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Recent content by Plategoron

  1. Plategoron

    Q&A Structured Query Thread - R.O.B. Q&A

    An uncharged gyro can come in pretty handy, but a partially charged gyro can also come in pretty handy as well. Not charging it allows to pick it up quicker, whereas a partially charged gyro does a bit more damage and allows to punish the opponent for landing further away, where only our lazer...
  2. Plategoron

    Dancing Blade Discussion

    Jab1-> DB is incredible to build up damage
  3. Plategoron

    Social Home of the ROBSquad - R.O.B. Social Thread

    I too think, that we could do a lot more with IGC, when using Bidou-Controls. Reliable IGC wavebounces without any momentum loss might allow us to land easier. IGC wavebounced fast falled nair would be really hard to punish if the opponent doesn't read it. Also, it might improve our juggling...
  4. Plategoron

    ROB's low combo options

    Uthrow can be used as the primary combo throw from about 0-30%. However, it is DI-dependant and you have to either guess or react accordingly. Opponent DIs towards you: uthrow->utilt(->utilt)->uair <=> 12%+8%(+8%)+10%=30%(38%) Opponent DIs away: uthrow->gyro <=>...
  5. Plategoron

    Data R.O.B. Matchup Thread

    I agree with Jams, that Rosa isn't as bad as ZSS. It's pretty surely an unfavorable MU for us, but it's far from 80-20. I'd rather say 60-40. Her Gravitational Pull beats our gyro as a projectile and our laz0r, but we can still use the gyro, if we don't shoot it at Rosa, but pick it up somewhere...
  6. Plategoron

    Why I play Lucina, competitively, over Marth

    Well, at least dthrow->dolphin slash works. I mostly use dancing blade, when I need to run first to punish a laggy move of my opponent.
  7. Plategoron

    Why I play Lucina, competitively, over Marth

    I see Lucina having 2 actual advantages over Marth: 1. Side B tippers are rare, meaning that Lucina will deal more damage with it. Also, she can kill with it earlier, since the opponent can DI out of the tipper range against Marth 2. Fsmash kills reliably early at ~80%, other than Marth who can...
  8. Plategoron

    Post 1.0.6 Patch R.O.B. Up Throw Combos

    I actually use uthrow as a combo throw, though only until 30% and without rage. If your opponent DIs away, you can still land a fair(7%) or most hits of an uair(also 7%). Combined with the damage from the uthrow(12%), this adds to 19% damage, which is 1% less than the traditional beep boop...
  9. Plategoron

    R.O.B. mains, what other characters do you use?

    :4lucina:: Allows me to not strike/ban BF in very certain MUs. Yeah, Lucina is kinda awful as a second. I'm also working on a pocket :4fox: though, which looks like it would actually help.
  10. Plategoron

    R.O.B. Matchup Analysis #46 - Meta-Knight

    I disagree with R.O.B. having an advantage in this MU. MK is really fast and his dash attack reaches far as well. Even if we space our nairs decently, MK can DA in and land a pretty big combo, that can even kill, depending on the stage. Our gyro on the other hand is a great tool against MK to...
  11. Plategoron

    Q&A Structured Query Thread - R.O.B. Q&A

    1. Castle Siege is the typical counterpick against projectile users. But unlike almost all the other projectile users, the statues in the 2nd transformation don't really harm rob. The laser just goes through and the gyro gets blocked, which actually helps you to pick up the gyro in a safer way...
  12. Plategoron

    R.O.B. Skype group for us R.O.B. mains?

    Sounds interesting. Skype: plategoron
  13. Plategoron

    Q&A Structured Query Thread - R.O.B. Q&A

    When exactly do you lose the gyro in your hands, when being hit? It looks kinda random to me. Sometimes one weak hit is enough to make me lose it, while at other times I can take 5 falcon uairs and still hold it. I hope there is some kind of rule, that defines, whether I'll lose it or not...
  14. Plategoron

    ROB mains, what can I do for you?

    Give advanced tips on how to handle: 1. characters, that will try to keep you on distance themselves / MUs, where ROB might have to approach 2. characters, that can rush you down and keep the pressure high 3. avoid being edgeguarded by good offstage characters
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