You mean that spat a year ago when KK insisted that (in Melee) the spacies
are not utterly degenerate,
do not center the meta around themselves, and
do not totally dominate every matchup they're in? Whatever, dude. Given that you're opening up with the stated intent to disbelieve whatever I say, I really shouldn't bother.
In fairness, I probably overreacted back then.
Whatever, let's try anyway. Perhaps you can generously provide me the benefit of the doubt despite that I
(gasp!) disagreed with a good player one time.
ROB hoses
good characters that are dependent on projectiles (let's use Samus as an example here) due to:
- The fact that he can outcamp anyone in the game except *possibly* Fox due to his ludicrous projectiles. For Samus specifically, both of ROB's projectiles outright beat missiles, and the gyro easily cancels out charge shot, in addition to being a holdable item (and can be glide tossed/thrown OoS, at a higher speed/longer distance than any other legal item in PM), maintaining a persistent hitbox on the stage.
- Because ROB can outcamp even heavy camper characters like Link, ROB can basically always force you to approach and interact with him. Because of ROB's raw speed/range/disjoint, though, he turns out to be incredibly tough to interact with, particularly for characters (like Link and Samus) with mediocre or bad dash-dances, and especially if those same characters have tether grabs. ROB's main interaction weakness is his poor defense against shield pressure, but Samus and Link don't really have any to speak of.
- His silly air mobility and large, fast, lag-free aerial disjoint means that positional advantage (read: the neutral game against most other characters at this point would be transitioning into a conversion for the opponent) is all but nullified against him because he can just boost around until there's an ideal time to safely boost fair onto your shield and reset to neutral. It's a very similar effect to 3.0 mewtwo teleport, MK dair, etcetera; though admittedly not as pronounced.
- His physics make him incredibly tough to finish off for these kinds of (zoning) characters who don't typically have a lot of kill setups, and those tend to only work on FFs. Samus definitely has a hard time, and from what I'm hearing about Link's (lack of) kill moves, he's probably got it any harder.
- The side B lets him get extremely hard punishes on any projectile that he happens to read. It's also very usable on reaction if he's spacing properly.
- ROB always has at least one guaranteed kill setup: dthrow. Any series of close range interactions with him will inevitably lead to you getting grabbed at some point, unless you make a series of increasingly improbable hard reads. It's just much easier for ROB to do work at every range.
- Good luck not getting gimped.
Those are probably the main points, but I'm sure there's lots more minute details that escape me at the moment.
OFC, this is speaking strictly from my experience playing Samus and Toon Link against ROB. Tink, as @
Lunchables and @
Oracle may confirm, beat ROB like a redheaded stepchild last patch, but now loses quite badly for very similar reasons to the ones outlined above. I have a very hard time believing that the situation would be any better for Link Prime. His entire M.O is zoning with high-commitment projectiles, which ROB simply hard counters. Even characters like Bowser and Ganon do better than [insert character that's almost strictly better than Bowser/Ganon here] because they can at least trade with ROB's aerials from most positions, and can kill him at low %'s. The zoner archetype gives up those abilities, and gets nothing in return in that particular MU.
edit: fixed formatting
1. The fact you start with Samus makes you instantly lose credibility. Link
destroys Samus in the camping game
in Melee, and here, Link's tools are even better. Strike 1. Link's rang doesn't care about being clanked [it ate a hitbox and he can put it out again in a second - that's a perfectly well-used rang], and the hitbox is disabled if you clank it out as Link with his rang or bombs [or should be and was at last check]. If the Link is good at item control [and Link should be], he can also pick it up, which is another projectile ROB readied for him, who now can't use it. Strike 2.
2. You assume he'll outcamp Link - sorry, but no. Link spawns way more stuff faster than ROB, who has a gyro (Which Link can steal while still using the rang and bow), and a laser that charges up every what, 10 seconds? If they use the weak laser every 2 seconds or whatever, that's scratch damage relative to what Link does. Plus Link's rang has much better aiming and control of the stage than ROB's laser, and for ROB's gyro to stay grounded means he can't be using it, but Link can be putting bombs out and also dropping them to briefly control the stage - ROB gets only one gyro though. Strike 3. You cite a disjoint? Link has the master sword, a decent fair, and an insane nair - plus the rang will definitely help him get in, and dtilt is no slouch at poking either. Link's shield pressure comes from mixups with bombs bouncing on shield and keeping the rang in awkward positions for the opponent - he can do enough to ROB, and his jab outranges ROB's stuff. Strike 4.
3. He can't possibly be boosting around above Link's head, or he'll eat uairs, and that's a bad look for every single character in the game. If ROB is boosting around, he can't be doing all that much with the gyro either - yeah he has it, but if he's looking to throw it, he's one bad throw from Link holding the gyro and he's down a few boosts - that means landing which means Link can make things ugly quick. Boost fair on shield is also looking to get OoS something from Link, be it nair, bair, or even a pre-emptive dair (risky but terrifying for ROB nonetheless). And that's
not even close to what Mewtwo did, because you can see him the whole time and are spacing around it, whereas having to space around Mewtwo's midrange and his close range was more difficult. Strike 5.
4. ROB's fat but doesn't fall fast - uair and dair work just fine. Link has to setup into them or make a read, but Link has a kill move comparable to Fox usmash to send this tin can flying. Dsmash works reasonably well on platforms as well, and if he's jetting around as much as you claim, gimping is DEFINITELY not out of the question since we can hit him off and harass him from afar and then nair him back out. Samus doesn't have nearly the vertical KO options we do - the only one being usmash in ice mode - if I could I'd tag ESAM and ask him about his opinion but he has that untaggable name so I won't even try. Either way, Strike 6.
5. Does it auto-catch things or something? That still wouldn't matter with the rang, but one thing a good Link should be doing is putting the rang out as a bait - spacing so they look punishable but aren't - then they can counterattack and have the rang coming back as support. This is where trickery comes in. I don't fully understand what this read he's supposed to make even is, unless you're referring to the reflection hitbox on grounded side+B, at which point, how is he jetting through the air? Also Link's shield can just block that if Link stands still (something I do frequently if I think they're looking to use a reflector). Strike 7.
6. Link has a dthrow that does the same thing. And getting grabbed is never a foregone conclusion XD. Plus Link actually has the tools to escape that setup, namely the rang on its way back and bombs that go off and disrupt combos. Meaning Link is actually better protected than most from this. That also why Link is usually playing a hit-and-run game - choose your moments, hit hard once or twice, and either follow up or get away [which is easier than people seem to think if you're not fighting Fox/Falcon/Sonic]]. Strike 8.
7. I don't see anything terribly special ROB can do, other than intercept the bomb jump with laser/gyro, which is an issue in other MUs... spacing Link's recovery is an issue in every MU, but if he uses boosts that much, ROB is also going to have a fun time not getting gimped by Link. And I don't think ROB is terribly good at gimping Link to be honest (not Samus bad, but he's not Link good or Marth with perfect dtilts good). Strike 9.
Considering you managed to not only strike out, but also strike out your side for the entire inning, maybe you should retire until you start addressing the Link-ROB MU as it is, and not as you think it should be based on Samus-ROB (should not even be compared except for weight and tether gimping explanations, neither of which were present) and some faulty assumptions about camping and the CQC game (I'm of the opinion that Link's rang is vastly better than TL's, so there's another flaw).
You also don't zone in every MU as Link - against Captain Falcon, for instance, you can try, but it's much more efficient to play a very gutsy CQC game where you use the rang to stuff some approach angles and snuff him out with jabs and nair while using uairs and utilts to stop stomps and then go to town. I find against a high-pressure Falcon, it's better to just not pull bombs on small stages right away, but try to keep rang out - then once I get a good hit in, get a few extra hits, launch with uair or dair, then pull the bomb and get ready to juggle and, if I fail, go to neutral with one [precious] bomb.
P.S: Was specifically referencing your (clearly objectionable, as countless others took issue with them) views on the Fox-Puff MU specifically.
Also the spacies don't dominate Marth, and Falco doesn't dominate Peach or Samus [while I disagree with them, several think Peach and/or Samus wins that MU...I think it's even but eh] - please.