge trap set-ups are gone, you still can manage with the one in the middle and maybe the ones that come from the sides of the stage.




7.) Final Destination

No platforms but you kinda get more space? Probably ban this.














Credit

Details on R.O.B. and his moves, the stage analysis, and the compilation of all this information was done by me over some large period of time that I don't remember. I hope my dedication to this character serves other players well.

All .GIFs of hitboxes, except for Specials, are from the R.O.B. Discord. Check it out some time!

The Specials hitbox .GIFs are from Meshima's R.O.B. Hitbox Visualization video, where I took them frame-by-frame and compiled them into a freeware GIF Maker.

Frame data and other statistics are from R.O.B.'s Smash 4 Kurogane Hammer page, which is an extremely useful site for any Smash player.

Most combos and percents come from the combined efforts of My Smash Corner and 8BitMan in the R.O.B. Combos and Neutral video, as well as quite a lot of labbing and testing to get the damage, some combos, and personal knowledge from experience to provide the extra tips.










Resources

My Smash Corner's R.O.B. Combos & Neutral













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Gavintendo64
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The guide is very extensive. However you made a mistake in the description of Fsmash. The tip is actually the weakest part of the move. I am guessing that you accidentally switched the damage of the tip with that of the base.
Fantastic! So much info, a balance of info and humour , great GIF's with hit boxes highlighted... I'm wanting to main rob so, thanks!
Gavintendo64
Gavintendo64
I'm glad I could help somebody out! But be sure to check out the resources I listed, this guide would be nothing without help from them. Especially the other guides on Smashboards, since I never fully went over Gyro, which is huge for R.O.B.
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