Eaode
Smash Champion
~TABLE OF CONTENTS~
i. Updates
I. FOREWORD
II. INTRODUCTION
III. STATISTICS
IV. ATTACKS
VI. ROB FC DATABASE
~Updates~
4/27 Rewrote many move descriptions (Jabs, tilts, smashes, aerials, as well as vB description and sections on edgeguarding w/ Nair/Bair, and countering.
3/21 Added tips for edgeguarding an opponent who recovers high
3/15 Updated desription of Down-B, taking Glide Tossing into account
3/15 Went back and added an edge guarding section to Offensive Tactics. Recovery section also added
3/14 First update! Table of Contents added, color added, Stats section added. General Tactics Section Added
3/14 FIRST POST YAY!
~:FOREWORD:~
Hello, fellow R.O.B. Mains. Because I love R.O.B. so much, I feel it is my duty to provide my friends (That's you) with my opinions, thoughts, and strategies necessary for Playing ROB. Although I am not the only one to do so. You may find T0mmy's Guide to ROB also extremely helpful, I know I did.
Anyway, you came into this thread to read a ROB guide right? Well then youprobably don't want to be dissapointed so...
INTRODUCTION:
ROB is a very fun character to play. Pretty much all of his moves will find their way into the fray. And because of his variety of moves, ROB becomes a versatile and intimidating character. All of this versatility, combined with weight, his bair, and a hax Up-B, make ROB a great recovery character. All around, ROB is awesome.
STATISTICS:
These are a list of ROB's stats. If you feel that anything is listed inaccurately, please let me know. All stats are out of 5
SIZE: 4
ROB is actually pretty big, but he's no DK or Bowser
SPEED: 3
I wouldn't call ROB spedy, he's really a mix of all speeds, so I'll put him in the middle.
POWER: 4
Although ROB has some weak, combo-ready moves, he also has quite a few that pack a whollup.
WEIGHT: 4
All that metal has to weigh somethin'
COMBO ABILITY: 3.5
ROB has some decent combo moves (DashA, Tilts) But I wouldn't say he's really combo-oriented.
FALL SPEED: 3
ROB is slightly floaty, but not much more than anyone else
RECOVERY: 5
ROB's weight lets him take hits better, plus his Godly Up-B allows him to fly to safely while smacking edgeguarders in the face.
ATTACKS:
JABS
Jab 1: Fast quick attack. Can be used as a quick poke if you ever need to disrupt your opponent.
Jab 2: Rob finishes the One-Two punch. Use this to get your opponent out of your face, as this move has a little more knockback and you can recover first and follow up.
TILTS
Forward-Tilt: This move is good. It was deceptive range (You can outrange Marth's Forward smash with this move!) use it to poke your opponent without being close enough to be punished.
Up Tilt: Good setup move right here. Whenever they're close up to you, use this move once (or twice at low %) and it will pop them up right above you. Good for setting up a Uair for more damage.
Down Tilt: Another great tilt for ROB. This move is really fast, has decent range, and traps people in for more hits. It can also Trip people for a nice bonus.
SMASHES
Forward Smash:
This smash is... okay. Like the forward tilt this also has deceptive range. Unlike the forward tilt, the forward smash's range is deceptively bad. You're usually better off doing something else. This isn't to say that it doesn't have its uses; it's good for hitting non-sweetspotting recoveries, or simly to hit someone in front of you with a powerful attack to punish lag.
Up Smash:
A Situationally great smash attack. The Upsmash is definitely not appropriate in all situations. However, when it does come into lay it is a really great smash attack. Use it whenever an opponent is coming down from above you, as this move is fast, and has great priority. I'm not sure, but I think it can even hit Toon Link out of his Dair, usually trading hits. That is to say that this move can go through pretty much anything.
Also, use it whenever your opponent is standing on a platform above you. If they roll or dodge it, you simply miss, with no punishment. If it hits them, you get free damage or mabe a KO. And if they shield it then it usually pushes them off of the platform and onto the ground helplessly, sutting up for a free ftilt, fsmash, or tech chase grab.
Down Smash:
Oh boy. I love this move. First of all, it's quick. You can pull this move out pretty much anytime. Second, it has so much range, anytime your opponent is nearby this move should protect you. This should be your bread and Butter smash attack. Use it whenever you see fit. It's perfect after a roll or Spotdodge so it's also the perfect counterattack. Did I mention that it also starts killing at higher percents? There is no reason to not use this move.
AERIALS
Neutral Aerial: This is one of your best KO moves, period. At 100+ percent, this move starts to kill. And usually the awkward timing will catch opponents off gueard. It's better to jump up and hit them with this move to make it KO more effectively. Use an Up-B and nair during it to alter your momentum and surprise them with death!
Forward Aerial: Awesome aerial. This move is quick, has decent range, and can be abused to form a Wall of Pain. It also has awesome priority. Perfect move for pushing your enemies to the edges of the screen, Jigglypuff style. Use this move whenever you see fit.
Back Aerial: Now this move is versatile. it's not the fastest, but it packs a punch. Not only that, but it propels you forward! You can drop from the edge and use it to ward off recovering opponents. You can use it to get away and attack your enemy without fear of being grabbed. This move also is great for Recovery. Use it to propel yourself to the stage and conserve your Up-B.
Also a great use for this is the reverse Bair, which is just hitting the on the top side of ROB's base (or about half of his body) This produces a hit in the same direction you just blasted. Great for setting up a Bair->Dsmash combo, Bair->Grab, just use your imagination.
Down Aerial: This move isn't great. It's main problem is the fact that it halts all of your momentum, and it really akward to aim. Nontheless, if you can land it, it's a great spike. You have to read your opponent's recover to make it work. Combine it with Up-B to make it more unpredictable.
Up Aerial: This move is purely to build up damage. This move isn't always great, as it gets outprioritized, and it pretty easy to DI out of the final hit and punish ROB.
SPECIALS
Neutral B: ROB fires a laser from his eyes. This move has a very long range, and can be angled up or down for a wider range of trajectories. It actually has three charges. If you spam it, you get a little spray of energy that isn't really useful at all, like a weak forward smash with the same lag.
But if you wait about 2 seconds, you get the laser back. The more you leave it unused, the more damage it does.
But here's the awesome part. If you leave it unused long enough, you get a beefed up version of the laser, which is thicker, does a lot more damage and actually has decent knockback. Again, free damage! It can also be used for edgeguarding purposes (only at higher %) Down side is that it takes approximately 20 seconds for the laser to reach this state.
Overall, the laser can be used a lot. You are rewarded by spamming it, and at the same time you are rewarded for saving it. This is a win-win move right here!
Side B: Practically useless. It's slow, has no knockback unless you get really close (and even then it's not much), and it leaves you open to attack. It can reflect projectiles, but it seems to slow to be worth it at all. and even then, you have to precisely aim it in order to reflect most projectiles. Overall, just not good.
Down B: Great projectile. Abuse this move. You can throw it out uncharged just to have a projectile handy, or charge it up for reat power. Fully charged this move does 19% on the initial throw out and KO at higher percents. Use it to get a hold on the battle field to stop predictable control tactics. Also use it as an awesome set up with Glide Tossing, to lead into Fsmashes, tilts, grab,s you name it! Beware though, as the opponent can grab it with a dash attack. if that happens, remember the negative: ROB's gyro simply disappears when shielded.
NOTE: GLIDE TOSS: A glide toss is performed by Rolling and then immediately pressing A to throw the item in your hand (or the cstick in any direction). You get virtually no lag, and you keep the invincibilty frames from the roll and the distance, which lts you follow up with anything really, because now you're right in you opponents face!
Up-B: WHOA. This move is awesome. Not only is it a beast recovery move, but it can be broken up and attacked from in-between. You can use this to keep chasing them off the screen with Fairs, etc. Over time, your fuel depletes and you must stay grounded for a short time for them to recharge. Overall, just an awesome move.
MISC
Dash-Attack: Great setup move. Has low lag so use it to setup a tilt combo (Dash atk > Utilt > Utilt > Uair, Dash atk > Dtilt > Ftilt > Fair, etc etc etc.)
Ledge Attack <100: Just a standard attack really, serves to clear the area before you come back up.
Ledge Attack >100: pretty much the exact same, but slower <_<;
Get up attacks: Again, just to get some space. They have pretty good range.
GRAB and THROWS
Pummel Attack (a): fast attack, just to add a bit of extra damage before throwing.
Forward Throw: Quick basic throw. Just to get them away from you
Back Throw: Again, fast throw, sets up for edgeguarding.
Down throw: sends the opponent upward, good to follow up with a Uair afterwards.
Up Throw: Pile Drive, send them up and in front of you, prefect setup for Fairs to push 'em away.
GENERAL TACTICS:
!OFFENSE!
GENERAL OFFENSE
Shooting the Starting Gun:
I use this tactic all the time. As soon as the match starts, Fire Ya Layzah. They take 5 damage, and you're already in the lead!
Wall Of Pain (WoP):
This refers to the usage of high priority/ranged aerial to create a sort of "Wall" of hitboxes between you and your enemy. This creates a situation where it is hard for the enemy to approach and easy for you to approach. A WoP also brings about the ability to abuse this tactic to form combo chains of the move, forcing the opponent back and adding damage, even driving them off the screen. ROB's Fair fits this purpose. Use it to annoy opponents and drive them to their death (use of Up-B may be required to complete the task.
APPROACHING
ROB has a few options when you're coming in on the offensive:
- If you have it charged, a full Layzah from a Short Hop (angled down so it connects) Is a good way to close the gap on your opponent without them swatting you away like a Robotic fly. Follow up with a jab or Ftilt and continue
- Also a good idea is to use you Fairs to approach. Use the WoP to get in your opponents face until you can fit some more attacks in there.
- A third option is always your trusty Dash attack. The Dash attack is versatile in that it can lead into multiple follow ups, those being his jabs, all of his tilts, or sometimes a grab. All of these can set your opponent up for a bit it tilt comboing and probably a Uair for added damage.
- Even another option I've found useful is his Ftilt. His ftilt has surprisingly good range, and at mid percents can be followed up with Fairs for some WoP action.
- And even more still, you have the option of Glide Tossing your Gyro at the opponent. This allows you to quickly follow up with a Grab, tilts or forward smash. Awesome and surprising approach.
EDGE GUARDING
When edge guarding, ROB can use several of his moves to ensure that the opponent stays off:
- Bair: The Bair is a great move for edgeguarding if you're hanging on the ledge and your opponent is coming below the stage. Just ledge-drop and Bair Away! Also, it's great to simply run off the edge and throw out a Bair toward the stage. This tactic intercepts a lot of characters' Up-B recoveries (mostly those that gain quick vertical distance) and Stage spikes them!
- Fair: Ah, the ol' reliable Fair. As stated before, wth the Fair, you just need to keep pushing them, create a wall of pain and force them farther from the stage until you're sure they're dead (which if fighting Pit means past the KO boundry >_<)
- Dair: Of course ROB's spike is going to be an edge guarding move! although sometime difficult to land, the Dair comes with the reward of knowing your opponent won't come back again. The Dair can be handy from a SH off of the stage, or by a ledge-drop if the opponent has a vertically oriented recovery.
- Nair: This can actually be a very reliable edge guarding move. Just run or jump of the stage and Nair. It covers a large area and all around ROB's body, so it's pretty safe (Even if you exchange hits with an Up-B or something, they still die ^_^). Great vertical power and can kill horizontally if close enough to the edges.
- Forward Smash: Although it's not applicable to all situations, sometimes you can catch the opponent mid recovery with a down angled Fsmash. This works a lot better on Recoveries that Don't sweetspot (Snake, Sonic) and some that might not always sweetspot correctly. Usually your aerials are abetter option, but if you can't run off and hit them in time, an Fsmash can do the trick sometimes.
- Neutral B: That's right, the Layzah. This option is really only available if you haven't used it for more than 20 seconds, as you need the fully charged lasr to make this work. At higher percentages, the Laser actually does knock people back a considerable amount, enough to quickly get the kill if they're already far off the stage.
However, if they are recovering high, you could try a few things:
1. If they are low enough and in reach, you can Bair them to get them back off the stage.
2. Or if they're in reach to can simply hit them with a Fair and start WoP'ing them off the stage, usually for the kill
3. If they're really high, you can just wait for them. Hit them with a Uair are they come down for some damage or if their Up-B leaves them vulnerable, you can try to intercept their fall with a properly placed Upsmash for power
Also, if they are recovering high or otherwise far away from you, use this time to charge your gyro (for fire a laser if you can hit them)
!DEFENSE!
GENERAL DEFENSE
Dodging and Countering:
- Another one of the awesome things about ROB is his ability to counter. Whenever you can anticipate an attack coming, Spotdodge (or roll, but Dodge is better). His dodge is so fast, the you can almost immediately Dsmash without being vulnerable at all. His Dsmash is so fast and has so much range that it's the perfect move to counter whiffed attacks with. However, it's not invincible. Characters with multi hits smashes and the like can hit you right out of the spot dodge. Example of this are Zelda's Forward smash, and Toon/Adult Link's Forward smashes when porperly timed.
- Also a Viable option is the tried and true Shield Grab, which works better at low percents because the Up and Down throws lead nicely into Fairs/Uairs.
RETREATING
In General ROB has several methods of retreating and keeping himself safe.
- His Fair may be great for offense and approaching, but they can also be great for creating that wall as you retreat to safety, keeping aggressive enemies at bay.
- Similar to rereating Fairs, his Bair is also wonderous for this too. As long as you face away from you opponent, the Bair creates a nice powerful hitbox between you and your opposition as well as boosting you to safety.
- As you retreat, you may need to be protect from all angles. This is where ROB's Nair comes in. Although it has a bit of startup, after it engages, it's very hard to approach ROB while he's using this move. It also has killing power, which is a nice bonus.
- And again, the classic shield grab comes in handy. just Grabb 'em and toss them forward or Back and flee to safety (or edgeguard if applicable).
RECOVERING
When Recovering, your Goal is always to remain as safe as possible. There are several methods and techniques you can employ to make sure you get back on the stage safely
1. Use your Bair! Whenever you're knocked high up and off the stage, your Bair can be a very good tool in gaining horizontal distance without using your Up-B. Of course, you don't want to do this too close to the stage, because the edge guardger can hit you away again in the lag.
2. Recover From Below! When using your Up-B, it's always a good idea to approach the edge from below. This makes it easy to sweetspot the edge so you can get back on safely.
3. Attack your Atacker! ROB's unique Up-B allows him do do what most other characters can't; Recovery quickly onto the stage while using an aerial. Use this to your advantage. When approaching from below, ROB's Uair provides a way to swat away edge guarders that like to get close.
4. Start a Wall of Pain! Don't be afraid to start WoPing before you even make it back to the stage. Setting up a wall of Fairs betwen you and your opponent is a nice way to ensure that he lays off for the time being. Bonus is that once you land, you can continue comboing!
5. Rising Nair! Elaborated on by ZelgadisA027123 in This Thread:
ROB FRIEND CODE DATABASE
The ROB FC Database has been moved to This thread. Please leave you friend code and add others too!
Still more to come! Leave Comments, Suggestions, and anything to help improve this guide and further our quest to master ROB!
i. Updates
I. FOREWORD
II. INTRODUCTION
III. STATISTICS
IV. ATTACKS
a. JABS
b. TILTS
c. SMASHES
d. AERIALS
e. SPECIALS
f. MISC
V. GENERAL TACTICSb. TILTS
c. SMASHES
d. AERIALS
e. SPECIALS
f. MISC
a. OFFENSE
- General Offense
- Approaching
- Edge Guarding
b. Defense- Approaching
- Edge Guarding
- General Defense
- Retreating
- Recovering
- Retreating
- Recovering
VI. ROB FC DATABASE
~Updates~
4/27 Rewrote many move descriptions (Jabs, tilts, smashes, aerials, as well as vB description and sections on edgeguarding w/ Nair/Bair, and countering.
3/21 Added tips for edgeguarding an opponent who recovers high
3/15 Updated desription of Down-B, taking Glide Tossing into account
3/15 Went back and added an edge guarding section to Offensive Tactics. Recovery section also added
3/14 First update! Table of Contents added, color added, Stats section added. General Tactics Section Added
3/14 FIRST POST YAY!
~:FOREWORD:~
Hello, fellow R.O.B. Mains. Because I love R.O.B. so much, I feel it is my duty to provide my friends (That's you) with my opinions, thoughts, and strategies necessary for Playing ROB. Although I am not the only one to do so. You may find T0mmy's Guide to ROB also extremely helpful, I know I did.
Anyway, you came into this thread to read a ROB guide right? Well then youprobably don't want to be dissapointed so...
INTRODUCTION:
ROB is a very fun character to play. Pretty much all of his moves will find their way into the fray. And because of his variety of moves, ROB becomes a versatile and intimidating character. All of this versatility, combined with weight, his bair, and a hax Up-B, make ROB a great recovery character. All around, ROB is awesome.
STATISTICS:
These are a list of ROB's stats. If you feel that anything is listed inaccurately, please let me know. All stats are out of 5
SIZE: 4
ROB is actually pretty big, but he's no DK or Bowser
SPEED: 3
I wouldn't call ROB spedy, he's really a mix of all speeds, so I'll put him in the middle.
POWER: 4
Although ROB has some weak, combo-ready moves, he also has quite a few that pack a whollup.
WEIGHT: 4
All that metal has to weigh somethin'
COMBO ABILITY: 3.5
ROB has some decent combo moves (DashA, Tilts) But I wouldn't say he's really combo-oriented.
FALL SPEED: 3
ROB is slightly floaty, but not much more than anyone else
RECOVERY: 5
ROB's weight lets him take hits better, plus his Godly Up-B allows him to fly to safely while smacking edgeguarders in the face.
ATTACKS:
JABS
Jab 1: Fast quick attack. Can be used as a quick poke if you ever need to disrupt your opponent.
Jab 2: Rob finishes the One-Two punch. Use this to get your opponent out of your face, as this move has a little more knockback and you can recover first and follow up.
TILTS
Forward-Tilt: This move is good. It was deceptive range (You can outrange Marth's Forward smash with this move!) use it to poke your opponent without being close enough to be punished.
Up Tilt: Good setup move right here. Whenever they're close up to you, use this move once (or twice at low %) and it will pop them up right above you. Good for setting up a Uair for more damage.
Down Tilt: Another great tilt for ROB. This move is really fast, has decent range, and traps people in for more hits. It can also Trip people for a nice bonus.
SMASHES
Forward Smash:
This smash is... okay. Like the forward tilt this also has deceptive range. Unlike the forward tilt, the forward smash's range is deceptively bad. You're usually better off doing something else. This isn't to say that it doesn't have its uses; it's good for hitting non-sweetspotting recoveries, or simly to hit someone in front of you with a powerful attack to punish lag.
Up Smash:
A Situationally great smash attack. The Upsmash is definitely not appropriate in all situations. However, when it does come into lay it is a really great smash attack. Use it whenever an opponent is coming down from above you, as this move is fast, and has great priority. I'm not sure, but I think it can even hit Toon Link out of his Dair, usually trading hits. That is to say that this move can go through pretty much anything.
Also, use it whenever your opponent is standing on a platform above you. If they roll or dodge it, you simply miss, with no punishment. If it hits them, you get free damage or mabe a KO. And if they shield it then it usually pushes them off of the platform and onto the ground helplessly, sutting up for a free ftilt, fsmash, or tech chase grab.
Down Smash:
Oh boy. I love this move. First of all, it's quick. You can pull this move out pretty much anytime. Second, it has so much range, anytime your opponent is nearby this move should protect you. This should be your bread and Butter smash attack. Use it whenever you see fit. It's perfect after a roll or Spotdodge so it's also the perfect counterattack. Did I mention that it also starts killing at higher percents? There is no reason to not use this move.
AERIALS
Neutral Aerial: This is one of your best KO moves, period. At 100+ percent, this move starts to kill. And usually the awkward timing will catch opponents off gueard. It's better to jump up and hit them with this move to make it KO more effectively. Use an Up-B and nair during it to alter your momentum and surprise them with death!
Forward Aerial: Awesome aerial. This move is quick, has decent range, and can be abused to form a Wall of Pain. It also has awesome priority. Perfect move for pushing your enemies to the edges of the screen, Jigglypuff style. Use this move whenever you see fit.
Back Aerial: Now this move is versatile. it's not the fastest, but it packs a punch. Not only that, but it propels you forward! You can drop from the edge and use it to ward off recovering opponents. You can use it to get away and attack your enemy without fear of being grabbed. This move also is great for Recovery. Use it to propel yourself to the stage and conserve your Up-B.
Also a great use for this is the reverse Bair, which is just hitting the on the top side of ROB's base (or about half of his body) This produces a hit in the same direction you just blasted. Great for setting up a Bair->Dsmash combo, Bair->Grab, just use your imagination.
Down Aerial: This move isn't great. It's main problem is the fact that it halts all of your momentum, and it really akward to aim. Nontheless, if you can land it, it's a great spike. You have to read your opponent's recover to make it work. Combine it with Up-B to make it more unpredictable.
Up Aerial: This move is purely to build up damage. This move isn't always great, as it gets outprioritized, and it pretty easy to DI out of the final hit and punish ROB.
SPECIALS
Neutral B: ROB fires a laser from his eyes. This move has a very long range, and can be angled up or down for a wider range of trajectories. It actually has three charges. If you spam it, you get a little spray of energy that isn't really useful at all, like a weak forward smash with the same lag.
But if you wait about 2 seconds, you get the laser back. The more you leave it unused, the more damage it does.
But here's the awesome part. If you leave it unused long enough, you get a beefed up version of the laser, which is thicker, does a lot more damage and actually has decent knockback. Again, free damage! It can also be used for edgeguarding purposes (only at higher %) Down side is that it takes approximately 20 seconds for the laser to reach this state.
Overall, the laser can be used a lot. You are rewarded by spamming it, and at the same time you are rewarded for saving it. This is a win-win move right here!
Side B: Practically useless. It's slow, has no knockback unless you get really close (and even then it's not much), and it leaves you open to attack. It can reflect projectiles, but it seems to slow to be worth it at all. and even then, you have to precisely aim it in order to reflect most projectiles. Overall, just not good.
Down B: Great projectile. Abuse this move. You can throw it out uncharged just to have a projectile handy, or charge it up for reat power. Fully charged this move does 19% on the initial throw out and KO at higher percents. Use it to get a hold on the battle field to stop predictable control tactics. Also use it as an awesome set up with Glide Tossing, to lead into Fsmashes, tilts, grab,s you name it! Beware though, as the opponent can grab it with a dash attack. if that happens, remember the negative: ROB's gyro simply disappears when shielded.
NOTE: GLIDE TOSS: A glide toss is performed by Rolling and then immediately pressing A to throw the item in your hand (or the cstick in any direction). You get virtually no lag, and you keep the invincibilty frames from the roll and the distance, which lts you follow up with anything really, because now you're right in you opponents face!
Up-B: WHOA. This move is awesome. Not only is it a beast recovery move, but it can be broken up and attacked from in-between. You can use this to keep chasing them off the screen with Fairs, etc. Over time, your fuel depletes and you must stay grounded for a short time for them to recharge. Overall, just an awesome move.
MISC
Dash-Attack: Great setup move. Has low lag so use it to setup a tilt combo (Dash atk > Utilt > Utilt > Uair, Dash atk > Dtilt > Ftilt > Fair, etc etc etc.)
Ledge Attack <100: Just a standard attack really, serves to clear the area before you come back up.
Ledge Attack >100: pretty much the exact same, but slower <_<;
Get up attacks: Again, just to get some space. They have pretty good range.
GRAB and THROWS
Pummel Attack (a): fast attack, just to add a bit of extra damage before throwing.
Forward Throw: Quick basic throw. Just to get them away from you
Back Throw: Again, fast throw, sets up for edgeguarding.
Down throw: sends the opponent upward, good to follow up with a Uair afterwards.
Up Throw: Pile Drive, send them up and in front of you, prefect setup for Fairs to push 'em away.
GENERAL TACTICS:
!OFFENSE!
GENERAL OFFENSE
Shooting the Starting Gun:
I use this tactic all the time. As soon as the match starts, Fire Ya Layzah. They take 5 damage, and you're already in the lead!
Wall Of Pain (WoP):
This refers to the usage of high priority/ranged aerial to create a sort of "Wall" of hitboxes between you and your enemy. This creates a situation where it is hard for the enemy to approach and easy for you to approach. A WoP also brings about the ability to abuse this tactic to form combo chains of the move, forcing the opponent back and adding damage, even driving them off the screen. ROB's Fair fits this purpose. Use it to annoy opponents and drive them to their death (use of Up-B may be required to complete the task.
APPROACHING
ROB has a few options when you're coming in on the offensive:
- If you have it charged, a full Layzah from a Short Hop (angled down so it connects) Is a good way to close the gap on your opponent without them swatting you away like a Robotic fly. Follow up with a jab or Ftilt and continue
- Also a good idea is to use you Fairs to approach. Use the WoP to get in your opponents face until you can fit some more attacks in there.
- A third option is always your trusty Dash attack. The Dash attack is versatile in that it can lead into multiple follow ups, those being his jabs, all of his tilts, or sometimes a grab. All of these can set your opponent up for a bit it tilt comboing and probably a Uair for added damage.
- Even another option I've found useful is his Ftilt. His ftilt has surprisingly good range, and at mid percents can be followed up with Fairs for some WoP action.
- And even more still, you have the option of Glide Tossing your Gyro at the opponent. This allows you to quickly follow up with a Grab, tilts or forward smash. Awesome and surprising approach.
EDGE GUARDING
When edge guarding, ROB can use several of his moves to ensure that the opponent stays off:
- Bair: The Bair is a great move for edgeguarding if you're hanging on the ledge and your opponent is coming below the stage. Just ledge-drop and Bair Away! Also, it's great to simply run off the edge and throw out a Bair toward the stage. This tactic intercepts a lot of characters' Up-B recoveries (mostly those that gain quick vertical distance) and Stage spikes them!
- Fair: Ah, the ol' reliable Fair. As stated before, wth the Fair, you just need to keep pushing them, create a wall of pain and force them farther from the stage until you're sure they're dead (which if fighting Pit means past the KO boundry >_<)
- Dair: Of course ROB's spike is going to be an edge guarding move! although sometime difficult to land, the Dair comes with the reward of knowing your opponent won't come back again. The Dair can be handy from a SH off of the stage, or by a ledge-drop if the opponent has a vertically oriented recovery.
- Nair: This can actually be a very reliable edge guarding move. Just run or jump of the stage and Nair. It covers a large area and all around ROB's body, so it's pretty safe (Even if you exchange hits with an Up-B or something, they still die ^_^). Great vertical power and can kill horizontally if close enough to the edges.
- Forward Smash: Although it's not applicable to all situations, sometimes you can catch the opponent mid recovery with a down angled Fsmash. This works a lot better on Recoveries that Don't sweetspot (Snake, Sonic) and some that might not always sweetspot correctly. Usually your aerials are abetter option, but if you can't run off and hit them in time, an Fsmash can do the trick sometimes.
- Neutral B: That's right, the Layzah. This option is really only available if you haven't used it for more than 20 seconds, as you need the fully charged lasr to make this work. At higher percentages, the Laser actually does knock people back a considerable amount, enough to quickly get the kill if they're already far off the stage.
However, if they are recovering high, you could try a few things:
1. If they are low enough and in reach, you can Bair them to get them back off the stage.
2. Or if they're in reach to can simply hit them with a Fair and start WoP'ing them off the stage, usually for the kill
3. If they're really high, you can just wait for them. Hit them with a Uair are they come down for some damage or if their Up-B leaves them vulnerable, you can try to intercept their fall with a properly placed Upsmash for power
Also, if they are recovering high or otherwise far away from you, use this time to charge your gyro (for fire a laser if you can hit them)
!DEFENSE!
GENERAL DEFENSE
Dodging and Countering:
- Another one of the awesome things about ROB is his ability to counter. Whenever you can anticipate an attack coming, Spotdodge (or roll, but Dodge is better). His dodge is so fast, the you can almost immediately Dsmash without being vulnerable at all. His Dsmash is so fast and has so much range that it's the perfect move to counter whiffed attacks with. However, it's not invincible. Characters with multi hits smashes and the like can hit you right out of the spot dodge. Example of this are Zelda's Forward smash, and Toon/Adult Link's Forward smashes when porperly timed.
- Also a Viable option is the tried and true Shield Grab, which works better at low percents because the Up and Down throws lead nicely into Fairs/Uairs.
RETREATING
In General ROB has several methods of retreating and keeping himself safe.
- His Fair may be great for offense and approaching, but they can also be great for creating that wall as you retreat to safety, keeping aggressive enemies at bay.
- Similar to rereating Fairs, his Bair is also wonderous for this too. As long as you face away from you opponent, the Bair creates a nice powerful hitbox between you and your opposition as well as boosting you to safety.
- As you retreat, you may need to be protect from all angles. This is where ROB's Nair comes in. Although it has a bit of startup, after it engages, it's very hard to approach ROB while he's using this move. It also has killing power, which is a nice bonus.
- And again, the classic shield grab comes in handy. just Grabb 'em and toss them forward or Back and flee to safety (or edgeguard if applicable).
RECOVERING
When Recovering, your Goal is always to remain as safe as possible. There are several methods and techniques you can employ to make sure you get back on the stage safely
1. Use your Bair! Whenever you're knocked high up and off the stage, your Bair can be a very good tool in gaining horizontal distance without using your Up-B. Of course, you don't want to do this too close to the stage, because the edge guardger can hit you away again in the lag.
2. Recover From Below! When using your Up-B, it's always a good idea to approach the edge from below. This makes it easy to sweetspot the edge so you can get back on safely.
3. Attack your Atacker! ROB's unique Up-B allows him do do what most other characters can't; Recovery quickly onto the stage while using an aerial. Use this to your advantage. When approaching from below, ROB's Uair provides a way to swat away edge guarders that like to get close.
4. Start a Wall of Pain! Don't be afraid to start WoPing before you even make it back to the stage. Setting up a wall of Fairs betwen you and your opponent is a nice way to ensure that he lays off for the time being. Bonus is that once you land, you can continue comboing!
5. Rising Nair! Elaborated on by ZelgadisA027123 in This Thread:
Read the Thread for the full explanation.From an up+B, continue holding B to get thrust, and do a nair. ROB's nair begins at a diagonal low and in front of him, and then swoops around behind him to cover his top and front. The fact that the top (and especially the diagonal at the front-top) is the last area to be hit is important - you will be hitting above you when you are at about the highest during this attack.
This technique can be varied slightly based on when you apply thrust. Because the top is the LAST area you hit, if you stall before you begin the attack, your upwards momentum will increase a nice amount by the time you are hitting above you, giving the nair more of a swooping look, and making it harder for your opponent to react and air dodge out of the way. This variant can be done by doing your up+B, letting the stick go neutral, initiating your nair, and then jamming up to regain thrust. I prefer this method, as it uses lest thrust and has a more awkward placement.
ROB FRIEND CODE DATABASE
The ROB FC Database has been moved to This thread. Please leave you friend code and add others too!
Still more to come! Leave Comments, Suggestions, and anything to help improve this guide and further our quest to master ROB!