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I’m here with my next character guide, this time on R.O.B.! Like Mr. Game & Watch, he’s not a character who appeared in a bunch of games or anything. Way back when in 1983, video games were beginning to collapse due to saturation of the market. Retailers were becoming skeptical on whether or not to carry video games and video game consoles. Then came R.O.B., a video game console by Nintendo disguised as a toy. It’s all thanks to him that he saved the video game industry. Today, we’re going to be training a figure of a game console. …That’s a sentence I didn’t think I’d ever end up saying. Well, let’s get to it, then.
R.O.B. has been placed into the Balanced group due to his good ground game and fantastic aerials. If you’d prefer him to be trained to be grounded or aerial, please refer to the training methods listed HERE.
As always, let’s begin with pros and cons. R.O.B. is notable for having a good recovery in his Robo Burner move, which gives R.O.B. a lot of freedom to move about, and even allows him to attack a short bit after stopping the move. He’s also got a fairly useful grab, as it allows him to either use his down throw to up air combo or kill an opponent that’s taken damage with his up throw. R.O.B. is also very good at meteor smashing his opponents with its down air. On the subject of aerials, each one is really good and should be used often. Lastly, R.O.B. possesses a reflector in his Side-B, which can trap opponents. R.O.B., however, falls into the same boat as Pac-Man in that a few of his specials aren’t correctly used by the amiibo AI. One of them is his Gyro, which he can only seem to charge and not actually fire. Another is his Laser, and although the amiibo is great at aiming it, it gets dodged easily and only worsens his problem of refraining to use it. Other than these two flaws, there’s nothing wrong with R.O.B., however, the flaws he has are quite bad, as they render his strong projectile game irrelevant. I’m going to do more research into this and see if there’s any way to nullify the problem. Overall, though, R.O.B. is a great amiibo who essentially has no projectiles thanks to hits flaws, but can still be potent if trained correctly.
Let’s go over custom moves before we get to the training. I think there’s two he benefits from – “Reflector Arm” and “High-Speed Burner”. The former replaces his Side B, and is much faster. It doesn’t trap opponents, but it does more damage and adds power to reflected projectiles, which makes it a bit more handy. High-Speed Burner slightly decreases R.O.B.’s fuel supply, but moves much faster, helping him to not get gimped by opponents. I’m going to be testing out his Gyro customs to see if either of them will encourage him to use the move more often.
The words in italics are an excerpt from Amiibo Framework: Chapter 1‘s Balanced amiibo training guide. Below the excerpt are the character-specific tips I’d like to add to the excerpt.
Step 1: With balanced amiibo, you aren’t going to focus on any moves. You’re going to help them balance out all of their moves. In 5 minute increments, go to an omega stage and mirror match the amiibo. Use all of the amiibo’s moves and show them to kill with their smash attacks, aerials, and rack up damage with their tilts and special moves. Continue to mirror match the amiibo until around level 25.
This part’s relatively straightforward. Go onto an omega stage for 5 minutes (the time doesn’t matter too much, just as long as you don’t go over 15 minutes at a time) and mirror match the amiibo – meaning, you should be playing as R.O.B. During these matches, there’s a few tips you should keep in mind. First, down throw to up air is a true combo, and while the amiibo will try to use down throw to neutral aerial instead, it’s important that you teach it to use its up aerial instead. It works at all percentages up to around 150%, and it has KO power too! Up throw is also a decent KO move when the opponent’s taken a lot of damage, and should be your go-to option when the opponent’s above 150%. Something else to focus on is the Robo Beam. When it regains its charge (signaled by a flashing red light on R.O.B’s head), fire the laser, no matter what, but try to do it at far range. I personally have not tested this, but it may go a long way in helping your amiibo use this move more often. If the amiibo uses Robo Beam, let it hit you. Don’t block it, as it’ll make it use it less. Keep in mind, it’s always OK to purposefully get hit by one of your amiibo’s attacks. R.O.B.’s gyro is also important to use – be sure to put it to good use in every match. Charge it, fire it, and try to hit your amiibo with the initial gyro launch. Then, pick it up, and throw it around! If the amiibo fires the Gyro, try to get hit by it; and I wouldn’t recommend picking up the amiibo’s gyro and throwing it back at it, as this may make it stop using it. R.O.B.’s down aerial is a strong meteor smash, so use that when the amiibo’s trying to recover. His back aerial also propells him forward a bit, so this can be used in situational situations for a form of recovery. With these tips in mind, mirror match the amiibo up until level 25.
Step 2: I like to rotate four characters while training balanced amiibo. Basically, for 5 minutes a pop as usual, I fight my amiibo as certain characters. The first character I fight the amiibo with is my main, Ness. Your amiibo should be around level 25 right now, so fight them as your best character. Second, I then pick a ground-based character. Luckily, it’s easy to determine who exactly is a ground-based character: anyone in the grounded group! If you don’t wanna scroll up, these are Bowser, Charizard, King Dedede, Dr. Mario, and Little Mac. Take your pick from these guys; that’s your second character. The third character is an aerial character, which include Luigi, Jigglypuff, Falco, Ness, Lucas, and Shulk. Again, take your pick out of these guys. The last character I do is a mirror match. To review, that’s one match against your best character, one match against a character in the grounded group, one character in the aerial group, and a mirror match, all for 5 minutes on an omega stage. You can also pit your amiibo-in-training against other level 50 amiibo – I’d recommend doing this when the amiibo you’re training right now is around level 40. It’s always good to have some exposure to other amiibo before hitting level 50.
For this part of the guide, you’re going to use four different characters in 5 minute sessions on omega stages. The first character should be your best character, which, for me, is Ness. The second character is a ground-focused character, which include Bowser, Charizard, King Dedede, Dr. Mario, and Little Mac, so just take your pick out of those guys. For the third character, you should use a character that relies on their aerials, like Luigi, Jigglypuff, Falco, Ness, Lucas, and Shulk. The fourth character should be R.O.B.! For all of these matches, use all of the characters’ tools to the best of your ability. Keep using these four characters up to level 40 or so. At level 40, you can start to have R.O.B. fight other level 50 amiibo. If you don’t have level 50 amiibo, just keep rotating the four characters until your R.O.B. hits level 50.
And that’s your initial training! The next step from here is to make your amiibo ready for anything you could throw at it – items, characters, and stages alike. To help, I’ve written Amiibo Framework: Chapter 2, which gives readers a few ways to train their amiibo past level 50. It may take a bit of time to make your R.O.B. amiibo to overcome its flaws and to be ready for anything, but hard work and perseverance will allow it to rise to the top! As usual, if you have any questions, please send them to email@example.com! Thanks for reading!
Secret Password: R.O.B.O.B.O.T.