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Disclaimer: I can't read Japanese, so I may have missed certain effects that are hard to test (such as shieldbreaker properties) and I don't know the names of the custom moves so I've completely made them up.
This time it's ROB, who gets a lot of hate for some reason, but he's cool as shit so it's obviously people just being frustrated that they aren't as cool as he is!
Neutral Special 1 (Robo Beam)
ROB shoots a laser from his eyes, the trajectory of the beam can be adjusted by pushing the stick up or down during the startup of the move and the laser will bounce off of walls and floors.
You start off with let's just call it a level 1 charge (don't know what the official term is) and if you don't use the move it increases to a level 2 charge.
Pressing the input shoots a laser depending on the charge level, the level 1 laser does 11% at close range and 5% at max distance and the level 2 laser does 17% at close range and 10% at max distance. The knockback for both lasers seems the same, though the level 2 laser is more horizontal.
After using the move, it takes 2 seconds to return to level 1 charge and then a further 12 seconds after that to get to level 2.
If you use the move before it gets back to level 1, it resets the charge timer and the move does nothing, the animation will play but only sparks will appear.
Neutral Special 2 (Piercing Robo Beam)
Seems to have slightly higher startup, allowing you to make more use of the increased trajectory angle that allows you to aim it almost vertically.
Loses damage in favour of a piercing ability, with the level 1 doing 10% close range and 3% max range and level 2 doing 15% at close range and 8% max range.
The recharge time, the knockback and the range is comparable to the default Robo Beam, so I think this move is more intended for FFA and hitting multiple people, though the improved ability to aim the laser might prove useful to some people in 1v1 situations - potentially has a use for edgeguarding below the stage safely as you can angle it further down off the side of the stage
Neutral Special 3 (Quickshot Robo Beam)
This variation lets you use at least a level 1 laser every time you press the button, it will never reset to level 0, though the range is now decreased to 3/4s of the original distance and it takes a whopping 24 seconds to get to a level 2 charge.
The startup is slightly longer (about 12 frames maybe) and the laser loses the ability to bounce off of walls it seems, it has similar knockback, but the move loses out on damage as well, doing only 7% at close range and 2% at max distance for level 1 and 14% close range and 10% at max distance.
Side Special 1 (Arm Rotor)
Very similar to the original move in Brawl, only now it ends with an uppercut that does increased damage and knockback.
ROB spins his arms for a second and jumps slightly forward, reflecting any projectiles during the spin (with a 1.5x damage multiplier) and doing 1% damage a hit for 8 hits, he then finishes it off with a 3% damage uppercut that has decent horizontal knocback.
You can angle ROBs arms up and down during the spin by moving left and right, but the uppercut will always be in the direction ROB was facing when you used the move.
Side Special 2 (Power Spin)
In this variation, the spin lasts for half as long, but the damage and knockback is increased, though the move is no longer multi-hit.
It does 2% damage and minor knockback during the spin animation and 4% with decent knockback on the uppercut, the knockback on the spin is enough to make sure the move doesn't combo into itself, though the range on the upper cut is larger than the spin, so you can get it when spaced properly.
The other benefit to this move is that, although the spin is shorter, the spin still retains the ability to reflect projectiles and it has a 1.8x damage modifier on reflected projectiles.
This seems like a move that might be a bit harder to use properly, but the increased attributes may be worth it if you know what you're doing, though the loss of the multi-hit spin makes it a bit less fun for me.
Also of some note is that this version will stall your momentum during the spin when used in the air.
Side Special 3 (Quick Spin)
This variation has the shortest spin duration of all three moves, it's very similar to the Power Spin in that the spin does 2% and the uppercut does 4%, but the uppercut comes out much quicker and this move does combo into itself.
You can still reflect projectiles during the spin, but it's much harder to do and it's back to the 1.5x damage multiplier for this move.
I guess the benefit to this move is that you're practically guaranteed to connect with the uppercut, with the other 2 it's either easier to get out of or it gives you a long enough chance to DI out of, I think the sparkles are supposed to indicate something that I might have missed but I can't figure it out, definitely doesn't have any push back or shieldbreaker properties, and the hitbox doesn't seem to be any larger.
Up Special 1 (Robo Burner)
ROB has an invisible property in smash: a fuel gauge. Using this move will allow ROB to fly in the air at the cost of fuel, once the fuel runs out, he can no longer use it again until he returns to the ground.
Once on the ground, his fuel gauge will slowly recharge back to full strength which, by my count, seems to be around 4 seconds.
Using the move never puts you into special fall and you can still execute your aerials or let go of the button to stop using the move. The move itself does no damage whatsoever, it is purely for recovering.
Up Special 2 (Robo Blastoff)
Like many characters in the game with a "controllable flight" recovery, ROB has a variation that forgoes the control aspect for a quick, purely vertical launch with less distance.
You can no longer use your aerials until the move has ended and you get very little horizontal distance out of it, but it is very quick which means you're less vulnerable and the move does 5% damage during the startup and it will meteor smash, and the initial hitbox is pretty generous so it's quite a good customisation.
I should probably also mention the fact that the recharge time for your fuel is instantaneous the moment you touch the ground, that's a pretty big benefit I guess.
Up Special 3 (Robo Flight)
In this variation, you trade vertical height for increased horizontal control, nothing else about the move seems to be different from what I could find, so if anyone knows something that I don't, that would be helpful.
Down Special 1 (Gyro)
A chargeable projectile that can be picked up and re-thrown after use, takes about 1.5 seconds to fully charge what is basically a spinning top that spins on the ground when thrown, the time it stays there depends on the charge time, if you throw it instantly it will only last 5 seconds but at full charge it stays onscreen for ~8 seconds, though for the last ~1.5 seconds the move will no longer do damage to enemies that walk into it.
The charge time seems to have no effect on the damage the Gyro does, it will always do 8-10% damage when thrown regardless of how long it was charged and 5% damage per hit if someone walks into it whilst it spins on the ground.
Can be picked up and thrown by you and your enemies, so it can be used against you. Trying to use the move whilst there is already an active Gyro on screen (either spinning or in someones hands), will cause a misfire animation and do nothing.
Down Special 2 (Burning Gyro)
Stays active for a shorter time (4 seconds at minimum charge, 7 seconds at maximum charge), but does more damage per hit (11-13% when thrown, 7% whilst spinning).
The move may also take more time to charge, but the increase is minimal, if there at all.
Everything else about the move is the same or at least
very similar.
Down Special 3 (Greasy Gyro)
With this variation, the Gyro will cause tripping when it his someone on the ground.
When you use the move in the air, ROB will throw the Gyro like he normally would but if you use it on the ground, it will slide along the floor, with the distance traveled increasing as charge time increases.
The move does 7-10% damage when thrown (doesn't cause trip when thrown) and 3% damage + trip whilst on the ground.
Final Thoughts
I think the Gyro customisations leave much to be desired, the tripping one is alright I guess but the slightly more damage for slightly less duration one is a bit boring, I'd have liked one that did much less damage but let you have 2 onscreen at once or something like that.
It's all pretty standard for ROB, now that I think about it, its definitely not on the same level as Fox or Bowser, though I do like the shorter spin Arm Rotor customs just because they make it easier to connect with the uppercut which is a fun addition to that move in general.
Recovery specials are very similar to, though I could see the one that causes meteor smashes get a lot of use as meteors are one of the best ways to get a KO in this game.
I actually prefer just the default beam for ROB, the Quickfire one could be useful if you plan on using that move more than every 2 seconds, but I don't see much point in it, or the Piercing beam.
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