He has two powerful projectiles: Robo Beam and Gyro, along with a very effective recovery. The 1P color in the North American version of the game is a light gray, and the 2P is red and white, but this is reversed in the Japanese version.
Possesses two projectiles that are both useful for zoning and Gyro can be picked up and thrown after it is used.
Arm Rotor can be used as a reflector.
Good horizontal and vertical recovery.
Slow startup on some Aerial Attacks.
Very short Grab range.
Robo Beam has to charge over time to be most effective.
Gyro can also be used by the opponent.
Robo Burner does not have a hitbox meaning it can not combat edge-guarding.
Changes from SSBWU/3DS
Grabs and Throws
R.O.B.'s down throw now buries opponents in the ground.
New forward throw.
R.O.B. now has a fuel gauge on his chassis to indicate how much fuel he has left when he performs Robo Burner.
R.O.B.’s Final Smash has been changed a bit. Instead of firing a laser immediately, he sends out small missiles that target fighters while the laser charges up, culminating in a giant green laser blast that can be moved up or down, causing knockback to any fighter caught in the blast.
Neutral Attack: double punch with knockback for foes in range
Forward Tilt: hook punch with knockback; can be angled
Up Tilt: two-fisted upward punch that launches enemies up
Down Tilt: low-leaning punch that can stagger enemies
Dash Attack: double-fisted ground slam that launches foes up and away
Forward Smash: eye beam shot with knockback; can be angled; high damage and long range
Up Smash: handstand, firing foot thrusters into the air that knock enemies up
Down Smash: whirling attack with both arms outstretched, striking foes and knocking them away
Floor Attack (Front):
Floor Attack (Back):
Floor Attack (Trip):
Neutral aerial (AirN): somersault attack with foot thrusters
Forward aerial: two-armed forward slam that can knockback; tends to be very fast
Back aerial (Air Boosters): thruster shot behind; high damage and also propels R.O.B. forward
Up aerial: two-armed vertical spin that culminates in a double-fisted launch
Down aerial: downward-facing thrusters that often meteor smashes
Grabs and Throws
Grab: quick, but short range
Forward Throw: standard, but can quickly follow-up
Back Throw: standard, but can quickly follow-up
Up Throw: slams foe into the ground for pop-up
Down Throw: plants opponent into the ground before launching up