TL DR; I use this place for convenience and discussion. I'm not the only one on here throwing out ideas without full knowledge of the character. That's why we discuss, so we can see all sides of a topic. Anyway, I call a truce, so don't take anything I say offensively. I didn't mean to undersell Samus. I WANT her to be good, if anything. Every character deserves to be good.
I too use this forum to occasionally download character information. This place is typically stronger in that regard as well because you're more likely to find... well, not to be rude, but more competitively invested players. The player who gush over specific characters and the people who are interested in tier development and metagame dynamics, while not rigidly stuck within their worlds, tend towards different skill levels. That's not even a jab at people who just love their characters, but acceptance that you probably play a weeee bit more of this game than most if your actively choosing to spend your discussion time dissecting the metagame, and those are the players I want to be having this discussion with.
Again, I'm not Nairo, but just as something to point out:
You're a Falcon/Little Mac main. This means:
1. You probably favor rushdown, speedy, combo-friendly powerhouses, which Robin isn't.
2. You have a good match-up against her (to my knowledge), making her seem terrible when you face her, because Falcon/Little Mac get in easily and don't allow her to zone or setup easily thanks to dash grabs, generally speed, aerial setups, and armor on Mac's smashes, which she can't easily escape or deal with because she's slow.
Robin is a different playstyle, as @
Conda
pointed out. Her playstyle struggles against the niche of character you use and excels against slower, less rush-friendly characters. She can go toe-to-toe with Mario, Luigi, the Pits, Bowser, Dorf, DK etc. But she can't deal with Sheik, Diddy, Falcon or Mac well (unless she gets Mac into the air).
Nairo could probably tell you the finer aspects of her character. But that may be why you don't see her strengths.
Very well and possible, but I did at one point give the character half a month, and my ultimate problem was always feeling like what I was using was a worse version of something else.
When I was using the levin sword to apply pressure and try to space, I felt like a worse Marth. Yeah pound for pound my swings can be stronger, but Marth swings are good all the time and have absurd early kill tippers.
When I'm pressure someone's shield with Arc-Fire to fish for a grab opening I'm just sitting there thinking "you know this would probably be so much easier if I were Ness and had more variety to my pressure game, better conversions, and a kill throw that rewards me even when I'm converting high % traps" (admittedly down-throw got me plenty of uair kills I didn't deserve)
When I'm recovering with Elwind I'm just there like "jesus, at least Little Mac has a wall jump and invincibility frames on UpB, an UpB that sharks ledges if you're ballsy. I can pose a rebuttal. It's not just me inviting anyone with decent aim and a passable meteor to claim free stocks from low recovery."
Those two are my listed mains, but my signature is a more accurate portrayal. I put a lot of hours in a lot of places because I believe the fundamentals in this game are tied most strongly to one's ability to space and engage in footsies. Smash 4 is so, so, so very much about both earning rewarding punishes and making the best of poor exchanges. I'm not entirely sure you could sum up my lack of success with Robin as merely being playstyle boxed (especially with how much success I've begun seeing with Villager and Dark Pit lately). I think there are things about this character I'm simply not processing, and that's where my eagerness to get educated comes from. If there is something to this character, my self-study missed it, clearly. I want to find out where I wasn't looking, and where the difference in thought lies. It'll improve me later moving forward.
AND ACTUALLY, THAT HAS ME WILLING TO MAKE A CASE THIS DAY.
I'm actually going to come down with Nairo on Zelda now, because this is something I've been ruminating on for a while now. I play with a Zelda main whose put in their time. Successful elevators, strong spacing, and all that. Doesn't always save the day; the character is still flawed, but I noticed something. While Zelda loses a lot of exchanges, and in general has a hard time making characters respect her spacing options and limited strong points, there has always historically been one thing that has always been dreadful about fighting this character.
Disadvantage state. Hers. The difference is nothing. Gain neutral control? Neat. Good luck converting it into anything. Between the ridiculously strong get-off-me button neutralB is, the sheer distance her teleport offers her, ledge canceling, and the surprisingly smaller-than-you-think punish windows that round out her kit mean that whether she's in neutral, above you coming off of a juggle opening, in a scenario where you compromised her zoning... It's all the same to her. You have to respect Nayru the Girl's Best Friend, you have to respect consistently placed sweetspots, and therefore your ability to maximize on putting her in disadvantage relies almost completely on HARD reading teleports, before or afters. Just because you can predict and disrespect Side and Down B on a regular basis does not mean you can actually walk all over her. Even when you're winning, you're struggling to convert your advantage into immediate results.
This is especially jarring to me because the bulk of my hours, naturally, come from characters so drastically more... well... DISADVANTAGED in their disadvantage state. LM's disadvantage state is the thing he looks for under his bed at night; Falcon and Ganon feel similarly. While Wario is rather adept and managing and making strides from disadvantage, 3 of my Big 4 don't experience anything close to what Zelda does, and it got me thinking of how much sense that makes out of character derision or misappropriation seen across these pages.