Super Smash Bros. Crash/R.O.B.

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R.O.B. (ロボット, Robotto) is a playable veteran in Super Smash Bros. Crash. Unlike the majority of fighters in the game, R.O.B. was actually an add-on for one of Nintendo's consoles - the NES. He was compatible with two games - Gyromite and Stack-Up. When these were played, R.O.B. would respond to colors flashing on the screen, and affect the gameplay with his actions. Since, R.O.B. has made several cameos even ignoring the Super Smash Bros. series, such as being a collectible treasure in Pikmin 2 as the "Remembered Old Buddy", and being an unlockable character in Mario Kart DS.
R.O.B. is a heavyweight that doesn't necessarily act like one. While he does have large size and weight, making him hard to KO, he is actually quite mobile and comparable to characters like Mario and Luigi. He is a zone-oriented character, relying on his projectiles to keep his opponents at bay. While this is R.O.B.'s best feature, he can still wade in to attack opponents head-on. A number of his attacks have KO potential, such as his aerial attacks. While these attacks are powerful, landing them are quite difficult as they are laggy or require R.O.B. to get a read off opponents.
==How to Unlock==
*Collect 200 different Trophies.
*Play 200 VS matches.
*Have R.O.B. join the party in Shadows of War.
With the exception of the third method, R.O.B. must then be defeated on Gyromite.
== Moveset ==
Input 	Name 	Damage 	Description
Ground Attacks 	Ground Attacks 	Ground Attacks 	Ground Attacks
Neutral attack 	 	3%, 3% 	R.O.B. throws two alternating hooks, both being very fast.
Forward tilt 	 	8% (arm tip), 6% (arm) 	R.O.B. throws a lunging hook.
Forward smash 	S3 	16% (base), 12% (mid), 8% (tip) 	R.O.B. fires an optical energy blast, similar to Robo Beam.
Up tilt 	 	3% (early), 5% (clean tip), 6% (clean base) 	R.O.B. thrusts his arms upward.
Up smash 	 	3% (arms), 17% (base), 11% (tip) 	R.O.B. performs a handstand and activates his blasters to fire a blast upwards.
Down tilt 	 	5% 	R.O.B. thrusts both of his arms at a low angle. Can trip opponents.
Down smash 	 	3% (loop base), 2% (loop tip), 5% (last) 	R.O.B. lowers his torso and spins it around rapidly.
Dash attack 	 	8% (arms), 7% (arms' tips) 	R.O.B. throws a double forearm club.
Aerial Attacks 	Aerial Attacks 	Aerial Attacks 	Aerial Attacks
Neutral aerial 	 	8% (base), 6% (tip) 	R.O.B. activates his thrusters and performs a somersault, emitting a fiery blast in a circular motion.
Forward aerial 	 	7% 	R.O.B. throws a double forearm club.
Forward crash 	 	15% (base), 6% (tip) 	R.O.B. leans backward and activates his thrusters, emitting a fiery blast forward. R.O.B. will also travel backwards in midair depending on how much the move is charged.
Back aerial 	 	12% (clean base), 10% (clean tip), 6% (late base), 5% (late tip) 	R.O.B. leans forward and activates his thrusters, emitting a fiery blast backward. R.O.B. will also travel forwards in midair.
Back crash 	 	17% (base), 5% (tip) 	R.O.B. leans forward and activates his thrusters, emitting a fiery blast backward. R.O.B. will also travel forwards in midair depending on how much the move is charged.
Up aerial 	 	2% (hits 1-4), 4% (hit 5) 	R.O.B. rapidly rotates his arms upward.
Up crash 	 	15% (base), 6% (tip) 	R.O.B. turns upside down and activates his thrusters, emitting a fiery blast upward. R.O.B. will also travel downwards depending on how long the move is charged.
Down aerial 	 	12% (clean base), 11% (clean mid), 6% (clean tip), 8% (late) 	R.O.B. activates his thrusters, emitting a fiery blast downward. R.O.B. will also travel upward. Can meteor smash opponents.
Down crash 	 	15% (blast), 8% (falling), 7% (landing) 	R.O.B. turns upside down and activates his thrusters, emitting a fiery blast upward. This sends R.O.B. downward, crashing to the ground. The speed R.O.B. travels depends on how long the move is charged.
Water Attacks 	Water Attacks 	Water Attacks 	Water Attacks
Surface attack 	 	6% 	R.O.B. spins his torso across the water's surface.
Neutral underwater 	 	5% 	R.O.B. performs a somersault.
Forward underwater 	 	6% 	R.O.B. performs a double forearm club.
Back underwater 	 	5% 	R.O.B. leans backward and activates his thrusters, emitting bubbles and sending him backward.
Up underwater 	 	1% (hits 1-5), 5% (hit 6) 	R.O.B. rapidly spins his arms upward.
Down underwater 	 	4% 	R.O.B. swings his arms downward.
Grabs & Throws 	Grabs & Throws 	Grabs & Throws 	Grabs & Throws
Grab 	 	 	R.O.B. grabs the opponent.
Pummel 	 	3% 	R.O.B. squeezes the opponent.
Forward throw 	 	8% 	R.O.B. shoves the opponent away.
Back throw 	 	10% 	R.O.B. turns his torso around and flings the opponent away.
Up throw 	 	12% 	R.O.B. performs a piledriver, using his thrusters to propel himself upward and smashing his opponent headfirst into the ground. If used on a moving platform off the edge or is pushed off-stage while using the move by other means (such as Whispy Woods on the Dream Land 64 stage), R.O.B. will fly down to the lower-blast zone with the opponent, thus performing a suicidal KO, called by the competitive community as Robocide.
Down throw 	 	10% 	R.O.B. drills the opponent into the ground headfirst.
Others 	Others 	Others 	Others
Edge attack 	 	5% 	R.O.B. swings his base forward to emit a fiery blast as he climbs upward.
Floor attack (forward) 	 	7% 	R.O.B. punches around himself while getting up.
Floor attack (backward)	 	7% 	R.O.B. punches around himself while getting up.
Floor attack (trip) 	 	7% 	R.O.B. spins his torso to throw punches in downward angles while getting up.
Special Attacks 	Special Attacks 	Special Attacks 	Special Attacks
Neutral special 	Robo Beam 	7% (uncharged), 4.5% (Robo Beam), 11% (point-blank Robo Beam), 10% (Super Robo Beam), 17% (point-blank Super Robo Beam)	R.O.B. fires an optical laser. When uncharged, it is a very small energy blast rather than a laser, and can only damage opponents at point-blank range. However, it can be fired consecutively and deals flame damage. Conversely, both Robo Beam and Super Robo Beam can damage opponents from afar and ricochet, but cannot be fired consecutively. Additionally, Robo Beam and Super Robo Beam deal noticeably more damage when fired at point-blank range.
*Custom 1 - Wide-Angel Beam: The Robo Beam and Super Robo Beam deal less damage, but R.O.B. can fire them in a wider arc.
*Custom 2 - Infinite Robo Beam: Robo Beam can be fired consecutively, but at the cost of a lower damage output, shorter range and its ability to ricochet. The Super Robo Beam also takes longer to charge.
*Custom 3 - Heavy Robo Beam: The Robo Beam and Super Robo Beam damage opponents multiple times before launching them.
Side special 	Arm Rotor 	1% (loop), 3% (last), 1.5x (reflected projectiles) 	R.O.B. rapidly spins his torso around to perform a series of discus clotheslines that concludes with an uppercut. It can trap opponents and its last hit has KO potential due to its very high knockback growth. It can also reflect projectiles with 50% more power than they originally had, and move R.O.B. forward or backward while the control stick is tilted in the respective direction.
*Custom 1 - Arm Reflector: Does not trap opponents, but deals more damage and reflects projectiles with 80% the power they originally had.
*Custom 2 - Backwards Arm Rotor: Deals more damage and moves R.O.B. backward while it is being performed, making it better suited for defense, but at the cost of having a much shorter duration overall.
*Custom 3 - Arm Rotor Smash: Does not reflect projectiles, but deals massive damage and knockback to opponents.
Up special 	Robo Burner 	- 	R.O.B. activates his thrusters in order to fly upward. Letting go of the button lets him fall, while pressing the button again lets him fly again. He will eventually run out of fuel and stop flying, meaning he will need to regain fuel by not using it similar to Bowser's Fire Breath.
*Custom 1 - Robo Rocket: R.O.B. boosts upward to damage opponents, acting as a traditional recovery move.
*Custom 2 - High-Speed Burner: R.O.B. travels faster while using the move, but fuel burns faster and it takes longer to recharge.
*Custom 3 - Robo Boost: When using the move, R.O.B. will boost either upwards or forwards depending on directional inputs. He can use this up to three times before needing to land, at which point he can use the move three times again.
Down special 	Gyro 	1% (base), 4%-10% (top), 5% (idle top), 8% (thrown) 	R.O.B. charges a spinning top on his base. He can launch it, with the distance it travels depending on how long the top was charged. It will spin along the ground, where R.O.B. can pick it up and damage opponents further. One of his zoning options.
*Custom 1 - Fire Gyro: The top is aflame, and deals more damage in exchange for needing to be charged longer.
*Custom 2 - Slip Gyro: The top deals less damage, but can make opponents slip.
*Custom 3 - Gyro on the Loose: After being launched, the top will move around the stage while spinning, damaging opponents as it moves. It will damage R.O.B. too however.
Final Smash 	Super Diffusion Beam	1% (narrow laser loop/last), 1%/2% (wide laser loop/last), 10% (blast) 	R.O.B. reconstructs himself into a cannon and fires a large, yellow beam that can be angled up or down. It divides into five smaller beams, which pull in opponents and take them to the center beam. R.O.B. finishes off with a blast of energy that launches the opponents.
Hyper Attacks 	Hyper Attacks 	Hyper Attacks 	Hyper Attacks
Neutral hyper 	Stack-Up 	10% (red pellet), 2% (yellow pellet), 5% (blue pellet), 4% (green pellet), 18% (rainbow pellet) 	R.O.B. grabs a pellet from his base and throws it forward. It can be picked up and thrown again like Gyro. The pellet's effect is dependent on the color, and R.O.B. will rotate between them in this order; red pellets deal the most damage, yellow pellets cause paralysis to opponents, blue pellets can freeze opponents, and green pellets can bury grounded opponents and meteor aerial ones. He will also rarely throw a flashing rainbow pellet that deals massive damage and knockback. Only three pellets can be on the stage at once - throwing a fourth pellet will make the first one disappear. One of R.O.B.'s zoning tools.
*Custom 1 - Big Pellets: The pellets are larger and deal more damage, but are heavy to pick up.
*Custom 2 - Rainbow Pellets: R.O.B. will only use rainbow pellets, though they are significantly weaker.
*Custom 3 - Random Pellets: R.O.B. throws random pellets instead of rotating through them, making it possible to throw a red pellet twice in a row (or theoretically any number of times).
Side hyper 	Power Glove 	17% 	R.O.B. launches the NES Power Glove from his base, while moves forward. It can be controlled with directional inputs like Snake's Remote Control Missile from Brawl. It will explode on impact. One of R.O.B.'s zoning tools.
*Custom 1 - Punching Power Glove: The Power Glove hits opponents multiple times rather than exploding on impact.
*Custom 2 - Cold Power Glove: The Power Glove freezes opponents, but deals less damage.
*Custom 3 - Fast Power Glove: The POwer Glove is much faster, but cannot be controlled.
Up hyper 	Pellet Jump 	5% (impact), 11% (explosion) 	R.O.B. jumps on a large pellet which propels him upwards. It will do damage and results in an explosion which knocks R.O.B. horizontally. The explosion does not hurt R.O.B.
*Custom 1 - Pellet Meteor Jump: The pellet falls downward after being used, which can meteor smash airborne opponents. R.O.B. doesn't gain as much height however.
*Custom 2 - Pellet Charge Jump: R.O.B. can charge this attack by holding down input and then letting go; propelling R.O.B. up forwards. Holding it down for a long period of time causes it to go further with more damage.
*Custom 3 - Lateral Pellet Jump: R.O.B. is launched in a more horizontal angle.
Down hyper 	R.O.B. Turret 	4% (head), 2% (beam) 	R.O.B. pulls off his head and throws it forward, with a new one taking its place. The head grows a stand and begins firing beams similar to the Robo Beam but weaker. It can be destroyed by damaging it, and reflecting it will have the beams damage R.O.B. instead. One of R.O.B.'s zoning tools.
*Custom 1 - R.O.B. Sentry: R.O.B.'s head will be hovering instead of staying on the ground. It will only attack players that come within its radius and will release a steady stream of energy fire that does looping damage.
*Custom 2 - R.O.B. Drone: R.O.B.'s head will fire beams at a slower rate, but it takes more damage to destroy it.
*Custom 3 - R.O.B. Spire: The beams deal more damage, but R.O.B.'s head is defeated more easily.
Final Crash 	R.O.K. 	 	R.O.B. reconstructs himself to be larger and take a scarier appearance. His eyes also glow red and have an angry expression. In this form, he is faster and can jump unlimited times, and his attacks are stronger as well. He will also always throw rainbow pellets with Stack-Up and always use the Super Robo Beam.
=== On-screen Appearances ===
* Portions of R.O.B.'s body descend from the sky and assemble together.
* R.O.B. drops from the sky and uses his Robo Burner to land safely on the ground.
* R.O.B. starts with his power off, but springs back into reality as if his power was turned on.
=== Taunts ===
* Up Taunt: R.O.B. faces the screen and spins his head and torso in a circle.
* Side Taunt: R.O.B. faces the screen and sways his head back while emitting flashing sparks from his eyes.
* Down Taunt: R.O.B. faces the screen and drops his torso down to his base before spinning it back into place.
=== Idle Animations ===
* R.O.B. briefly looks towards the screen.
* R.O.B. slowly nods off, then shakes his head and wakes up again.
=== Victory Poses ===
* R.O.B. uses his Robo Burner, spins and then lands, after which he puts his arms down and brings them back up while spinning his head.
* R.O.B. adjusts his arms to face upward while spinning his head, after which he performs a cheering gesture while continuing to spin his head.
* R.O.B. sways his head around while emitting flashing sparkles from his eyes. It is almost identical to his side taunt.
=== Losing Poses ===
* Claps for the winner.
* Quietly faces the winner.
* Faces downward, as if his power was turned off.
== Trophies ==
== Alternate Costumes ==
Color 	Stock Icon	Description
White 	 	Default
White 	 	Based on R.O.B.'s colors in his Japan release. The words on his base charge from "R.O.B. - Robotic Operating Buddy" to "Family Computer Robot". In the Japanese release of the game, this costume serves as R.O.B.'s default costume.
Yellow 	 	Based on the color scheme of the glitch, Flipper, from Stack-Up.
Pink 	 	Based on the color scheme of the glitch, Spike, from Stack-Up.
Blue 	 	Based on the color scheme of the "Azurite Blue" Game Boy Advance SP.
Green 	 	Resembles the R.O.B. Launchers from the Subspace Emissary and Smash Run, albeit without the blue cord and the missile-launching face.
Light-Blue 	 	Based on the color scheme of the "Mint x White" Nintendo 3DS.
Red 	 	Based on the color scheme of the "Red Version" Nintendo 3DS XL.
Purple 	 	Based on the color scheme of the "Midnight Purple" Nintendo 3DS.
Black 	 	
Black 	 	Based on the color scheme of the "Red and Blue" Nintendo Switch.
White 	 	Based on R.O.B.'s appearance in Mario Kart DS.
Light-Green	 	
Red 	 	Based on the color scheme of the Virtual Boy.
Light-Blue 	 	Based on the color scheme of the Wii.
== Smash Taunt Conversations ==
=== Palutena's Guidance ===
=== Tattle Log ===
== Trivia ==
*As with Smash 4, R.O.B. is the only character in the game to have his alternate costumes in a different order depending on release. In Japan, R.O.B.'s beige and red costume is listed as his default costume, while his gray costume is listed as his second alternate costume. This is reversed in the overseas release.
*If one does not count Smash 4 when R.O.B. falls after using PAC-MAN's PAC-JUMP, this is the first game to give R.O.B. a helpless animation.
Category:Characters
Category:Playable Characters
Category:Super Smash Bros. Characters
Category:R.O.B. (series)
Category:Super Smash Bros. Crash