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Part 18
Super Smash Bros. Brawl

Part 18

Master R.O.B. in Super Smash Bros. Brawl with detailed strategies for grounded and aerial combat, including essential projectile use and recovery.

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Master R.O.B. in Super Smash Bros. Brawl with detailed strategies for grounded and aerial combat, including essential projectile use and recovery.

Walkthrough
  1. 1
    On the ground, R.O.B.'s primary offensive tool is his down smash, a fast and powerful move with minimal delay, making it ideal for most grounded situations, especially against rolling opponents or after landing an aerial.
  2. 2
    His forward smash offers more killing power than the down smash but is slower, requiring caution, though its incredible range makes it a good finisher.
  3. 3
    R.O.B.'s up smash is his best killing move but should be used sparingly due to its small hit area; a clean hit can result in a star KO.
  4. 4
    Utilize R.O.B.'s quick tilts: up tilt to pop enemies into the air, and forward tilt and down tilt to knock enemies away.
  5. 5
    While his jab combo is not bad, his tilts largely make it obsolete; mix in his good running attack.
  6. 6
    In the air, focus on attacking with R.O.B.'s arms.
  7. 7
    His forward aerial is fast and safe, making it his main approach option, though it requires stringing several hits for kills.
  8. 8
    The up aerial is excellent for racking up damage and is safe, encouraging R.O.B. to get enemies airborne.
  9. 9
    R.O.B.'s neutral aerial, utilizing his jets, is hard to hit with due to his slow spin but is powerful and his main aerial KO option.
  10. 10
    The back aerial is a jet burst that pushes R.O.B. forward, requiring practice to integrate; its deceptive hit area covers his whole body and can be used to pressure opponents under pressure.
  11. 11
    His down aerial is a jet burst that knocks him upward and is a great spike, useful for unpredictable movement while falling and for easy kills over pits.
  12. 12
    R.O.B. has a speedy grab with effective throws: up and down throws pop opponents up, while forward and back throws are powerful and quick.
  13. 13
    R.O.B.'s specials include two good projectiles and the ability to fly; Arm Rotor is a useless move and should never be used.
  14. 14
    His laser projectile charges, indicated by an LED on his head, and is best fired at full charge when the enemy is off guard for solid damage, though weaker versions can be used as needed.
  15. 15
    His main projectile weapon is the gyro, charged by pressing down + B. A full charge is indicated by a blink, and it can be fired with a single down + B press.
  16. 16
    The fired gyro travels in a low arc, spinning on the ground and damaging opponents. Anyone can grab and toss it; R.O.B. can approach it safely.
  17. 17
    A more charged gyro travels farther, does more damage, and lasts longer on the ground, making it excellent for controlling space, surprise air attacks, and as an anti-recovery tool.
  18. 18
    Only one gyro can be on screen at once; if it's not helpful, toss it off-screen to destroy it.
  19. 19
    R.O.B.'s recovery is his jet engines (up + B), allowing him to fly. He can attack out of the flying state with any aerial but cannot air dodge or use special moves.
  20. 20
    He can use his jets infinitely in the air but has a fixed firing time; once exhausted, he must land to recharge over time.
Tips
  • Use R.O.B.'s down smash at every opportunity on the ground.
  • Mix in R.O.B.'s forward smash as a finisher due to its range.
  • Use R.O.B.'s up tilt to set up aerial follow-ups.
  • R.O.B.'s forward aerial is his primary approach tool in the air.
  • Experiment with R.O.B.'s back aerial to pressure opponents and control space.
  • Use R.O.B.'s down aerial as a spike or for unpredictable recovery.
  • Charge R.O.B.'s gyro whenever there is downtime to maximize its effectiveness.
  • Use R.O.B.'s laser at full charge for significant damage when opponents are vulnerable.
  • Use R.O.B.'s jet engines for recovery and to extend aerial combos, but be mindful of the recharge time.

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