Rating system:

- Even the ROB toy was more functional


- Many errors in the code



- It's usable, but needs a quick patch




- Very good, usable program





- So advanced it could create life on other planets.
Normals

-



Pretty basic 2-hit jab combo. It's probably his fastest attack on the ground and has decent range. It's largely unchanged from his brawl jab, however the IASA frames on his Jab1 seem pretty fast, meaning you can jab-cancel things into it, or just go for the regular combo for some guaranteed damage and space
The main things for jab-cancelling at the moment seem to be Dtilt (for extra damage and a trip chance at lower percents, allowing for more hits) and grab (for setups to a potential kill/combo)
[First hit does 3%, Second does 3%, Total of 6%]
(DASH)

-



This also seems pretty basic, your generic fast startup dash attack thats extremely punishable on block, but great for punishing a laggy attack. It pops up lightly, which can lead to a F-air and a potential edgeguard if done in the right place, doesn't amount to anything above mid percents though
[Always does 7%]


-



This one is actually the most depressing change to ROB in my opinion, While the move is still okay, this used to be a monstrous spacing tool in brawl, allowing him to outrange even marth in the neutral game, and made him a very annoying foe in the neutral game. Now, he no longer leans forward on the spot, shortening the range a fair amount, with the only minor buff being ever so slightly reduced cooldown
This is still a good tool for spacing, particularly when using pivot cancelling to perform a retreating Ftilt, so be sure to learn the exact spacing of this move for maximum mid-range annoyance
[8% on the fist, 6% on the arm]


-





This was a good move in brawl, and it's only gotten better! Due to Ftilt losing some range, this is now ROB's longest ranged horizontal tilt, and it's also OBSCENELY fast to come out and end. The IASA frames on this moves are so fast I'm inclined to think it's an oversight on the programmers part. Not only this, but due to the increased hitstun from brawl, Rob can now do short combos with this move! It also has a chance (estimating at 20% chance) of tripping the opponent, from which you can follow up with some more meaty things!
Just a few things I've been able to combo with (all stop working around 40%, unless specified otherwise):
Dtilt > Dtilt (A common strategy is to mash dtilts out untill one trips, and then grab)
Dtilt > Grab
Dtilt > Ftilt
Dtilt > Dash Attack (Worked up to 80% from testing, possibly further)
Dtilt > Gyro (Must be fully charged, works up to 120%)
Dtilt (trip) > Dash-grab
Dtilt (trip) > Fsmash
Dtilt (trip) > Dash-Usmash
[Always does 5%]


-

It's got it's uses. but that's all I can really give it. It's a great anti-air tool, and very good for pressuring people on platforms, it can also chain into itself at lower percents and even into a uair! however it's very limited and has awful horizontal distance. so be sparing.
As a side note, this makes for a great taunt, as ROB raises the roof like a champion
[Has multiple different hitboxes, but it typically does 2 hits dealing 8% total]
Smashes

-


The changes to this move are very interesting, it's gotten buffed and nerfed at the same time and ended up just going sideways since brawl. For starter, the range on the laser beam is HUUUGE now, and the trade off is that its far slower, and has sourspots. It's still got decent kill potential, but only a point blank. You can also angle it up and down to hit people approaching from the air, or hit people on the ledge, respectively. He also spins his head during the charge animation, which is adorable.
This move has 3 hitboxes on it, the sweetspot, which is right at robs head, the normal hit, which is in the middle of the beam, and the sourspot, which is where the beam ends. This move isn't really a reliable killer anymore due to being so slow, however its got a niche as a spacing tool to sort of replace our brawl ftilt and cover us well in neutral, particularly with pivot cancelling.
[Sweetspot does 15% & kills at ~115%, normal does 11%, sourspot does 6%]

-



The Dsmash is similar to how it was in brawl. In brawl it was a good, fast GTFO move that dealt reasonable damage and killed at really high percentages (think like 200%). In this though, it's very slightly slower, but in exchange, it now sends at a MUCH more horizontal angle. It still doesn't kill, but it sets up for edgeguards with the new angle.
Long story short, its the same move used in the same way, but has more followup potential than it used to
[does anywhere between 13% and 5 hits, to 8% and 3 hits, depending on how you spaced it]

-



The changes to this move are amazing. It was a restricted tool at best in brawl, being unable to hit opponents stood right next to him, but apparently, ProjectM has been giving nintendo some idea because NOW the move has a little pop-up hitbox to place a nearby opponent right in line for the main blast.
This will likely be one of robs main sources of kills, being one of his strongest attacks and finally having a reliable way of knocking people into it. You REALY need to learn how to get people to fall into this, because it will be one of out main tools this game.
[does 3% pop-up and then 14% for the blast, 17% total. kills at ~100%]
Aerials

-


This move is similar to how it was in brawl, except with a bit of a less...silly hitbox. it autocancels in a shorthop, covers all around rob and is an all around solid move. it's kinda slow on startup though, and the damage/knockback is pretty low compared to what it used to be, which is a little sad.
You'll be wanting to use this to pressure people in the air, as well as to cover yourself when trying to recover. you can even use it as an air-to-ground tool, but make sure to get the spacing right on it.
[8% at all times]


-



Rob's staple edgeguarding tool makes a return to smash4, functioning in largely the same way it did in brawl. this move will be extremely useful for all your offstage needs. This move is one of ROBs best for both combo's and edgeguards. when it comes to combo, you can set up a combo with this by doing a dash attack and then following that up, and at low-mid% you can usually follow up with another fair.
The animation has changed slightly, but I can tell you that the way it hits is almost identical, it's a short-lasting arm thrust with low cooldown, so you can throw it out during recoveries to knock them back offstage. In brawl, edgeguarding was ROB's main way of killing, and I don't expect that to change much in this iteration of smash either, so learn how the hitbox works (the animation is deceptive) and send them to an early grave.
[Always does 7%]


-


Another move that hasn't changed all that much from brawl. The main difference here is that it lost a lot of it's 'tackle' hitbox, in which ROB himself would hit the opponent. now you can only hit with the booster. A unique property of this move is that is lasts a deceptively long time, meaning it can eat up spot-dodges and rolls handily. It also has reasonable knockback, making it a solid offstage (and sometimes onstage) killer, It is pretty slow however, and it's pretty easy to avoid with the removal of the body hitbox.
This move also propels ROB forward in the direction he's facing. RAR-ing his Bair is actually totally safe on shield, just to add another tool to robs incredible neutral game. Learn to use this for pressure, spacing and edgeguarding.
[12% early and kills ~130%, 6% late]


-
The one move that ROB has that is truly AWFUL. ROB's Dair is a stalling aerial which can spike opponents. but this move is extremely slow on both startup and cooldown, its not really usable for edgeguarding due to the sheer lack of speed and versatility. You cant even use it as an option to land like most characters can with their Dair. Avoid this one
[11% sweetspot, 5% sourspot]


-



A really nice surprise to this game, Aesthetically, ROB's Uair hasn't changed in the slightest, as he stills flails his arms above his head and hits rapidly. however now, its actually a kill move. Due to the slightly increased hitstun in this game, rob can combo into his Uair from Dthrow as late at 100%. making him one of the few characters to have a legitimate kill combo on the majority of the cast!
This is by far the most improved move in ROBs repertoire, and I would highly suggest learning how to use it properly in order to reach ROBs full potential
[10% from 5 hits. Kills ~100% in air]
Specials

-





Functionally, this works similar to brawl. There's a slight difference in how it will be used, as rather than the semi/full charge just stunning/knocking back respectively, they both now knock the opponent upwards/up and back respectively.
In my opinion, this makes the semi-charged laser extremely useful as the small amount of knockback will put the opponent into a techchase sort of situation, allowing you to get in at lower percents and give you kill setups at higher percents, particularly if they get popped onto a platform.
[does 4% semi-charged, 10% fully-charged.]


-



Yet another nice surprise, this move now has a cute as hell punch on the end of the attack, as well as the ability to move around while spinning about. The finisher isnt much of a killer, but it makes the move much more dynamic, and actually hits WAAAAY behind him as well, despite looking like it only hits at the front. The new movement options need more exploration at this point but the ability to control your movement will be great for mindgames, aswell and helping as a landing option. There's a lot of potential for a good move here, and we just need to find the uses for it.
[8-15% depending on where the opponent is in the move, and how long you mash for]


-



Pretty much the same move from brawl, coming over in most of its former glory. I say MOST of its former glory, as due to the new game mechanics, glide-tossing is no longer a thing and glide toss mobility with robs Gyro was one of the thing that made the Gyro so good, particularly as rob had multiple different length glide tosses.
Still, this is a very versatile move, and when fully charged, it can be used for extra damage combos, due to the insane speed that rob fires it once charging it up. Once again, most of the usage around Gyro involves what happens AFTER you're gotten it out, either at an item in hand, or as a stage hazard.
[8-10% depending on charge, 2% per hit once spinning]


-


His recovery, distance wise it's very good, but he's a sitting duck thoughout it now, as they have removed the ability to boost and use an aerial at the same time, not to mention you don't get your fuel back untill you get your feet (boosters?) back on the ground. He holds a superman pose when boosting though, which looks cool and is yet another reason to love the robot. You can extend how long your fuel lasts by tapping B repeatedly, rather than holding it down.
[Doesnt do any damage on its own]
THROWS (You dont need the pummel)

-

Pretty basic throw, doesn't lead to much and doesn't kill. you only really wanna use this to throw the opponent offstage
[8%]

-

Slightly better version of the Fthrow, does a bit more damage and can kill at really high percents near the ledge, another one you dont want to use unless it's to get them offstage
[10%]

-



Your best throw for sure, it pops the opponent up for a free Uair to make for 20% and a potential followup at low percents, and a kill combo at higher percents. you'll be using this 90% of the time
[10%]

-


Nothing too special, but it's your most damaging throw and it can kill at very high percents. use this if you're just failing to land another killer
[12%, kills at ~170%]