Super Smash Bros. Ultimate

R.O.B. (SSBU)/Down tilt

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Hitbox visualization showing R.O.B.'s down tilt.
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Overview[edit]

R.O.B. thrusts his hands out in front of him from a crouching position. This move has very fast startup, coming out on frame 3 (tying it with jab for his fastest move), and has decent range and low ending lag. Due to Ultimate increasing shieldstun on grounded attacks compared to in SSB4, it is very safe on shield for an attack of its type, especially when compared to, say, Kirby or Donkey Kong's equivalent down tilts. Ultimate's universal run-canceling mechanic also makes it substantially easier for R.O.B. to abuse his down tilt compared to in past titles. The move can also lock downed opponents as well, further aiding its utility within R.O.B.'s grounded moveset.

The move has a 20% trip rate, and if it trips a grounded opponent, R.O.B. can get a guaranteed combo into a wide variety of moves, with smash attacks and grabs being especially rewarding follow-ups. However, the move's base knockback is extremely low, and at very low percentages it is actually unsafe on hit against opponents with moves that come out on frame 4 or earlier.

If it does not trip, then it does not directly true combo into jab or another down tilt against Pichu until 24%, Mii Swordfighter and Cloud until 31%, and Bowser until 37%. But once it does start true comboing even without needing to first trip the opponent, R.O.B.'s down tilt can effectively true combo into itself multiple times, among other things.

Hitboxes[edit]

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
0 0 0 5.0% 0 Sakurai angle Forward 2 100 0 HitboxTableIcon(False).png 3.4 top 0.0 1.7 to 7.0 21.0 to 9.0 1.0× 1.0× 20% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

Hitbox 3
Interruptible 15
Animation length 28
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
Interruptibility
Interruptible