How do you deal with Link or just projectile heavy characters in general? Link, Rob, Duckhunt etc. They're all giving me troubles. I feel like I could beat half these people I lose to, on a stage like Battlefield, where I have platforms to work with. It's a shame every stage in For Glory is just a FD copy.
Duckhunt is actually pretty easy, it helps to remember that side B has a lot of end lag for duck hunt and that the can is pretty much like a gordo in that you can usually just hit it and it'll change directions. You can also hit the frisbee to break it, and the first two shots from the frisbee light gun will not flinch you until you're at incredibly high percents, so you can also just shield and run through it when it bounces up and only the non-flinching shots should hit you. When there's a gunman out, be aware of the range, it's not full stage, and it's good to not sit in shield and wait for them to shoot, because you'll just get grabbed and shot anyway when Duck hunt throws you. Instead, it'd be better to just get out of there or to go for a trade with duck hunt, since those shots aren't all that strong anyway if i'm not mistaken and you'll likely end up getting the better end of the trade and it will ruin the set-up. However, to avoid being in this situation to begin with, it helps to be close to duck hunt. It's a character that can zone well, but it's horrible at dealing with pressure. None of it's specials are safe at close range, and it can only rely on it's normals at that point to keep you way or get you off of them. When the duck's bill is extended for tilts or aerials, you can space for the duck to hit an extended hurtbox. If you get the opportunity, using down tilt on the can sends it flying pretty far and can often make the can hit duck hunt or just put it at the farther end of the stage where it's pretty much useless, just don't get thrown into it or something.
Link is pretty annoying but managable, his projectiles have low recovery so you'll need to be careful when trying to punish them, even when you powershield point blank, it's possible for him to roll away from your jab, so it's best to only throw a single jab just to see if it'll hit or not, then basically hit confirm the jab that way. There's also a little trick you could try which is holding the jab button and then holding shield after the first jab starts to come out. If the jab whiffs, because of a roll then you will just jab 1 to shield, then you can react out of shield to the roll if it's a roll behind you. Otherwise, if the jab hit, then it'll complete the jab series and you can go from there. There's a pretty big weakness to this strategy, and that's if the opponent shields, because it'll register as the jab hitting something and complete the jab series unless you release the jab button. Despite being a long range character, one of the annoying things about Link is the fact that he has a functional boxing game. His jab is fast, has range, and it can combo into some of his smash attacks. When you're up close, you can expect Link to spam this, and it's pretty irritating. There's also his roll and spot dodge which are both pretty good and you'll likely see a lot of roll behind to Dsmash, grab, or jab. We probably don't lose to Link up close but it helps to be aware that he isn't helpless at this range either. Another annoying thing about Link are his aerials which are actually pretty good. They are pretty fast, have low recovery, and the range, especially on up and down air can be somewhat deceptive. Those aerials are a bit wider than they appear, and Down air actually doesn't have much landing lag at all, so it's not as easy to punish as it used to be. He is by no means unstoppable in the air, but just like his ground game up close, you just have to be aware that he isn't helpless and be sure to respect the aerials. If he does a Down air and bounces off your shield, then do a shield drop to up tilt while he's hanging around above you. You can also use pivot grabs to deal with some of his aerials thanks to the amazing range on the pivot grab, and as always, you can use up smash if you feel like he'll try to surprise you with Fast-fall Dair. Once Link is offstage, it gets a lot easier, his recovery is fairly predictable and not that difficult to handle. Ledge-cancel bomb will pretty much cover anything that link can try offstage, just be on the lookout for bombs and tether recovery mix-ups.
In the case of R.O.B, you really just have to be very patient in this match-up. Don't get overwhelmed by how fast he appears to be, he actually has quote a few weaknesses that you can take advantage of. The first being that unlike Link, his up close game isn't that great, his smashes aren't as fast as they were in Brawl, and his spacing tools are not as good either, his grab range is laughably short, and generally his main goal when you get close will be getting away from you either by trying to hit you, usually with a ftilt or dsmash to get you off of him or by running away. Knowing what the player like to do in those situations can help you stay in once you get in. Another of Rob's weaknesses is while his aerials do have little recovery on landing, they have quite a bit of start-up, with the exception of Fair and maybe Up air, he needs a bit space to use aerials safely or he will risk punishment. Finally, when he is recovering, all you need to do is hit him away from the stage without letting him land, his recovery does not reset when hit, instead it works off of a fuel system. So if you keep him from landing or ledge grabbing long enough, his fuel runs out and he will fall helplessly to the bottom blast zone. Just keep in mind that he can attack out of his recovery to keep you from trying to do this, so be aware of that. If Rob is recovering low, and attempting to ledge grab, walk off to Back air works wonders.
Hope this helps!