Low goal (under 24") → Four-bar or direct arm. Mid height (24"–36") → Six-bar or chain bar. Maximum height (36"+, vertical stacking) → DR4B. Choosing too complex a lift for the scoring height wastes motors and build time.
If stacking objects or placing them precisely → yes, you need a parallel linkage (four-bar, six-bar, DR4B, or chain bar). If just lifting to dump or hang → a direct arm may suffice and saves significant build complexity.
V5 robots have 8 motors. A typical drive uses 4–6. Remaining: 2–4 for mechanisms. A four-bar can run on 1–2 motors. A DR4B typically needs 2–3. More complex lift = fewer motors for intake and endgame.
Teams had to build a 7-section Skyrise tower as high as possible — requiring maximum vertical reach while keeping the piece level. The DR4B's near-vertical rise and centered weight made it the dominant design. Team 118 was among the first to pioneer a truly stable DR4B. AURA (VEXU) and 2587Z also ran landmark versions. The lesson: when vertical height is the primary scoring mechanic, DR4B is the answer.
Scoring cones on mobile goals required both high reach (for tall cone stacks) and precise placement. DR4B remained dominant for maximum stack height. Chain bars (pioneered by AURA in Sack Attack, popularized by 929U) emerged as a strong alternative — simpler to build, adequate reach, excellent for mobile goal manipulation. Team 8059 adapted the chain bar concept into an early DR4B, creating history.
Stacking cubes in goal zones changed the meta entirely. The most successful robots used a tilting tray + four-bar for intake deployment rather than a traditional vertical lift. Maximum height was not the priority — stable stacking and cycle speed were. This season showed that game object type and scoring mechanic always overrides lift tradition.
Mobile goal manipulation required lifting goals into home zones and elevating at match end. Four-bar lifts for mogo pickup dominated, with chain bars offering an alternative for goal post latching. DR4B was largely overkill — scoring height did not justify the complexity. This reinforced the rule: match lift complexity to scoring height requirement.
A four-bar has exactly four rigid links connected at four pivot points: the robot chassis (ground link), the driven arm, the output link (carries the end effector), and a coupler connecting them. When the driven arm rotates, the output link maintains its angle relative to ground — meaning whatever is attached to it stays level. This is called a parallel four-bar when the two side links are equal length and parallel.
A six-bar adds a second linkage stage on top of a four-bar, increasing reach and height without losing the parallel motion property.
A six-bar lift adds one extra link compared to a four-bar, extending the reach farther out and higher. The end effector still stays parallel throughout the motion. AURA (the New Zealand VRC/VEX U team) is widely credited with first applying the six-bar to VRC competition. It was later popularized by New Zealand teams and integrated into DR4B designs as the upper stage for extra height.
The DR4B (Double Reverse Four-Bar) stacks two four-bar stages — the second one faces the opposite direction as the first. This allows the lift to rise almost completely vertically rather than swinging forward, keeping the robot balanced and reaching significantly greater heights than a single four-bar or six-bar.
It is a well-known insight among veteran VRC teams: use screw joints whenever possible on bar lifts. A screw joint uses a partially-threaded screw as the pivot axle rather than a standard axle. This virtually eliminates slop, which translates into a more stable lift that rises with more precision and less wobble.
Using 2" screws as axles for the DR4B mid-section rigidly connects both sides of the lift while also serving as the pivot. This single change has the greatest impact on DR4B stability of anything you can do. The 333A tutorial on VEX Forum is the definitive reference — link below.
SigBots Wiki defines four weight classes for DR4B design. Choose based on your game's height requirement and motor budget.
Long arms, maximum bracing, very tall. Found in VEXU. Not practical for VRC motor limits. Study for design principles.
2 V5 motors, mid-section power, decent bracing. Fits most VRC applications. Start here. 491A In The Zone is the reference.
Possibly 1 V5 motor, standoff bracing, half-cut channels. Good for lighter game objects (cones, caps). 5225A ITZ was a reference.
Bare minimum. Single centerline. Very space-efficient. Usually has a separate actuator on the end. 8000A ITZ was the example.
A chain bar uses a single swinging arm and a chain-sprocket system to keep the end effector level — simulating the parallelism of a four-bar with one fewer physical bar. The key is a static (non-rotating) sprocket mounted at the lift tower. As the arm rises, the chain drives the end effector at the same rate, keeping it level without requiring a full four-bar linkage structure.
A direct arm rotates around a single fixed pivot — the simplest lift geometry.
Torque increases with arm length and load.
Use position presets driven by encoder counts rather than timing. Timing-based arm moves drift as batteries discharge. Encoder-based presets are repeatable across a match. Set presets for: floor pickup, carry position, scoring height, and safe travel height. See the Full Competition Code guide for implementation.
| If the game requires... | First prototype | Historical precedent |
|---|---|---|
| Vertical stacking as high as possible | DR4B | Skyrise (2014-15), In The Zone (2017-18) |
| Picking up and moving goals / large objects | Four-Bar | Tipping Point (2021-22), Tower Takeover (2019-20) |
| Latching onto game elements + placing on posts | Chain Bar | In The Zone (2017-18), Sack Attack (2012-13) |
| Mid-height goal scoring (24"–36") | Six-Bar | In The Zone variants, various games |
| Endgame hang / climbing | Direct Arm or PTO | High Stakes (2024-25), Over Under (2023-24) |
Watch the reveal video 5+ times. Identify: max scoring height, required reach, whether end effector must stay level, expected cycle rate. Map these to the decision table above. Identify your first prototype lift before touching metal.
Build a rough prototype of your chosen lift type. Do not worry about aesthetics — test the motion path, check if scoring height is achievable, and identify any geometry problems. Iterate arm length and gear ratio.
Rebuild the lift with screw joints, proper bracing, and consistent geometry on both sides. Add rubber bands. Run 20+ consecutive cycle tests. Measure actual cycle time and compare to game analysis.
Integrate the lift with intake and drivetrain. Add limit switches or position control. Begin timed driver practice runs. Document every design decision, test result, and change for the notebook.
Lift selected. If your game requires a dedicated shooting mechanism, learn flywheel design next.
🎯 Flywheel Shooter Guide →