Disclaimer In no way am I trying to bash the character but rather express my opinion on said character. A lot of my thoughts comes from playing as/against said character. All feedback and discussion is appreciated and encouraged .
R.O.B aka the robotic operating buddy or ROB, is a character that excels at juggling. His up B allows him to fly from one coast to another coast with relative ease. Because of that, he can constantly apply pressure, knock back, and hit stun to juggle his opponents towards the horizontal or vertical blast zones. His ability to do so makes him a solid character.
ROB also comes equipped with a nice set of projectiles that allow him to alleviate or force pressure. His weak laser was altered to now knock up opponents with enough hit stun for Rob to follow up. His strong laser was given a stun if it connects, which gives him ample time to decide if he wants to follow up for some combos, guarantee the kill, or watch as his opponent slowly flies off to there death. ROB's gyro is a good tool for gaining damage or killing. Fully charged it could do some hefty knock back and even when its not fully charged just throwing it out can disengage some situations. It can also be picked up so it could be used as creatively as any other items in the game. ROB's projectiles help him in multiple ways.
ROB relearned how to use his side B. Now it allows him to move around the map easier. Previously you could use his side b, jump cancel it, and dair to move around the map. Now his movement is simplified with his side B change. You could straight cancel it into dair for a smash, a tilt, or a grab follow up. Using his side B, assuming the stage doesn't interfere, allows him to quickly use his aerials which are his bread and butter. Once he gets his opponents in air he could use his aerials to juggle them how he feels.
Speaking of ROB's aerials, they all do neat things. For example his bair not only gives him momentum, which in turn gives him interesting aerial drift it, it also gives him a huge hitbox which he can use for combos if his other aerials won't reach. His dair is not only a good on stage movement tool but it is also a good meteor tool. His upair is a nice multihit, which can be SDI'd out of, can make it so his opponents can't approach him from above unless they have good disjoints. His fair seems like a weak move but depending on the opponents DI it can be used repetitively to kill at low percents. ROB's nair can be used at high percents to guarantee kills. It could also be used to knock the opponent vertically and alter how you would combo. Overall his aerials are good enough to make this character solid.
Edit: I was not content with the original post
R.O.B aka the robotic operating buddy or ROB, is a character that excels at juggling. His up B allows him to fly from one coast to another coast with relative ease. Because of that, he can constantly apply pressure, knock back, and hit stun to juggle his opponents towards the horizontal or vertical blast zones. His ability to do so makes him a solid character.
ROB also comes equipped with a nice set of projectiles that allow him to alleviate or force pressure. His weak laser was altered to now knock up opponents with enough hit stun for Rob to follow up. His strong laser was given a stun if it connects, which gives him ample time to decide if he wants to follow up for some combos, guarantee the kill, or watch as his opponent slowly flies off to there death. ROB's gyro is a good tool for gaining damage or killing. Fully charged it could do some hefty knock back and even when its not fully charged just throwing it out can disengage some situations. It can also be picked up so it could be used as creatively as any other items in the game. ROB's projectiles help him in multiple ways.
ROB relearned how to use his side B. Now it allows him to move around the map easier. Previously you could use his side b, jump cancel it, and dair to move around the map. Now his movement is simplified with his side B change. You could straight cancel it into dair for a smash, a tilt, or a grab follow up. Using his side B, assuming the stage doesn't interfere, allows him to quickly use his aerials which are his bread and butter. Once he gets his opponents in air he could use his aerials to juggle them how he feels.
Speaking of ROB's aerials, they all do neat things. For example his bair not only gives him momentum, which in turn gives him interesting aerial drift it, it also gives him a huge hitbox which he can use for combos if his other aerials won't reach. His dair is not only a good on stage movement tool but it is also a good meteor tool. His upair is a nice multihit, which can be SDI'd out of, can make it so his opponents can't approach him from above unless they have good disjoints. His fair seems like a weak move but depending on the opponents DI it can be used repetitively to kill at low percents. ROB's nair can be used at high percents to guarantee kills. It could also be used to knock the opponent vertically and alter how you would combo. Overall his aerials are good enough to make this character solid.
Edit: I was not content with the original post
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