Alright, so I placed second with MM in a friendly tournament on another forum last night.
The winner used ROB and he gave me all kinds of trouble.
His reflector let him charge through all my projectiles with ease and suck me into a pain tornado. His laser is faster than my Metal Blade so he could hit me and shield on trade. His jab and tilts have such long reach that they could hit me through my Plant Barriers and safely cancel out my projectiles easily (while sometimes hitting me in the process!). And his insane recovery made him almost impossible to gimp or edge guard the way I do the rest of the cast.
Just a really frustrating match-up. He seems to have answers to pretty much everything in my toolkit. At this point I wouldn't hesitate to declare ROB a hard counter to MegaMan. Maybe I just need to get better at taking advantage of ROB's weakness to juggles, IDK.
Hmmm... I need to face a good one, as that sounds tough to deal with.
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Anymore advice on Shiek? After more games she's definitely been my worst matchup. I'm not sure how to approach her. Should I try to play the long range game against her? I feel like her needles make that impossible, and her close game is so much better than ours. I'm usually fine if they take the initiative to approach, but when they needle camp I'm not sure what I should be doing.
I've been playing this MU a lot more with the guy who double eliminated me at my last tournament and I'm starting to understand how to play it better.
Mid-range. In range of your pellets, but out of range of her tilts/jabs. Just about every character is uncomfortable at that range.
The above quote is absolutely correct. SH pellets give her issues.
More stuff I've noticed:
-Fsmash trades with Needles. Abuse this when possible (AKA you see her start needles/think she will, use Fsmash). It also beats out the grenade.
-Jumping Fish is a really stupid move and it feels like her hitbox disappears during the hit (It actually just shrinks a LOT). From the ground she will go over all of our grounded projectiles, including uncharged Fsmash (Not sure about a charged one). Fair and Bair will beat it though.
-We can UpB out of all of her combos and out of her Uair (THIS IS HUGE!). This makes it tough for her to rack up damage and kill the way she would in other MUs. Avoid Usmash, Jumping Fish and Vanish to pretty much live forever. Jumping Fish can be particularly hard to avoid, but when you're in it's range be careful with what you throw out at high %s.
-Tap her portrait on the bottom screen to see where her Vanish is going (Obviously only in the 3DS version; this feature is kind of dumb).
-Fair and Bair can outrange her in the air, but her Fair and Nair come out faster. Obviously Nair is great for beating her aerials too.
-Be careful throwing your saw blade. We can actually outcamp her with MB and Crash Bomb since her needles do jack **** for damage, but if she catches the saw blade you HAVE to approach her and makes you lose the edge in zoning/ you lose your main tool for stopping her from just running away forever. For this reason I would only try to zone briefly here and there, especially at high percents where needles don't really matter, and instead focus on playing in the mid range.
-Crash bomb is useful in this matchup. It either forces her to rush you down to pass the bomb, allowing you to switch to a defensive game and pummel her with lemons in the mid range while crash bomb explodes, or she has to stop and shield/roll/dodge, allowing you to approach to the mid range.
-We can kill her WAY earlier than she can kill especially if you can UpB out of her Uair and avoid her other few kill moves (Jumping Fish being the hardest to avoid/least telegraphed). That said landing kill moves on her can be difficult due to her mobility.
-Her only option against opponents below her is to Nair. Nair "appears" to be safe on block from the front when auto-canceled into jabs (I could be wrong and just missing my punish), but from the back it is very punishable on block. It also does not have a very disjointed hitbox.
Abuse this in conjunction with Dthrow.
-When recovering I personally would suggest recovering low so as to not have your landing pressured, but recovering high is an option as well. Just make sure when you are level with the stage to not jump so she can't steal your jump with needles.
I'll add more if I remember something else later.
Hope this helps. The MU is still tough, but it does get a bit easier every time I play it.