Gyromite (1984 - NES)
R.O.B. is a versatile character, which makes him enjoyable to play as, and quite easy to handle. In fact, it can count on its multiple projectiles to keep the opponent away, and its devastating combos that allow it to kill its opponent way too early.
- Fast moves
- Safe moves
- Excellent zoner
- Violent in advantage
- Combo food
- Exploitable recovery
- No OOS options on its back
- Easily poked on its shield
- Useful platforms to ledgetrap
- Kills early and useful for the gyro
- Hard to camp with the platforms
- Hard to settle the gyro
Some of its moves require to wait for them to be loaded for a while. It is though possible to charge some moves on your own, like its Down B, which you can hold in order to deal more damages and to cover a much larger area. If you land a gyro on the ground while looking right, the opponent will be launched away on the right, and the same goes for the left. Two other moves also possess a loading time. His Neutral B has three loading’s levels, giving it more or less power. It loads as time goes by, the best laser being reached at 14.3 seconds. Finally, ROB possesses a fuel tank on its back, which indicates its Up B’s stamina left. When it is empty, you will have to stay grounded for a certain amount of time. Notice that his fuel is slower consumed if you mash the Up B input.
It has a great range, is disjointed, lasts for a long time and has few ending lag. It allows you to keep the opponent at a reasonable distance, to start combos and to land next to characters that don't have great anti-disjointed moves. An excellent neutral tool, which is kind of safe on a shield. It explains why you can easily spam it against opponents with a bad range and with bad Out Of Shield options. Despite all of that, you should know that it is quite slow to pull out.
This move is fast, doesn’t have a lot of lag and allows you to hit your opponent really fast when you get close to him. It is a great grounded option, because its lack of lag makes it possible to use it multiple times in a row. It is also very useful to hit the opponent’s shield, to deal some percentages, making of it a very low risky - extremely high rewarding Option. In fact, it is considered as the best Down Tilt of the entire game.
With Down Tilt and Neutral Air, Down B completes the Holy Trinity. This move can be more or less loaded, in order to make it spin more or less time. Gyro is R.O.B’s main tool to keep some distance from its opponent. It is very useful to gain stage control, mostly on ledgetrap. Indeed, it puts great pressure on the opponent and on his shield, and it works as a shield against enemies’ approaches or zoners, since no projectiles can beat the Gyro once it is on the ground.
Laser, the Neutral B, can be oriented in many directions around 60 degrees and can be a great follow up after a Gyro, which controls the ground, while the laser covers the air. Laser goes out fast, and goes through everything, which makes of it a really good tool against zoners.
Like Neutral Air, this move is safe on shield against most of the characters, even when it is badly used, since R.O.B moves during the attack. ROB being launched, while he performs a Back Air, it is also really useful to get back on stage and to vary its recovery. And, of course, the move is also strong, and stays active for a bit. This is why it is interesting on ledgetrap for covering a lot of options, but also for 2 framing an opponent.
This fast move is R.O.B’s best out of shield option in order to kill, although, because of its smash attack nature, it can be hardly punished ! You will rather use it after you buried an opponent, in order to cover his extraction from the ground.