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Balancing R.O.B.

Thinkaman

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Thinkaman
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Link to original post: [drupal=668]Balancing R.O.B.[/drupal]



ROB seeks to use ranged superiority, excellent recovery, and powerful aerials to outcamp the opponent.

ROB is easily comboed by fast aerials, and has trouble capitalizing on openings.
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-D-Smash and nair have little risk for reward.
-Laser too spammable, little incentive to charge.
-U-throw a bit too powerful for his grab game.

- Slightly increase base laser charge time.
- Increase ending lag on D-Smash and nair.
- Slightly reduced knockback growth on u-throw.

+ Increase fully charged laser damage.

ROB is the same campy flying robot we all love to hate, only now he's a bit more approachable. The robot will have to be a bit more careful, with nairs and d-smashes, as some faster characters will have additional punishing options to use if they bait one. ROB also now has more to gain from playing more agressively, and using the laser as a follow-up move; it would be interesting to see the difference in impact these changes would have on older, more campy ROBs compared to more modern, aggressive ones...
 
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