Smashtopia Wiki
R.O.B.
Home Stage Stack-Up
Standard Special Robo Beam
Side Special Arm Rotor
Up Special Robo Burner
Down Special Gyro
Final Smash Guided Robo Beam
Extra Skill Memory Program
Franchise R.O.B.
Show of Origin Stack-Up
Release Date of Origin July 26th, 1985
Other Appearances Gyromite
Mario Kart DS
Kirby's Dream Land 3
Submitted By: Zantok

Character Info[]

After the gaming crash in 1983 in North America, the video game industry was in a bad place. Despite this, Nintendo decided to release the Nintendo Entertainment System in America, a western version of Japan’s own Family Computer or Famicom. To help make the NES more appealing to western audiences Nintendo decided to package the Robotic Operating Buddy, or R.O.B., alongside the NES. R.O.B. was a peripheral designed to be used with two games, Gyromite and Stack-Up. In the end the ploy worked and the video game industry was saved. Since then the R.O.B. peripheral has become a legend in gaming and the “character” of R.O.B. has appeared in a few video games over the years such as Pikmin 2 and Mario Kart DS as well as having an entire character referencing R.O.B. in Star Fox 64 who was named ROB 64 and served as the pilot for the Great Fox.

General Information[]

Entrance[]

R.O.B.’s body will fall down from above piece by piece as he is assembled on the stage.

Kirby Hat[]

Kirby will wear R.O.B.’s headpiece over his eyes like a pair of binoculars.

Taunts[]

Up Taunt: R.O.B. will face towards the camera and spin their arms segment quickly around his body clockwise while also spinning his headpiece around counter-clockwise.

Down Taunt: R.O.B. will face towards the camera and spin his head around as he releases harmless laser sparks from his eyes.

Side Taunt: R.O.B. will face towards the camera and drop his whole arms bodypiece down to the bottom of his body. The arms bodypiece will then spin around R.O.B.’s body as it rises back up to its normal height on his body.

Victory Poses[]

  1. R.O.B. will descend down onto the stage by use of his Robo Burner. Once he lands, R.O.B.’s arms bodypiece will fall down to the bottom of his body before it starts to rise back up his body segment by segment in a clunky looking manner.
  2. R.O.B. will spin his two arms in opposite directions a couple times, one going forwards and the other going backwards, before bringing both arms up and flexing them in a strongman pose.
  3. R.O.B. will have his Stack Up gear attached to him and move a red block from on top of a green block and then set it down on top of a pair of yellow and blue blocks.

Moveset[]

Standard Special[]

Robo Beam: A laser beam that R.O.B. can fire from his eyes at three different levels, Uncharged, Charged, and Super Charged. This laser charges passively over time and the little light on R.O.B.’s head helds to indicate to the player what level of charge it has reached. When the laser is fired, all of the charge is used up. When the Robo Beam is in its uncharged state the light on R.O.B.’s head will emit a dim slow-paced pulsating glow. The Uncharged Robo Beam is a very small energy blast that only fires at point-blank range which can be fired consecutively.

After letting R.O.B.’s laser charge up a bit the light on R.O.B.’s head will become brighter and pulsate at a faster rate than before. Now when R.O.B.’s Robo Beam is fired it will unleash a thin laser which can be angled by tilting the control stick. The laser is also capable of reflecting off of surfaces and deals more damage at closer range than far range. If you let R.O.B.’s laser charge up fully, the light on his head will become even brighter and blink at a rapid pace. The Super Robo Beam has the same properties as R.O.B.’s normal charged Robo Beam except that the beam is now larger and more powerful.

Side Special[]

Arm Rotor: R.O.B. will rotate his arms bodypiece around his body at a rapid speed allowing him to repeatedly smack opponents for weak damage. By tilting the controls tick you can move R.O.B. a little bit as well as tilt his body in either direction to hit opponents and by repeatedly tapping the special button you can extend how long this attack lasts. R.O.B.’s rotating arms are even capable of reflecting projectiles before the attack ends with an uppercut punch that can launch opponents away.

Up Special[]

Robo Burner: Activating his thrusters, R.O.B. will lift off into the sky! Flames will emit just below R.O.B.’s body as he flies through the air which are capable of dealing very minor damage to other fighters. This move is one of the best recoveries in the game as the player can easily direct which direction they want R.O.B. to go with the control stick and you can keep flying R.O.B. around so long as he still has fuel. Holding down the special button will let R.O.B. fly through the air, but letting go doesn’t mean this move is over. Instead R.O.B. will just begin to descend. At any time before R.O.B. hits the ground you can resume your flight by pressing Up Special so long as R.O.B. still has fuel. The amount of fuel left is indicated by a line going up through R.O.B.’s spine and when he runs out, he’s out until he can land. R.O.B. isn’t helpless just because he’s run out of fuel though. He’s still fully capable of attacking and using fast fall and air dodges while falling through the air. Once R.O.B. is back on the ground it takes about 1.5 seconds to fuel up all the way so he can take flight again. Luckily this is a passive process.

Down Special[]

Gyro: R.O.B. will pull out a gyrating top which he spins on his base before firing it forwards. This move can be charged up to deal further damage and send the top flying further. Once the Gyro has been tossed, it can be picked up as an item by any fighter and thrown. R.O.B. can only have one Gyro out on the stage at a time so if you want to fire a second one you’ll either need to throw the first one off the stage first or let it expire on its own.

Final Smash[]

Guided Robo Beam: R.O.B. will reconfigure his body to look like some kind of Robotic Operating Cannon and begin to charge up energy. As R.O.B. charges up energy tiny lasers will fire out from him which home in on enemies close by. After a couple seconds of this the tiny lasers will stop as R.O.B. fires out a green laser beam which rips through the stage and demolishes anything in its path. This beam can be angled as it deals repeated hits of damage to opponents. After a couple seconds, just when you think the laser is going to peter out R.O.B. pushes even more energy into the blast as the laser expands to a giant size and becomes slightly erratic as it shakes and pulses for a few seconds more before the attack finally comes to an end.

Extra Skill[]

Memory Program: This Extra Skill harkens back to the old Memory game in Stack-Up as well as controllers that let you program a series of inputs into an extra button. When this extra skill is first activated in a battle the player will have 3 seconds to input up to 6 inputs on their controller. The order and time it takes for each input to be made will be recorded by the extra skill and saved in R.O.B.’s memory data banks. At this point if the extra skill is activated again R.O.B. will repeat the actions which were recorded by this extra skill previously. Players can use shields and dodges to cancel out of the program early. If a player wants to change their Memory Program they just need to hold down the Extra Skill input for a full second. Doing this will wipe out the previous recording and allow you to record a new series of inputs. To help indicate to the player when R.O.B. is recording their inputs, the red light on top of his head will blink blue. Each time R.O.B. is KO’d the inputs stored in this Extra Skill are erased so players will need to use this extra skill again to record a new series of inputs.

Alternate Costumes[]

  1. Default
  2. Famicom - R.O.B.’s color scheme will change to match that of the Famicom with a tan body and red arms. For Smash games released in asian regions, this is R.O.B.’s default outfit while the Gray NES look is R.O.B.’s second costume.
  3. Spike - R.O.B.’s color scheme will become yellow and black referencing the Spike enemy from Stack-Up.
  4. Flipper - R.O.B.’s color scheme will become light and dark purple referencing both the Flipper enemy from Stack-Up and the Super Nintendo.
  5. Indigo GameCube - R.O.B.’s color scheme will become dark blue and light blue resembling both the Indigo colored Gamecube and the Cobalt Blue colored Game Boy Advance SP.
  6. R.O.B. Launcher - R.O.B.’s color scheme will become dark green and black referencing the R.O.B. Launcher enemy from Brawl’s Subspace Emissary.
  7. Pearl Blue GBA SP - R.O.B.’s color scheme will become a mix of gray, cyan, and dark blue referencing the Pearl Blue colored Game Boy Advance SP.
  8. Virtual Boy - R.O.B.’s color scheme will become dark red and black referencing the Virtual Boy.
  9. Fire Orange N64 - R.O.B.’s color scheme will become a translucent orange referencing the Fire Orange colored Nintendo 64.
  10. Nintendo Switch - The majority of R.O.B.’s body will become black with his left arm and the left third of his headpiece becoming neon red while his right arm and the right third of his headpiece become neon blue like the red & blue joycons for the Switch.