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

R.O.B. is the Main Protagonist/Mascot of the Robot Series of Games and an Unlockable Character in Super Smash Bros. Obliteration. Originally Created as an accessory for the Super NES, R.O.B. served in two games in to Robot Series titled Gyromite and Stack Up, before the cancellation of the series as a whole. In his debut appearance in Stack Up he was wanted by the good Professor Hector who wanted to use him to remove, and the evil Glitches Spike and Flipper, as well as Professor Vector, and was the subject of both sies competing for his ownership. In Gyromite Professor Hectorand Vector both enlist R.O.B.'s help in dealing with a group of Dynamite and Hungry Bird like Creatures called Smick's who they ultimately defeat. Out of Exile and in Operation once more, R.O.B. is at the Players Service, ready to Taze and Wreck his way up to the Top of the Mountain of Smashers. Equipped with a Moveset based around, Hooks, Arm Attacks, Thrusters, Rotors, and Beams, R.O.B. is ready to come toe to toe with any opponent who dares to cross and tries to dismantle it, in a true fight for the ages.
==Attacks==
Type 	Name	Damage 	Description
Neutral 	 	(3% = hits 1-2, 6% = total). 	Two alternating hooks. Both hits are very fast, due to coming out on frame 3, and it is a useful anti-pressuring option. However, the first hit has almost nonexistent base knockback, average knockback growth and launches at 100°, all of which allow it to jab cancel, its most reliable follow-up is down tilt due to it also coming out on frame 3, although it can also jab cancel reliably into forward tilt, smash attacks, or a grab, the tilt attack follow-ups can be performed up to high percents, while the smash attack and grab follow-ups can be performed on lightweights and middleweights beginning at 80%-85% and heavyweights beginning at 110%-115%. However, it cannot jab cancel reliably against fast-fallers,
Forward Tilt 	 	(8% = arm tip, 5% = arm). 	A lunging hook. It can be angled and is decent for spacing beginning at 50% when hitting with the tip of R.O.B.'s arm.
Up Tilt 	 	(3% = early, 5% = clean tip, 6% = clean base).	Thrusts his arms upward. It is good for starting combos into itself, up smash and up aerial from low to medium percents, or functioning as an anti-air attack. However, it has very minimal horizontal range, which forces R.O.B. to practically stand next to a grounded opponent in order to
land it,
Down Tilt 	 	(5%) 	Thrusts his arms at a low angle. It comes out on frame 3, making it tied with neutral attack as R.O.B.'s fastest attack. When coupled with its potential to trip opponents, it is an excellent set-up option.
Forward Smash	S3 	(15% = base, 11% = mid, 6% = tip). 	An optical energy blast, similar to the uncharged Robo Beam. It can be angled and has a sweetspot at the base of the blast, which KOs at 109% near the edge. Conversely, the middle portion of the blast KOs at 136% near the edge. However, it has short range and high ending lag, while the blast's tip has virtually no KO potential.
Up Smash 	 	(3% = arms, 14% = base, 12% = tip). 	Performs a handstand and activates his thrusters to perform a fiery blast upward. It has deceptive horizontal range due to R.O.B.'s arms having hitboxes that launch opponents into the base's hitbox. It is somewhat fast due to coming out on frame 10 and is fairly powerful, as the base KOs at 113% and the tip KOs at 116%. Altogether, these traits make it a reliable KOing option, particularly from out of shield. However, it has high ending lag,
Down Smash 	 	(2% = loop base, 1.5% = loop tip, 5% = last). 	Lowers his torso and spins it around rapidly while outstretching his arms to perform a series of discus clotheslines, similarly to Arm Rotor. It comes out on frame 7, making it R.O.B.'s fastest smash attack and one of the fastest attacks in his entire moveset. It is also a semi-spike, which makes it much more effective for KOing while near the edge and reliable for either edge-guarding or setting up an edge-guard. It KOs at 129% near the edge, but has a low overall damage output and high ending lag.
==Aerial Attacks==
Type 	Name	Damage 	Description
Neutral	 	(8% = Base, 6% = tip). 	Activates his thrusters to perform a somersault and emit a fiery blast in a circular motion. It can auto-cancel with a short hop, but has high start-up lag, due to coming out on frame 18. It has a large hitbox and is one of R.O.B.'s best aerials, as it can be used to for starting combos from a short hop or a fast fall, zoning and approaching,
Forward	 	(7%) 	A double forearm club. It is R.O.B.'s fastest aerial, due to coming out on frame 6. It is also able to SHFF, making it ideal for spacing and edge-guarding. However, it is his only aerial that
is not disjointed.
Back 	 	(12% = clean base, 10% = clean tip, 6% = late base, 4.5% = late tip).	Leans forward and activates his thrusters to emit a fiery blast behind himself. It can auto-cancel with a short hop, but has high start-up lag, due to coming out on frame 19. It KOs at 117% near the edge and can be used for horizontal recovery, as it slightly propels him forward and does not consume fuel from Robo Burner.
Up 	 	(1.5% = hits 1-4, 4% = hit 5, 8% = total). 	Rapidly rotates his arms upward. It is R.O.B.'s second fastest aerial due to coming out on frame 7, and it can auto-cancel with a short hop. It combos reliably from his down throw at low to medium percents and is a viable KOing option, as it KOs at 102% near the upper blast line,
Down 	 	(12% = clean base, 11% = clean mid, 8% = clean tip, 7% = late). 	Activates his thrusters to emit a fiery blast downward. It can auto-cancel with a short hop, but has high start-up lag, due to coming out on frame 20. It is a strong meteor smash at the middle part of the blast and is excellent after an edge trump if the opponent re-grabs the edge.
==Other Attacks==
Type 	Name	Damage 	Description
Floor Attack (Front)	 	(7%) 	Punches In Both Forward/Back Directions, While Getting Up.
Floor Attack (Back) 	 	(6%) 	Same As Front Attack, Just With less Power.
Floor Attack (Trip) 	 	(7%) 	Punches In Both Forward/Back Directions, Near The Ground.
Ledge Attack 	 	(8%) 	Swings his base forward and activates his thrusters to emit
a fiery blast forward while climbing up,
Dash Attack 	 	(6% = arms, 8% = arm's tips).	A double forearm club. It can lead into forward aerial if the
opponent's reaction is read properly,
==Grabs/Throws==
Type 	Name 	Damage 	Description
Grab 	 	(N/A) 	Grabs An Opponent
Pummel 	 	(2%) 	Squeezes The Opponent, A Fairly Fast Pummel
Forward	 	(5% = hit 1, 3% = throw, 8% = total) 	Shoves the opponent away. It can be used to set up an edge-guard,
Back 	 	(7% = hit 1, 5% = throw, 12% = total).	Flings and then punches the opponent behind himself and away, it can also
be used to set up an edge guard,
Up 	Piledriver	(8% = hit 1, 4% = throw, 12% = total).	A piledriver. R.O.B.'s strongest throw and, prior to update 1.0.6, it was the
strongest up throw in the game, due to being capable of KOing under 150%. As of update 
1.0.6, it now KOs at 174%, although it can KO at 160% if R.O.B. uses or lands it on a 
platform above himself. Although rare, R.O.B. can also use up throw for a suicide KO if 
it is performed on a moving platform, as he will continue performing the throw all the 
way to the lower blast line if there is no platform to stop his descent. In addition to 
its KO potential, it has minimal combo potential, with its follow-ups being upward angled 
forward smash, dashing up smash, and forward aerial beginning at 0% and up to 40%. However, 
these combos are only reliable against heavyweights and fast-fallers,
Down 	Beep Boop 	(7% = hit 1, 3% = throw, 10% = total) 	Drills the opponent into the ground head first. It can combo into neutral aerial and up
aerial at low to medium percents, although the former is only reliable beginning at 0% and the 
latter will only land as long as the opponent does not DI horizontally following the throw. The
latter combo has been nicknamed the "Beep Boop" and can KO even up to high percents if R.O.B. 
can properly read the opponent's reaction
==Taunts==
Up = Adjusts his arms to face upward while spinning his head, after which he performs a cheering 
gesture while continuing to spin his head.
Side = Uses Robo Burner, spins and then lands, after which he puts his arms down and brings them 
back up while spinning his head.
Down = Sways his head around while emitting flashing sparkles from his eyes, it is almost identical 
to his side taunt.
==Special Moves==
Type 	Name 	Damage 	Description
Neutral Special	Robo Beam 	(3% = uncharged, 5% = Robo Beam, 11% = point-blank Robo Beam, 10% = Super Robo Beam, 17% = point-blank Super Robo Beam).	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. It is one of R.O.B.'s options for zoning alongside Gyro,with Robo Beam being better for his neutral game, while Super Robo Beam is better for surprising opponents,It and all of its custom variations have transcendent priority.
Side Special 	Arm Rotor 	(1% = loop, 3% = last, 1.5x = reflected projectiles). 	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 controlstick is tilted in the respective direction. It and all of its custom variations have transcendent priority,
Up Special 	Robo Burner	(Varies) 	Activates his thrusters in order to fly. It grants impressive vertical and horizontal recovery distance, although R.O.B. has a set amount of fuel to use in order to perform this move. Fuel is recovered over time as long as R.O.B. is grounded. One of the very few up specials that does not cause helplessness, which allows R.O.B. to fast fall, air dodge and attack with any aerials or any of his other specials during either its duration or its conclusion, R.O.B. also cannot be footstooled while using this move, though others can still jump off him.
Down Special 	Gyro 	(1% = base, 10% = top, 5% = idle top, 8% = thrown). 	Charges a spinning top on his base. R.O.B.'s other zoning option alongside Robo Beam, it can be picked up and thrown as an item after making contact with either the opponent or the stage. However, opponents can do the same and thus use the top against him.
==Final Smash==
Type 	Name 	Damage 	Description
Final Smash	Super Diffusion Beam	(1% = narrow laser loop/last, 2% = wide laser loop/last, 10% = blast).	Re-configures his body into a cannon-like form and fires a large laser that fans out into smaller lasers that trap the opponent before concluding and then being immediately followed by a large laser that deals high knockback. It can also be angled, similarly to Zero Laser.
Category:Characters
Category:Playable Characters
Category:Super Smash Bros. (series)
Category:Super Smash Bros. Characters
Category:Gyromite (series)
Category:Gyromite Characters
Category:Robots