R.O.B. by Trogdorocks

Version: 1.06 | Updated: 09/01/08 | Printable Version

|-1. ASCII Art [ASCAR]|

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/       |       |  |    \ |        |    \
\       |       |  |    / |        |    /
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      \ |       |  |      |        |\
      /  \     /   |      |        | \
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/       | \   / | |     | /       |     |
\       |  \ /  | |     | \       |     |
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      \ |       | |     |       \ |     |
      / |       | |     |       / |     |
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+-----  +----    -----    -----   
|     \ |    \  / |  /\  /          
|     / |    / |\ | /  | \        
|-----  |----  | \|/   |  -----  
|     \ |\     |--x----|       \  ..... 
|     / | \     \/|\  /        /  .....
+-----  |  \__   -----    -----   .....

+-----  +----    -----   |  |  |  |
|     \ |    \  |     |  |  |  |  |
|     / |    /  |     |  |  |  |  |
|-----  |----   |-----|  |  |  |  |
|     \ |\      |     |  |  |  |  |
|     / | \     |     |  |  |  |  |
+-----  |  \__  |     |   \/ \/   |______


...OK, I admit it, I reused that from my Olimar guide >_>


|0. Table of Contents [TABCO]|

To jump to a section, press Ctrl+F, type in 5-letter code, press enter.

0. Table of Contents [TABCO]
1. Introduction [INTRD]
2. Dictionary of Terms [DITER]
3. R.O.B.'s P.R.O.s and C.O.N.s [RPRCO]
4. R.O.B.'s Standard Moves [STANM]
5. R.O.B.'s Special Moves & Final Smash [SPECM]
6. R.O.B.'s Special Movements [SPMVM]
7. Character Matchups [CHAMA]
   7.1. FS-Avoidance Strategies [FSAVS]
7a. Boss Matchups [BOSMA]
8. Stadium Strategies [STAST]
9. Important Tips [IMPTI]
10. Combo List [COMLI]
11. Frequently Asked Questions [FAQUE]
12. Version History [VERHI]
13. My Contact Info [CONIN]
14. Special Thanks [SPETH]
15. Legal Crap [LEGCR]
16. Closing [CLOSI]

Now, you may note that this setup is similar, if not identical, to my Olimar
guide. Well, it probably is. This can't be avoided when writing two guides that
follow the same pattern. Of course, character-specific items are changed a lot,
but things like general terms are more or less borrowed. OK, that said, let's
move on.

|1. Introduction [INTRD]|

Robotic Operating Buddy (R.O.B.), the Trojan Horse of video gaming. Why is he
given this title? Well, you may know about the 1983 Video Game Crash. Tons of
crappy, low-quality, or just plain offensive games were being made just for the
sake of making them, so stores did not want to stock video games any more.
R.O.B. was commonly marketed as a "robot toy" for this reason. Since there
didn't seem to be any relation to video gaming, R.O.B. was a hit. He was only
used for two games, and it was a "trust system" that you would use him (a
player could just as easily perform the tasks himself), but nonetheless, people
liked him. He just recently got back into video gaming, making an appearance in
Mario Kart DS and an appearance in Super Smash Bros. Brawl, something that
caused a lukewarm reaction in fans.

Either way, he's in Brawl, and he's a great character. He has many hard-hitting
moves and two very tough projectiles. He's my second main along with Olimar (I
just love the quirky characters), but I wouldn't exactly give him lesser
importance compared to Olimar. In fact, I use them equally often.

With my personal digression out of the way, let's move on!

|2. Dictionary of Terms [DITER]|

Here are some terms which you will need to know.

Yes, I more or less took this from my Olimar guide, but I changed stuff around
too. So sue me. It's not like Terms will change when using a new character.

Burners - This is a word I invented that refers to R.O.B.'s use of his stand
as a fiery weapon. Burners are usually slow coming out but pack a punch. The
presence of "Robo" will distinguish between a move of this type and his B-Up
(which, incidentally, is called "Robo Burner.")

C-sticking - A technique born in Melee, only for use with the Gamecube
controller, in which the C-stick is struck to perform a smash attack instead
of the traditional Control Stick + A. Some people remap specials to the Cstick;
this is called "B-sticking." Honestly, it seems less responsive in Brawl, so I
personally switched back to Control stick + A.

Chaingrabbing - A technique in which you grab an opponent, throw them, grab
them again, etc. Dedede is highly notorious for his infinite chaingrab, and can
destroy an opponent's chances of even TOUCHING him by using it.

Dash attack cancelling - the act of performing a dash attack, then quickly
cancelling it with an upsmash to slide along the ground. Exclusive to
characters with "diving" dash attacks: Falco, Zero Suit Samus, Solid Snake (a
very long DA cancel called "Snakedashing"), Wario, Diddy Kong, Link, and Sonic.
It could possibly be a new form of wavedashing in Brawl.

Dashdancing - An advanced technique previously believed to be removed from
Brawl since Melee, but soon discovered to be able to be done by certain
characters (one of whom is Pit, of course, the epitome of overpoweredness).
Tripping cripples it in Brawl, but it IS still there. You just repeatedly press
left and right to dash back and forth. It's much harder to perform in Brawl
than in Melee, sadly, and you need PERFECT precision. It's only for mindgames;
your opponent will have trouble telling which direction you will finally commit
your real dash to. Incidentally, I just recently managed to dashdance with Ike!
It's tough though, and you have to perform ~8 dashes per second to keep it up.

Directional Influence (DI) - Manipulating your character's movements using the
control stick. No, I don't just mean "moving," I mean using the control stick
effectively to escape combos, a role in which it is incredibly useful. Make
sure you master it!!!

Disjointed Hitbox - A hitbox which isn't attached to the character using it.
Any sword is a good example; the sword isn't part of the character, so when the
sword is hit, the character using it won't take damage; the sword will just
bounce off.

Edgeguarding - Attacking an opponent to keep them from recovering.

Edgehogging - Purposefully grabbing the edge so your opponent can't, therefore
they will fall to their doom.

FallSpecial: The state your character enters after performing certain moves;
they can only be directionally influenced in this state. Characterized by a
certain pose which evokes an aura of helplessness (In ROB's case, it's a very
subtle thing; he simply hunches over) and your character blinking faintly (it
doesn't even seem as if R.O.B. does this). You MUST touch solid ground to exit
this state.

Fastfall - Falling fast. =P No, seriously, pressing Down in midair to speed
your fall; usually to recover from FallSpecial more quickly, though sometimes
just to set up another attack.

Footstool Jump: Jumping off of your opponent's head, either in midair, on the
ground, on the ledge, wherever! You can perform a maximum of 4 before landing,
and they don't take away any midair jumps or anything.

Foxtrot - an advanced technique performed by dashing quickly, stopping,
starting again, etc. Although it may seem useless, it is good for mindgames and
causing an opponent to attack in an attempt to predict your movement, only to

Gimping - KOing an opponent when they have laughably low damage. R.O.B. is not
susceptible to this, as his B up can easily avoid someone else's attacks in
midair or edge guards.

Gliding - a new technique in Brawl exclusive to winged characters. By holding
the jump button or moving the control stick back and forth, your character will
start gliding without wasting a jump. As per real-life gliding, you can angle
yourself downward, but you can't angle yourself upward without succumbing to
gravity and entering FallSpecial.

Hitbox - the part of the "yellow bubble" animations of a character which causes
damage to another. They're represented by red bubbles. Basically, they're what
make attacks... well, attacks.

Hitstun - the time during which a character cannot move after being hit by an
attack; they usually get knocked backward and look distressed.

Lag - The time it takes for a character to "wind down" from an attack or "wind
up" an attack. A period during which the character cannot move.

Meteor Cancel - Cancelling out of a meteor smash by jumping, attacking, etc.

Meteor Smash - A technique in which an opponent is hit downward at a high
velocity. Not as great a finisher as spikes; they are slower and can be jumped
out of with a meteor cancel. R.O.B's Dair is a meteor smash if timed right.

Powershield - Shielding at JUST the right moment when an attack is about to
connect. You will see a white flash, and hear a distinctive "metallic clang"
sound. This will make room for an incredibly easy counter with no lag 
whatsoever (a normal shield will cause lag.) In melee, you could reflect
projectiles, but that appears to be not the case anymore.

Prefixes N/F/B/U/D - In order, Neutral, Forward, Backward, Up, Down. Always
combined with a move (e.g. Fsmash, Nair, Utilt) to describe the move type and

Priority - This is a term used to measure which attack will connect if two
collide. Moves of greater priority will hit, moves of lesser priority will get
pwned, and moves of equal priority will either do nothing, or, in rare and
funny cases, damage both players (this has happened to my friend and me more
often than the two cancelling each other out O_o)

Shine - A nickname for the Reflector/Barrier (Fox, Falco, and Wolf's Down B).
Name obviously originates from the quick burst of light when the move

Short Hop - Pressing the jump button then releasing it before your character
can finish the on-ground "hunch" when preparing for a jump. Obviously, gives
less vertical distance.

Snakedashing/Mortarslide - the name given to Snake's dash attack cancel; he has
the longest in the game.

Spamming - overusing an attack. Online, the most popular moves to spam are
Pit's Side B and arrows and Pikachu's Down B. Generally considered bad form,
though it can actually be a competitive strategy in some cases!

Spike - Any attack which sends an opponent rocketing downward; they are
traditionally VERY hard to recover from and almost guarantee a KO. Different
from a Meteor Smash in that they can't be "Meteor cancelled."

Sweetspot - 2 definitions. 1) Recovering in such a way that your character will
grab the ledge at the perfect moment and distance. 2) The point at which an
attack does the highest damage.

Tech/Ukemi - pressing R or L (shield button) right as you are about to hit the
ground when tumbling; character will transfer momentum and roll to the side.

Tipper - Hitting Sandbag with the tip of the home-run bat. Will result in
greater distance than if you hit him with a different part of the bat.

W.O.P. - Wall of Pain - a technique in which you trap an opponent in a flurry
of aerials to get them off the screen and pile on damage.

|3. R.O.B.'s P.R.O.s and C.O.N.s [RPRCO]|

-R.O.B.'s B-Up can be used in short spurts, giving him time to stop his
awesome recovery and get an attack in.
-Adding to his already-excellent recovery, his Bair pushes him forward.
-Again with the recovery, his Side B will propel him upward slightly.
-Many powerful attacks
-Has two very great projectiles
-Side B reflects projectiles
-Heavyweight; tough to KO
-Can use a W.O.P. because of the first point in this list
-Great Range
-Several attacks that are quick in contrast to his usual slowness (DSmash, Uair
are just two of many)

-Slow-moving (I mean dashing or walking. Many of his attacks are quite fast.)
-Huge target; can be attacked multiple times in a row quite easily
-MOST of his finishers have high startup lag (hooray, Fsmash for being fast)
-Both of his projectiles can't be spammed
-Only 1 special move DOESN'T require some sort of charge (Arm Rotor)

|4. R.O.B.'s Standard Moves [STANM]|

Multiple hits' damages are noted by x-y. A smash's damage will be represented
by x, y (x being minimum charge, y being maximum).

A combo
Description: Slaps.
Damage: 3
Knockback: Low on first hit; medium on second

Description: Slaps more strongly.
Damage: 6
Knockback: Good

Description: R.O.B. throws his arms in the air.
Damage: 3-6
Knockback: None on first hit; low on second

Description: R.O.B. jabs both arms forward.
Damage: 4 or 5
Knockback: low

Dash A
Description: Does a karate-chop-type move with both arms.
Damage: 5 or 6
Knockback: medium

Description: R.O.B. shoots an explosiony laser from his eyes.
Damage: 13, 18
Knockback: Great; one of his better finishers
Note: As Magicmaster87 has informed me, this move can be angled up and down by
pressing the control stick in either direction during the startup lag. Hard to
pull off, but fully tested.

Description: R.O.B. plants his arms on the ground and uses an upward Burner.
Damage: 14, 19
Knockback: Great

Description: R.O.B. lowers his torso down to his stand, sticks his arms out,
and rotates very quickly. This move is FAST. You can easily combo right out of
a sidestep (down) dodge into it, and it can really catch your opponents off
guard with its speed. This is a very versatile move!
Damage: 2-2-2-2-5 (13 total), 2-3-2-3-7 (17 total)
Knockback: great

Description: R.O.B. uses a Burner which causes him to do a backward flip.
Damage: 10
Knockback: Pretty good.

Description: R.O.B. does a karate-chop-type motion with both of his arms.
Damage: 10
Knockback: Decent

Description: R.O.B. uses a Burner behind him, which causes him to move forward.
Damage: 11
Knockback: Good

Description: R.O.B. repeatedly smacks his arms above him.
Damage: 4-4-4-4-3
Knockback: None on first 4, pretty good on last.

Description: R.O.B. uses a Burner below him and kinda flexes his arms =P
Damage: 11
Knockback: Great downward propulsion; great meteor smash.

Description: R.O.B.... grabs his opponent... with his hands... yeah >_>
Damage: N/A
Knockback: N/A

Description: R.O.B... pinches his opponent?! Honestly, it looks like that.
Damage: 2-2-2-2-2-2-2... (this can potentially be a very fast pummel)
Knockback: None, of course

Description: R.O.B. uses the wheels on his arms (which he uses to charge his
Gyros) to fling the opponent.
Damage: 10
Knockback: great

Description: See Fthrow, but... gasp! He turns around mid-throw!
Damage: 10
Knockback: Great. Pretty much a clone of Fthrow >_>

Description: I love this one. R.O.B. uses his Robo Burner to propel himself
upward, then pile-drives the opponent!
Damage: 10
Knockback: Decent upward

Description: Another fun one! R.O.B SHOVES his opponent's head on the dirt and
spins him around like a jackhammer!
Damage: 10
Knockback: Decent upward.

Ledge Attack
Description: R.O.B. punches his opponent as he scales the ledge
Damage: 7
Knockback: Surprisingly great! launches enemies half the size of Final
Destination (estimated to be 6.5 Falcons)

|5. R.O.B.'s Special Moves [SPECM]|

Neutral B: Robo Beam
Description: R.O.B. fires a laaaaaser from his eyes! This move takes charge
time. If you've just recently used it, it will be a pathetic little flash of
light that can't even travel 3 feet. If you wait until you see the diode on his
head start "pulsing" red and fading to black repeatedly, it will be a thin, red
beam. If you wait till the diode on his head is flashing, VERY quickly, red
and white... he'll fire a purple-red beam from his eyes which is wider and
travels farther!
Damage: 7% in the minimum charge right next to R.O.B.; 12 damage when charging
right next to R.O.B., 5 damage if hit far away; 16 damage when fully charged
right next to R.O.B., 9 damage if hit far away.
Knockback: Good when right in front of R.O.B. (for all charge levels), low for
low charge and far off, good for maximum charge and far off.
Notes: Magicmaster87 has informed me that the move can be angled up or down by
pressing the control stick in either direction during the startup lag. It will
bounce off of surfaces.

Side B: Arm Rotor
Description: R.O.B. madly spins around with his arms extended, and is... well,
if I had to describe it, I'd call him a metallic fan >_> Anyway, this move can
reflect projectiles, and you can angle it up or down depending on where your
enemy is. You will get a slight upward boost; you can aid your recovery with
this move (Midair recovery is disputed as of 4/23/08).
Damage: 2 per hit (I've only gotten 5 hits max DIing INTO the attack with a
giant target like Donkey Kong, so for now, 10 damage will be considered the
Knockback: low
Notes: MagicMaster87 has also informed me that this move can be kept up by
repeatedly pressing B. It can be extended to about double its original length,
and the last move has high knockback. He has also said he has seen nothing
about it having a recovery effect, so if anyone can shed light onto this
subject, please email! I've gotten boosts by angling it forward, but I'm not
quite sure yet.

Up B: Robo Burner
Description: R.O.B. fires up the fuel tanks in his stand to propel himself
upwards in this recovery move, one of the best in the game! You can stop and
restart the burner, allowing you to string together vertical recovery with the
burner and horizontal recovery with the Bair for one of the farthest recoveries
in the game! Note that you will need to hit the ground after using it all up
and stay there for 1.5 seconds to get it back. It sounds like a short time, but
it could feel long if you're being madly attacked!

Down B: Gyro
Description: R.O.B. charges up a Gyro! Gyros originated in Gyromite, one of the
two games for which R.O.B. was used.
Damage: 18% initial hit; can be picked up and re-thrown to do 10% each time.

Final Smash: Diffusion Beam
Trophy Description:
R.O.B.'s Final Smash. He emits a
beam from his eyes that spreads
across the spectrum and undulates
in great variety as it travels.
What makes this technique different
is R.O.B.'s ability to move while
using it. This allows him to use it
in combination with his other moves
to increase his Final Smash's effectiveness.
My Description: "Diffusion" is a scienc-ey word! It's essentially the movement
of particles from an area of high concentration to low concentration. So, I'm
assuming the name comes from the fact that the particles are concentrated in
R.O.B.'s eyes and spread out. Anyways, a whirlwind of lasers will come out of
R.O.B.'s eyes, causing a flurry of low-damaging hits, then every so often,
he'll FIRE HIS SUPERPOWERED LASAH! (sorry, I couldn't resist) which deals lots
of pain unto the enemy. I guess it could be considered a Transformation FS, and
a pretty good one at that. R.O.B. can use any other move he pleases (Except
for, quite obviously, his Robo Laser) during this smash, and although
considered bad by many, it's quite useful if you can control it properly.
Damage: 2-2-2-2-2... for spiraling laser; 15 for concentrated laser.
Knockback: none for spiraling laser; excellent for concentrated laser.

|6. R.O.B.'s Special Movements [SPMVM]|

On-Screen Appearance:
Pieces fall from the sky, and they assemble themselves to become R.O.B.

Standing Idle: R.O.B. turns his head and lowers & raises his arms.

Side Taunt: R.O.B looks to the direction opposite of the one he's facing and
starts flashing like a camera in an arc. Note: You can actually use this in
conjuction with Diffusion Beam to strike opponents above you!

Up Taunt: R.O.B. faces the screen & spins his head and torso. If facing left,
his head moves counterclockwise and body clockwise; if right, then vice versa.
While his head does two spins, his torso only does one =(

Down Taunt: R.O.B. faces the screen, lowers his torso, and twists it back
upwards like a screw.

Victory Pose 1: R.O.B. initially spins around, then infinitely spins his head,
drops his torso, and pulls in back up in short bursts along his spine segments.

Victory Pose 2: R.O.B. essentially does his side taunt. After he finishes, he
infinitely tilts his arms downward, "pinches" them together, and tilts them
back up.

Victory Pose 3: Initially, R.O.B. does some complicated trickery with his arms
by spinning them this way and that, then he infinitely spins his head and
throws his arms up and down for joy. He shuts his eyes when he does this! I
think that's the only time we see his eyes shut when he's not just blinking!

Color Schemes: I couldn't think of any other place to put them, so here they

1. Famicom colors. Whitish-grey body that almost looks tan; red arms.
2. "Military" look. Green body with brown arms.
3. No name here :D Dark blue body; light blue arms.
4. American SNES colors. (Thanks to TheMuffinMan for pointing this out) Light
   purple body; dark purple arms.
5. The Bumblebee!! Yellow body with black trim; orange-yellow arms.
6. And, finally, the NES colors. Pure white body; grey-silver arms.

|7. Character Matchups [CHAMA]|

Like with my Olimar guide (I'm getting sick of saying that), these strategies
were formulated by fighting Lvl 9 CPUs and players who have easily beaten them.
These strategies worked on them, so don't complain!

You're better off being on the ground. Bowser is very slow, and if you have
good reflexes, you can easily counter his Fsmash with yours to avoid being hit.
Also, try not to get above him. It's general mindset for a Bowser player to
wait and try to Usmash you, so if that's the case, just Robo Burner to the side
and counter with something. It could also help to Arm Rotor the fire breath.
Just stay on the ground and pelt him with tilts and F- and Dsmashes.

Captain Falcon:
FALCON PAUUNCH! Ok, stay on the ground mostly here. All of his ground attacks
have big lag, so you'll outspeed him. If you must get aerial, though, stay 
above or behind him. Go in front, and you will get painfully kneed. Go below,
and you'll be kicked and/or nippled to the ground. Also, Captain Falcon has no
projectile! Your projectile of choice should be the Gyro, as it's fast, covers
long distance, and is powerful. So, basically, use projectiles and stay on the
ground for this fight.

Donkey Kong:
To be brutally honest, he's almost like a less laggy Bowser. He has tons of
powerful moves, but the lag is actually misleading; there's less of it than you
would expect. However, that doesn't mean he's hard to get a hit on. Focus on
tilts and Smashes, as usual, and toss in a Gyro here or there. Donkey Kong has
a pretty good aerial game, but you should be able to beat him in air. Also,
he's a huge target, so my knockout method of choice is as many Fairs as I need
then a Dair. He shouldn't be too hard to knock out. Also, when KOing him, make
sure to knock him down low; his second jump is rather pathetic and his Up-B
will give him a whopping foot, maybe even 13 inches, of vertical distance >_>
It would be smart to mix up aerial and ground games here; aerial most often for

Diddy Kong:
He is FAST. This fight is pretty tough, but it's manageable. Dodge his attacks
and use yours too. Above all, watch out for those FREAKING BANANA PEELS!!! What
you want to do here is use smashes. He's small, so he'll get knocked far. After
you got him far out, grab the ledge; he will most likely slam into the edge of
the stage and fall to his death. You have to focus on knocking him out of the

Avoid projectiles and fight on the ground. Most of his smashes are laggy, and
the non-laggy moves are genrally weak. Aerial fights will get you killed, so
the ground is your safest area here. Just watch out for that blasted A combo!
All in all, you'll do very well in a ground fight here. Also, don't forget to
meteor smash him when he's recovering!

Like with Falco, you want to avoid projectiles and fight on the ground. Falco
is essentially a clone of Fox. Although there are SOME differences, it's not
monumental, so you can beat Fox going off of the Falco strategy.

Outspeed. Rack up damage with quick attacks. Smash off stage. Meteor smash his
predictable recovery. That's your mindset in this fight. He's incredibly slow,
so you'll have no trouble!

Ice Climbers:
Focus on separating the two by means of strong attacks. One Ice Climber is
usually a dead Ice Climber. Aerials and Smashes from R.O.B. will do this task
VERY easily! Surprisingly, you two have many equal-priority attacks, so you
just have to focus on being faster and using tough moves. A ground fight is
good here, and hard-hitting moves will KO them easily.

Ike is slow and laggy, so you should have no troubles at all beating him. Stay
on the ground more; that's when he's at his slowest. This really requires no
skill; just agility and good move-choosing.

Stay out of the air! Jigglypuff arguably has the best aerial strategies in the
whole game! However, her on-ground attacks are weak, so stay grounded and
butcher her. She's a small target, but if you can get hits to connect, you'll
KO her in no time! This fight is nothing bad at all; just watch out for Rest,
however. The fact that you're a bit target puts you at risk. Other than that,
destroy her on the ground!

King Dedede:
Don't be fooled by his heavyweight status. He's surprisingly fast. OK, that
being said, avoid an aerial fight. His aerials are very fast, and can easily
get your damage to a dangerous level. If you can, use your Gyro often; Dedede's
a nice big target. Smashes work well here, and you want to get him FAAAR off
the stage before trying to meteor smash him. If he uses his Side-B, Arm Rotor
it; his lackeys are tough. You want to stay on the ground for this fight and
use a lot of smashes.

Kirby's small, but he's generally weak. Unleash all your best moves on him,
then meteor smash him when you get the chance. His ground and aerial games are
of equal caliber, so go with whatever you're comfortable with! Never stop
attacking him, use tons of good moves, and you should be fine. Also, remember:
his only projectile is Final Cutter, and you could see that coming a lightyear
away. Use Gyro and Robo Beam to build his damage up!

Get ready to Arm Rotor right off the bat, as many a Link user will use an arrow
to close the gap at the start of a fight. Link has lots of hard-hitting
projectiles, so Arm Rotor is your friend. Other than that, a ground fight works
wonders. Link is generally laggy in most attacks, so go crazy on him. Aerials
work well on him too, but just beware his dreaded Dair. Save any Gyro or Robo
Beam for when Link's moving; that stupid Hylian shield will knock it right off
of him in an instant. Don't be afraid to meteor smash him, as his recovery is
pretty bad. This won't be a hard fight if you stay quick on your feet.

Lucky for you, R.O.B. has some great finishers! You want to smash a lot here.
Your goal is to KO him before he gets a lot of damage. If he does get a lot,
however, it's always amazing when you Arm Rotor that Aura Sphere! Watch out for
any counter, though; if you see it, roll dodge will get you out. You just want
to finish this quickly. Although he has an unpredictable recovery, you can
meteor smash him during its startup lag if you stick to him like glue after
knocking him off the stage. This fight should be over before it begins if you
hope to win, to put it one way =P

Stay out of the air!! Lucas has great aerial moves. However, all of his smashes
are pretty laggy. You want to overwhelm him with smashes and tilts as much as
you can! Like Ness, I'm pretty sure his PSI Magnet can eat your Robo Beam, so
avoid using it. All in all, stay on the ground, but if you see a smash coming,
DODGE!! They're slow, but it's a tradeoff for power. And, please... stay out of
the air.

Like Lucas, Luigi has a sick aerial game. You want to fight on the ground;
Luigi isn't too powerful in this department. Remember, too, that Luigi's Up-B
is totally vertical; no horizontal alignment for a meteor smash is required.
If you knocked him into the air, though, don't be afraid to use your Uair; your
arms are longer than his legs. That's the ONLY time you should go aerial,
though. Fighting Luigi is surprisingly like fighting Lucas.

Mr. Average. Mario is... average. You should mix up an aerial and ground fight
here, but put more emphasis on ground. R.O.B. has good finishers on the ground.
Don't Arm Rotor fireballs; it's a waste. I'm pretty sure Robo Beam can be caped
if Mario can see it coming, so don't rely on it too much. All in all, you're
fighting an average guy.

Ewww, sword user. Marth is amazing. You want to fight on the ground here; it's
better than fighting in the air against him. Try to focus on flurrying him with
small moves in case he feels like countering, and save big moves as finishers.
You really have to have skill for this fight!

I like fighting Metaknight. Metaknight was the only character I fought whose
priority became incredibly apparent; R.O.B.'s is higher. Go beserk on Meta
Knight and whack him with everything you've got. Also, Mach Tornado has no
effect on R.O.B.'s projectiles (BOTH will always break through), so use those
often! All in all, you should use a mishmash of aerials and ground moves to
keep Metaknight guessing, and always go beserk. Never give him a moment's rest!
However, you do have one disadvantage. Meta Knight is SMALL. Usmash will NEVER
connect if you use it right next to him; he must be above you for it to
connect. When in doubt, Dsmash is your salvation.

Mr. Game and Watch:
This matchup is pretty simple. Mr. Game and Watch's ground moves are generally
laggy, so use that to your advantage. However, his aerial game is very great,
so you might want to stay on ground more for this fight. Although you may be
tempted to Arm Rotor his food, don't; it's a waste of time. His recovery is
very predictable, so get out there and meteor smash him. Even if he doesn't
reach the ledge with his recovery, add "injury to insult" (as the old saying
DOESN'T go =P) and meteor smash him anyway =D Also, be cautious with Robo Beam,
as he will use Oil Panic, but don't be afraid to use Gyro, a physical

TBQH, Ness is pathetic. You can outspeed and outpower him on the ground, so
focus on using R.O.B.'s great smashes. I'm pretty sure Robo Beam can be PSI
magneted, so don't rely on it. Remember, the ground is your advantage area
here, though NEVER outrule an aerial fight. If going aerial, focus on R.O.B.'s
two fast ones: Uair and Fair. They can match Ness's quick aerials. Also, Ness's
recovery is pretty predictable, so get out there and Dair him. You should have
enough time in between PIKA PAKA and WOAH to spike him.

Sorry Olimar =( God, Olimar is tough, even when he's a CPU. If you've read my
guide, you'll know Olimar is great at aerial games. So, generally, stay out of
the air. Remember; killing his Pikmin is your best bet even though he can get
new ones in <1 second. Eww. This fight will be hard. You want to use your
great-range projectiles A LOT here. Doing progressive damage to Olimar through
Gyros and Robo Beams is your best bet, as he will BUTCHER you up close with his
sheer speed and power. But, if you value your life, STAY OUT OF THE AIR. I know
I've said that before, but it's important! He'll slaughter you if you get up
there! But, you do have an advantage. Your smashes have great knockback, and
he's a tiny little thing. If you rack up damage with projectiles then smash
him, you will get a few kills in. But, please... stay out of the air.

Peach is easy. Just mix up aerial and ground fights, really. She's pretty easy
to KO if you chase after her and meteor smash her. Peach REEEALLY likes to
dodge, though, so you have to be persistent! Just use hard-hitting moves.

You have to stay on the ground. Many Pikachu players will spam the neutral B,
so Arm Rotor comes in handy here. FIGHT A GROUND FIGHT. Get in the air, and
he'll A) Out-aerial you, or B) Use that freaking Thunder. PIKA! PIKA! PIKA!
God. Anyway, he's a really small target, so Dsmash is your friend here. His
recovery is unpredictable, so don't try a meteor smash. You just have to fight
him on the ground to survive.

Pit can play your game VERY well. That freaking HAGAGAGA and Mirror Shield will
reflect your projectiles, but your Arm Rotor will reflect his arrows. He's
fast, but his attacks are weak and rely on multiple hits to score damage.
Unsurprisingly, therefore, your attacks have higher priority. Just swamp him
with smashes and you should be fine. Also, take advantage of that little fall
he has when initiating his B-Up; you can meteor smash him. Also, many Pits I've
fought recovered in a very linear pattern, so they were incredibly easy to
meteor smash.  It all comes down to smashing him off then meteoring him.

Pokémon Trainer:
Oh, goody, three in one.

He's in the same boat as you; he's a big, heavy target. You want to pelt him
with fast moves and smashes. Arm Rotoring his Fire Breath is good, too. His
aerial game isn't too great, so you should take advantage of that and knock him
for a loop in midair! His recovery is pretty bad, so meteor smashing is a good

I'd like to say right off the bat that you're a big target, so please don't get
caught in a Bullet Seed. Also the fact that you're a big target means that you
can easily get caught in his cheap, infinite A combo. Your job is to smash the
munchkin off the stage and grab that ledge, as his only recovery move is a
tether! You just have to use a bunch of smashes and tilts to rack up damage,
knock him off, and gimp him. Also, don't waste your time Arm Rotoring Razor
Leaf; it'll only do 6 damage >_>

DON'T try an aerial fight. Squirtle's aerials are awesome. Instead, use hard-
hitting ground moves on it. It's very small, and it'll get sent far by smashes.
Plus, the thing's recovery is predictable, so you can easily meteor smash it.
All I can say for this fight is use lots of smashes!

Oh god, the fated mirror match. Well, I can't provide many strategies here. It
all comes down to personal skill. Good luck =P

Goody goody, fun fun fun. Any Samus player will use Charge Shot AT LEAST once. 
You thinking what I'm thinking? Arm Rotor. Samus's projectiles are fun to Arm
Rotor. OK, aside from that basic point, Fair is your friend in this fight. I've
kept many a Samus player at bay with an Fair W.O.P. Her only aerials that can
hit you when you're in Fair range are her Fair and Nair, and Fair will be the
move of choice if you're at maximum distance for YOUR Fair. Aerial games are a 
good idea here. Plus, her generally bad recovery will give you a great opening
for a meteor smash! So, in general, just stay aerial!

Sheik is all-around great. You have to have a lot of skill to beat her. You
should focus on tons of quick moves to build damage, then a smash to finish
her. Like with Zelda, meteor smash before or during a second jump or don't at
all. This fight is based on skill and how well you can outspeed someone, so all
I can say is "do your best!"

Man, is Snake slow. The best advice I can give here is "Go beserk." Use tilts.
Use Smashes. use anything that's fast! Snake will never keep up. But, just
remember, his recovery can match yours! *gasp* That's right, that Cypher can
cover as much distance as a Robo Burner can. To add injury to insult, he has
Super Armor during it. That's right. No meteor smash for you. But, if you want
to kill him easily, rely on going beserk with tilts and aerials, then hit him
with an FSmash. If he actually tries to grenade you, just whack it away with
Side-B. Taking advantage of Snake's sluggishness will lead you to victory.

To be honest, I was expecting a tough fight, but I was let down. Tons of
Sonic's moves have big startup lag, so you can smash him. Also, his spin dashes
can easily be Fsmashed safely because of its range. You just have to overwhelm
him with ground attacks and the fight'll be over quickly. Also, get out there
and meteor smash him; that spring is pretty predictable.

Toon Link:
Well, for the projectile matter, it's just like Link, but TL's are slower! Now
for the physical fight. Toon Link is very fast in the air, so avoid an aerial
game for the most part. You want to outrange him with things like your Fsmash
and Gyro, and pile up hits on him. However, don't be afraid to get airborne!
You have to make sure, though, that you choose your moves and positioning
carefully so as not to get caught in an aerial massacre. He's small, so you can
KO him easily. Not too tough a fight.

Wario's fast, but he has high ending lag on ground moves. You want to choose
your moves carefully, and attack when he's off guard or ending a move. Use
projectiles a lot; there's nothing stopping you. Really, you just have to use
tons of ground moves here and pay close attention to your situation.

Don't use any projectiles. Any good Wolf player will reflect them. Anyway, Wolf
is very balanced on ground and in air, so this fight is more about skill if
anything! You want to follow him EVERYWHERE and never let up your attack. He's
hard to meteor smash, as his B-up's charge doesn't take THAT long and it's very
high-priority. You just want to mix up your moves here, and outskill the Wolf

Easy, easy. I didn't take ANY hits in a 2-minute match when fighting a ZOMG
LEVEL 9! You have many speedier attacks than he does, so flurry him with mainly
tilts and aerials. You can string together an amazing flurry of hits with
R.O.B.'s quick tilts and aerials, and he probably won't even touch you. Don't
rule out a projectile game, but if you're going to do one, remember: that Egg
Throw is VERY annoying. Use smashes when the opportunity presents itself,
ESPECIALLY Fsmash. Another easy fight, so just remember to stick with R.O.B.'s
quicker attacks. You'll be fine.

Stay away from projectiles, lest you get hit back after they've been Nayru's
Love'd (or whatever the new name is) back at you. That's not to say, however,
you shouldn't use them if she's not on guard, just not when she IS on guard.
This fight is better off fought on the ground, and you can KO her easily if you
go crazy. Meteor smashing should only be done before or during the second jump;
her teleport is too unpredictable. Just stay on the ground here.

Zero Suit Samus:
ZSS is pretty capable of outspeeding you. A ground fight is a good strategy
here. Dashes, tilts, and smashes pack a punch for R.O.B., but ZSS can outspeed
them. Dodging is vital in this fight. Rolling out of the way from her laggy
smashes is a great idea, as her whip thing has considerable ending lag. Also,
remember to gimp her. Getting her below the stage is a great idea, as you can
grab the ledge and prevent her from tethering back up. She also won't have a
chance with her Flip Jump if you got her down far enough.

    |7.1. FS-Avoidance Strategies [FSAVS]|

If you're on a big stage, you're in luck! You can easily Robo Burner all over
the place like a... metallic bee and stay out of range! Even on small stages,
this works well, but expect to be hit once or twice. Plus, it all depends on
the IQ of the Bowser user >_>

Captain Falcon:
Robo Burner will not work here. It's simply too slow. One thing  like to do is
lure him into using it in midair, then fastfalling. It's all a matter of mind-

Donkey Kong:
Walk away.

Diddy Kong:
Yeechh. This is one of those that depends completely on the player. You just
have to dodge.

See Fox.

It all depends on the player. You could Robo Burner off the side of the stage
and grab the ledge, but that won't last you the WHOLE Landmaster, and they can
come down and get you. Just... dodge the tank. The gunshots shouldn't be hard
to see coming.

Robo Burner will save you from the paralysis and the rush.

Ice Climbers:
Robo Burner, find a safe spot from the glacier (there will be a sliver of land
if you beat it up a bit) then just stand there or Robo Burner if avoiding Ice
Climbers also.

Stay away from him, essentially. Beat it out of him with Gyros and Robo Beams.

Robo Burner out of arena, wait, come back.

King Dedede:
Uuuh... have good luck. Seriously, this is all random, but I believe no Waddle
Dees spawn off of the stage, so use the Jigglypuff strategy here.

Hope that you're far away from him.

Robo Burner is too slow here, as well. Honestly, you just have to see it
coming and double jump beforehand. This move can cover all of Final
Destination, so being far away won't work.

Robo Burner up above Lucario, and stay high above him and to the side a bit.
You shouldn't be too near Lucario himself, but you shouldn't be near the beam
either. By the time you run out of fuel, it'll be over. One good idea is to
start on one side, stall a bit above him, then fall to the other side when your
fuel runs out. NEVER start the Robo Burner until you see the big star-type
thing, though; you need all the fuel you can get!

Well, the stars are pretty random, but they're giant and you'll see them
coming. Just move out of their way.

Robo Burner is quite effective for escaping the dome of negativity. It's
impossible to trip from a Robo Burner, so use it!!

Again, Robo Burner is nice here, but use two double jumps first to be safe.

Unlike Link, Marth gives you a sliver of opportunity to double jump-Robo Burner
to safety.

Just don't be near him. If you're lucky, you can beat it out of him with Gyro.

Mr. Game and Watch:
Robo Burner off the edge and float there. Come back on land to refuel every so
otfen if you can take a hit. I've also lured many an octopus to their deaths by
coaxing them to jump off the stage after me!

See Lucas.

Double Jump-Robo Burner away from Bulborbs, then be FAR away from the rocket
(if on FD, you'll be floating to the side of the stage)

Robo Burner in midair until the animation finishes.

Another one of those totally-dependant-on-player ones. Just pray that you can
dodge; that thing is FAST.

Air dodge, air dodge, air dodge. I've avoided all of them with air dodges.

Pokémon Trainer:
Double jump-Robo Burner.

Robo Burner all over the place, but NEVER grab the ledge!

See Mario; they're pretty alike. Robo Burner will keep you safe.

See Zelda.

Well, Robo Burner is effective in dodging those grenades, but just avoid that

See Pikachu.

Toon Link:
See link.

Wario is on steroids, so he can easily jump right up to you if you Robo Burner.
You just have to avoid him like a player with a bunny hood.

See Fox.

Robo Burner should work here, but you should focus on being on a different
horizontal level from Yoshi.

You pretty much HAVE to see it coming to jump out of its way, like Link.

Zero Suit Samus:
Well, it's incredibly close range, so even if she's next to you on activation,
Robo Burner should get you out of there. It's no big deal if you get hit,
though; it's pretty weak.

|7a. Boss Matchups [BOSMA]|

NOTE: This section does not contain general tips to dodge bosses' moves (tips
that would apply to all characters). Instead, I list moves that are powerful
and useful against the bosses.

Description: An awesome-looking robot with a blue half and a purple half
attached to a wheel which looks suspiciously like the yin-yang pattern. Bears
a noticeable resemblance to Dialga and Palkia. Blue side uses melee; purple
uses guns. =O Video game violence!
Strategy: Arm Rotor is pretty useful when dealing with the gun side, but don't
rely on it. It can be hard to see their attacks coming. Fair is good here, and
it's usually the only move I use =P Robo Burner is a great way to get the
homing missiles to hit Duon; you can get a ton of distance and make them turn
easily. Essentially, just go ballistic with Fair!

Description: He's a big robot, and he's really pumped up! Also, he's a suicide
bomber =(
Strategy: Galleom is VERY susceptible to Fsmash, so use that a lot here. Mix in
some aerials, as well, and use Robo Burner if you see him about to whack you
with something for a very quick escape. This fight is very easy.

The Hands:
Description: Master Hand = right; Crazy Hand = left. They're big white gloves.
Strategy: Usmash and Uair work GREAT here. If you spam those, the Hands will be
down before you know it! I also find it very fun to Arm Rotor Master Hand's
laser gun, and doing so will deal MASSIVE DAMAGE! (sorry, I love fads). Gyro
does quite a bit of damage here too, so use that often, too! Recycle it until
it disappears! I've won the fight using NOTHING but a Gyro once, so use it

Meta Ridley:
Description: Congratulations! Your RIDLEY has evolved into METARIDLEY! Well,
he's a pterosaur like Ridley, but he's better! Oooooh!
Strategy: First off, Arm Rotor is incredibly useful here. You can reflect MANY
of the small fireballs he spits, and then you can reflect the giant ones when
he latches onto the ship or fires at the ship! Other than that, I find Uair
quite effective, and Robo Burner is INCREDIBLE for dodging his cheap ship-
smacking moves.

Petey Piranha:
Description: A fat, sentient, flower-man in a diaper. He's not happy to see
Strategy: It's better to go after one certain cage in this fight than after
Petey. Barraging the cage with Fairs will win you this fight easily! If Petey
jumps, you could also Robo Burner upward and whack him a few times, but go
after a cage more. R.O.B.'s attacks do more damage to those.

Pokey Minch:
Description: A fat kid in a spider robot.
Strategy: Smashes work well here, so rely on those. Yep. That's it!

Description: Pokemon #386, the Sky-High Pokemon. He's a green serpent-dragon
with stubby little arms and cool, ancient markings.
Strategy: Rely more on physical hits here than electricity or whatever. I find
that Fair and Dsmash work great, and they rack up great damage! Also, if he
starts to use his move in which he flies in from the side of the screen, it
wouldn't hurt to Robo Burner up and hit him with a Dair. Essentially, use
physical moves here, especially Dsmash. Don't forget that you can Arm Rotor
his big electricity ball!

Description: A purple dinosaur. He loves you... you love him. He's got wings!
Strategy: Fair and Uair work wonders here, but make sure to aim for his head!
Robo Burner is also useful for dodging many of his attacks, like the Master
Hand-esque rocket from background and the ground claw thing. Also, if you can
get the Gyro to bash his skull, then by all means, use it!

Description: An old, naked, blue dude.
Strategy: First off, I'd like to say that Robo Burner is insanely useful here.
You can dodge lots of his moves with it. Anyway, you want to pile on the
aerials here. All of them work. AERIALS! That's all I have to say.

|8. Stadium Strategies [STAST]|

Target Test:

All strategies here will earn you the Target Test time challenges if executed
properly! Just a little practice with them is necessary.

Test 1
My record time: 0:13:86

1) Jump, facing left, and FIRE YOUR LASAH! (okay, I swear I'm done now) at that
2) Run forward, dash attack that target.
3) Jump, Fair.
4) Hit the target below with a quick Fair.
5) Go left, hit target with Fair.
6) Hit target with Fair again.
7) Hit the LAST target in the sequence with an Fair (wow, that's getting old)
8) Turn around, land, hit target below with neutral A.
9) Run to the right, and Bair the target above you to propel yourself forward.
10) Fair that last target.

Test 2
My record time: 0:13:73 (There's a fantastic "cheat!")

1) Jump, Uair that target.
2) Robo Burner yourself up to the smart bomb platform. Now for a delicious
   shortcut! Use your Robo Beam (facing left) You'll hit a target and set a
   sliding box in motion to destroy 2 more targets!
3) See 2. 
4) See 2.
5) Fair the target in front of you.
6) Robo Burner upward; Bair target.
7) Continuing your Robo Burner, Uair the target above you.
8) Still continuing your Robo Burner, Fair the target in front of you (or Bair
   or Uair if you pass it up)
9) Salvage your last bit of fuel to Land, grab Cracker Launcher. Right away,
   fire one.
10) Throw the Launcher upwards.

Test 3
My record time: 0:19:55

1) Do a quick turn right. Jump right over that launcher. Fall a bit, and as
   soon as R.O.B. eyes are on the same level as the land, use Robo Beam.
2) Move left; Fair these two targets.
3) See 2.
4) Move left more, Fair target.
5) Fall right, Fair target.
6) Fall left, land, neutral A.
7) Use Robo Burner up to the target atop the... land thing. Fair it. Land on
   its right side.
8) Land, fall left, Uair target floating above the pit.
9) Move right, Fair floating target.
10) Continue moving right (Robo Burner or Bair if you have to); Fair final

Test 4
My record time: 0:28:73

1) Fair the target to your right.
2) Go left, Fair the moving target.
3) Fall, Fair yet another target to your left.
4) Stand below the area from which you fell. Wait. Neutral A the target when it
   passes by.
5) Go down another layer. Uair the target above you.
6) Fair the moving target.
7) Go down ANOTHER layer. Run to the right, Fair, start your Robo Burner.
8) Use it to get up to a little "cubby" and Uair this target.
9) Go to the right. Robo Burner your way to the target to your right; land back
   to your left.
10) Robo Burner upward and slam that last target with an Fair or Uair.

Test 5
My record time: 0:29:03

1) uair the target above you.
2) Land, turn left, and Gyro the floating target.
3) Fall to the right, Bair the target to your left.
4) Fall a bit, move to the left. Start a Robo Burner and Bair the target to
   your left. Robo Burner to safety.
5) Robo Burner some more up to the target between two pillars. Land on the
   right one, turn left. Gyro.
6) Jump up to the right, Fair the target.
7) Run and grab the Beam Sword. Throw it upward.
8) Fair the target through the wall. Catch the beam sword that hit the previous
9) Throw the beamsword to the left.
10) See 9.

Home-Run Contest:
My record distance: 2063.3 ft

1) Grab bat. Throw at sandbag.
2) Repeat.
3) Hit him with a Usmash charged to your liking.
4) Uair him, but make sure not to let last hit connect. Fastfall and land.
5) Throw bat upwards.
6) Throw bat sideways after he lands.
7) Throw it one more time.
8) HURRY! Grab the bat and whack Sandbag with a tipper! He should land all the
   way to the right if all went well; remember that to predict your hit

Multi-Man Brawl:

10-Man Brawl:
This Brawl screams "USE YOUR GYRO!" Keep spamming that thing on the wireframes
and you'll win in no time. If you lose it, though, generally resort to Fairs
and Usmashes. This is pathetic, honestly.

100-Man Brawl:
R.O.B. is an ownage machine for this mode. It's unbelieveable how many killers
he has- ALL of his smashes, ALL of his aerials, Gyro... go crazy! Some good
moves for wiping out clusters are Nair, Dsmash, and Fsmash. If you're set up so
that an alloy is right above you, Usmash it! This mode is so easy with R.O.B.

3-Minute Brawl:
Essentially the same as 100-Man Brawl.

15-Minute Brawl:
If you're looking to just simply survive, kill enough alloys so that only 1
will ever be on the field, then just Robo Burner all over the place for 15
minutes <_< If you're looking to kill lots of enemies, see 100-Man Brawl.

Endless Brawl:
Again, 100-Man Brawl strategy works perfectly here. There's really not much

Cruel Brawl:
Good luck. Honestly, this mode is horrible. They claim to be tough, but instead
of fighting like a level 20 computer theoretically would, they just give them
a ridiculous handicap. Way to be lazy, Sakurai. Anyway, I haven't come up with
ANYTHING that works here. I tried the Jigglypuff trick but with a Robo Burner,
and that doesn't work; you MUST land on ground to recharge it. Good luck with
this cheap mode.

|9. Important Tips [IMPTI]|

-If playing with Smash Balls on, Diffusion Beam is a great edge guarder. Simply
stand at the ledge, facing them. If they grab it, crouch! Once that laser
connects, they most likely won't come back (considering you knocked them off in
the first place).
-Adding to the last point, stick to your enemies like glue with that Diffusion
Beam! It's a great final smash if controlled well!
-R.O.B. mixes up speed and power very specifically. Learn which moves are
which, and you'll control him well.
-Gyro is a great projectile. It should be your projectile of choice over Robo
Beam (which still has its advantages in some scenarios).
-Arm Rotor if you see an atomic-powered projectile barrelling at you!
-R.O.B.'s Fsmash is an awesome, quick-killing move. Great finisher.
-R.O.B. has a great meteor smash that requires little line-up.
-Always switch between a bit of Robo Burner, then a Bair to get the maximum
vertical AND horizontal distance when recovering.
-R.O.B. is a heavy guy, so don't worry about getting too much damage.
-R.O.B. is fun to watch when he's doing taunts or other special movements =P
-Without R.O.B., you probably wouldn't be playing Brawl! RESPECT HIM!!!!
-Robo Beam is a good move if they're right up close, but it isn't as effective
if far away. If you can, try to save it for when an opponent is close. It won't
hurt to use the beam far-off, though. In fact, it will help.

|10. Combo List [COMLI]|

All combos are created by me playing unless otherwise noted. NOTE: Although
listed as "Combo List," this section will also include certain strategies using
certain moves!

DI Punisher
Description: R.O.B. uses moves that could be DI'd out of, but he laughs in the
face of any opponent who tries!
Moves: Dash attack, Dsmash, Bair or Fair (depending on launch direction)
Total Damage: 31% or so if Bair; 28% if Fair

Wall of Pain
NOTE: I did not create this combo. Walls of Pain are passed down from
generation to generation of smash players. ... OK, it's just a well-known
technique >_>
Description: R.O.B. continually pushes his opponent back out of the stage
without giving them a chance to recover!
Moves: Bair, Robo Burner, repeat ad infinitum
Total Damage: 10% for each Bair.

Wall of Pain 2
NOTE: Again, I didn't create this.
Description: R.O.B. constantly karate-chops his victim to his death!
Moves: Fair, Robo Burner, repeat ad infinitum
Total Damage: 10% for each Fair.

Description: R.O.B. fires lasers!
Moves: Fsmash, Robo Beam
Total Damage: anywhere from 19% to 28% depending on charges.

Advanced Combo!
Description: Tough to set up, but rewarding! You really have to read your
opponent to pull this one off!
Moves: Dsmash, Usmash, Fair, Fastfall-Usmash.
Total Damage: Theorectically, anywhere from 50% to ~75%.

And now, for some reader-submitted combos. CJTHeroofTime (you may have seen
that he also contributed to my Olimar guide) has provided me with 3.

Around the World
Moves: Robo Burner (Bair if you wish)
Description: A great strategy against edgeguarders or FSes, especially the
Landmasters. You simply use your Robo Burner to travel under certain stages
like Final Destination, Battlefield, Smashville, etc. in a round trip. Good to
bide some time during an FS.
Total Damage: None

Gyro Recycle
Moves: Gyro, Pick up Gyro, throw again, Fair.
Description: R.O.B. Throws the Gyro at the opponent, grabs it, throws it again.
If timed right, R.O.B. will pick up the Gyro as he performs his Fair, leaving
him open to repeat.
Total Damage: 18% for first hit Gyro, 10% for each hit afterward, 10% for each

Suicide Bomber!!!
Moves: Diffusion Beam (any explosive required to be on the stage)
Description: R.O.B. cruelly traps his opponent in a swirling vortex and forces
his opponent to be caught in an explosion that none other than R.O.B. himself
set off! R.O.B. is invincible, so hurrah!
Total damage: Obviously dependant on many factors such as length trapped in the
Diffusion Beam and type of explosive.

Daniel has provided me with a nice one.

Insta-Kill Combo
Moves: Fthrow, Dash attack, Fsmash, jump to opponent and Dair.
Description: R.O.B. sends his opponent off of the stage with a barrage of
attacks, then spikes them downward. Works well on opponents like Bowser and
D.K., who have pathetic vertical recoveries.
Total Damage: 39-45

|11. Frequently Asked Questions [FAQUE]|

Q: Can I play you online sometime?
A: Yep, just see Contact Info section for my friend code. I play Brawl often,
so just check in often. And I'll be sure to do my best!

Q: Can I submit anything to your guide?
A: Again, see contact info section and email me.

A: Uuuh... thanks, but I don't think GameFAQs allows donations. I couldn't take
your money; I just love writing. Also, that wasn't a question =P

Q: Your character matchups suck!
A: Well, they work for me. They were developed to be used against tough CPUs
and humans that can easily kill CPUs. Train more, and these strategies will
work. I fought characters in 5-minute matches and really probed their moves to
produce those strategies. So, they work.

Q: I followed your character matchup section and lost!
A: See above point.

A: Okay, shut up.

Q: How often do you use R.O.B.?
A: I use him 50% of my matches. The other 50% is Olimar. I love these two guys,
and they've been my mains since I got the game; Olimar came first, though. I
hated R.O.B. at first, but once I unlocked him (and his potential, of course) I
loved him.

Q: Why is the sky blue?
A: Because of the scattering of light among particles of space and the fact
that blue light can travel longer than other colors of light because of its
high wavelength. That's also why the sky turns red as the sun sets; the red
light can reach the sky as it gets onto a horizontal line.


Wait, what? That has nothing to do-- oh, forget it. Oh well.

|12. version History [VERHI]|

Version 0.1- 4/06/08
Added basic skeleton of guide; basic outlining, etc. You know, the sections,
just without any substance.

Version 0.3- 4/07/08
Filled in the easy sections. Yep, I'm lazy and I'm proud!

Version 0.5- 4/11/08
Had to leave guide alone for a while to work on my big, end-of-year school
project (30 hours of work, haha!) Filled in some longer sections (ugh,

Version 0.7- 4/12/08
Man, why did I put off character and boss matchups till now? Oh well. Tomorrow
is a new day, and it'll be done tomorrow... I hope.

Version 1.0- 4/13/08
Hooray! It's done! I haven't forgotten my Olimar guide, though. In fact, it'll
be done this week!

|13. My Contact Info [CONIN]|

Email: trogdor_and_giygas_[at]_gmail_[dot]_com. Delete ALL underscores and
replace [at] and [dot] with their respective symbols. Yes, I brutally despise

Brawl FC: 1117-9962-2742
Just call me Mike.

Wii Number: 6166 0586 7198 3192

Don't send me hate mail.
Don't send me spam.
Don't send me links to spyware, pornography, adware, etc. or anything that
could eat my computer.
DO send me good strategies with R.O.B.!
DO send me advice on how to improve my guide!

|14. Special Thanks [SPETH]|

CJayC for making GameFAQs and SBAllen for taking it over when Ceej left.

R.O.B. for reviving video games as we know them.

Nintendo for making R.O.B. See above credit!

Me for writing this guide. Go narcissism!

You for reading this guide. Unless you didn't. Uuuh... yeah.

My brain for sending signals using cholesterol to the nerve endings in my arms
and fingers which, in turn, typed this guide.

My computer science teacher for teaching me to touch-type and not just hunt-
and-peck =D

Trogdor for being awesome enough to be part of every username I've ever had on
ANY website.

MS Word's spellchecker for actually being useful when I was proofreading my
guide again! Twice in a row!

Joey for informing me about a coloring error; I swapped the NES and Famicom
color schemes by mistake.

Magicmaster87 for important Arm Rotor tips and angling of "beam" attacks.

Daniel for an instant-kill combo.

CJTHeroofTime for three great combos.

TheMuffinMan for pointing out that the former "Pimpin' R.O.B." is actually
colored like an American SNES... I never even noticed that!

Anyone who sends me tips or useful info! Again, as a general rule of thumb, I
will use any identification I find within your email for credit. If there's a
specific name you wish to go by, BE SURE to include it somewhere, whether a
signature, introduction (Hey, I'm [name here] and I have something to submit to
your guide), etc. If I see nothing in the email, I will use the first name
listed as your "email name."

|15. Legal Crap [LEGCR]|

This guide is legal property of Michael Macarevich (THAT'S TROGDOROCKS TO YOU),
copyright (c) 2008. It may NOT be reproduced, neither in part nor in whole,
under any circumstances without my consent and appropriate credit to me. In
fact, this guide is ONLY allowed on one website: http://www.gamefaqs.com. So,
if I find it on any other website, I will inform the owner, and if they do not
remove it, I will take legal action. If YOU find it on any other site, notify
me ASAP. I will even credit you for your kind action in the Special Thanks
section, and you will be given a high- priority entry (right at the top)!

In a nutshell...


Yes, I copied THAT from my Olimar guide, too. Oh well. It's the same thing.

Another thing I've gotten emails about is Gamespot, etc. Certain sites do not
actually host the guide; they simply link to it. It is, therefore, not a copy-
right violation, but thanks for your concern, all who emailed me about this!
Just remember to check whether it is actually hosted on the domain or it's a
link to GameFAQs.

|16. Closing [CLOSI]|




OK, sorry. Well, this was my third guide for GameFAQs and second character
guide for SSBB. So, I had fun... be sure to look at my Olimar guide!