Was looking forward to responding all day, you dodged me till 5 AM?
(I'm only kidding, calm down XD)
I'm really not getting where Mario has such an easier time killing here. ROB's NAir kills at least as soon as Mario's USmash or sweetspotted FSmash, yet is easier to land because it can chase opponents in the air and has a huge extended hitbox. Everyone admits that ROB has the better edgeguarding game. Is there some third method of killing I'm unaware of? It can be argued that Mario gets ROB up to a killable percentage faster (i.e. racks up damage quicker) than vice-versa, but there's no way he's actually killing ROB at a lower percentage. Perhaps you arguing against me are referencing the former when I've meant the latter this entire time. Let's just clear that up and be done with it.
Well...I've already read the entire post...and I don't want you to think that I'm responding to the "former" rather than the "latter"....so I'm gonna leave this one alone.
As for the "omg FSmash is weak" thing, I apologize if I was wrong about the strength of Mario's FSmash. It doesn't really change the argument above, however, and stop crying about my supposed lack of experience due to this comment. I don't care if Mario's FSmash kills at 10% or 500%, "matchup experience" is irrelevant when discussing purely numberical facts such as the damage-knockback of a given attack. If I was wrong, so be it, but it doesn't invalidate anything else I've said.
Except when your numerical facts contradict the experience of EVERY Mario main arguing and is just plain wrong while you're claiming it to be true, you have to wonder how often you fight Mario as ROB.
But yeah, as long as you realize Fsmash is stronger than you thought, no harm done.
Fireballs don't really force an approach. They're very easily powershielded or cancelled by any quick attack. Mario needs to follow up and try to punish any openings this creates, the Fireballs alone don't do a whole lot. This is pretty much just restating what Matador said, though. *shrug* Might work on Dedede because he's so big, slow, and lacks an efficient attack to cancel Fireballs with.
Well, for the sake of the argument I'll be inclined to agree with you until I'm convinced of these walls Judge and Hero referred to.
My point about fireballs is that they help Mario get on the inside. That's it.
It's true that ROB is weak from below, which is where the whole "Mario racks up damage better" thing comes from. Perhaps his weakness is being overstated, though. His little momentum shifts with DAir/BAir are enough to throw off Mario somewhat, being that the plumber doesn't have a whole lot of range to compensate for misplacement, and air dodging is... what it is. Beyond a fresh stock, virtually nothing we can do is a true combo and thus ROB can at least attempt to maneuver himself out of the juggle. The ball is in Mario's court but not every pop-up is going to lead to another 40% on poor ROB.
Very true, it's not ALWAYS going to be **** if Mario's in position...but just know that we're talking about highest level of play. If you're in that position against Boss, Bo, or any other good Mario main, they're not letting you go.
Bottom line, that's a terrible position for ROB, and has the potential to completely wreck ROB's stock from 0%.
It's actually just like Marth or MK in one regard -- ROB can certainly space himself cautiously to avoid OOS retaliation by Mario. ROB doesn't have quite the vertical tolerance on his FAir, so it's possible for Mario to "beat" it in that regard, more likely "under" than "over", but Mario isn't going to just shield-camp his way to victory any more than he would Fireball camp as some other people suggested. :/ And ROB's FAir is ever-so-slightly disjointed, or at least that's what Sudai told me. *ahem* (It doesn't look disjointed, then again neither do Snake's tilts.)
I haven't a clue whether or not the ROBs I've faced have spaced perfectly on my shield, but Dair, Bair, Uair, upB (on occasion), and reverse pivot hyphen spinny **** Usmash OOS usually work on ROB and Marth. Not MK of course because...you know...he's a bas****.
Basically, Fair isn't an impenetrable defense and attack approach vs Mario. No doubt it's a very GOOD one in this matchup, but it's not something Mario can't deal with especially if it's telegraphed.
Also didn't know it was disjointed, but it doesn't make too much difference since it beats all our aerials anyways
Newsflash: Fox and Sheik DO have crappy recoveries. (Fox actually has better distance than Falco/Wolf, but it's still oh-so linear and gimpable.) Kirby not so much as he has great total distance, he can cover himself with his full range of aerials, and his Side-B makes him dangerous to approach directly.
I was talking strictly distance, not gimpability or defenses. If Mario doesn't make it back to the ledge without being gimped, Fox, Shiek, and often Kirby won't be returning either.
It's simple fact, Mario has one of the worst recovery distances in the game, albeit less gimpable than many characters due to the protection of Cape. ROB's BAir has a naturally low trajectory and sometimes bad DI just happens (FTilt, FSmash can have low trajectories with bad DI), Mario is just flat-out unable to recover from those kind of hits. More subtle, poor distance makes Mario predictable in his recovery because he has no leeway when it comes to his spacing -- he MUST go directly for the edge or he won't make it back. The only thing Mario can do to protect himself is perfect Cape timing, which ROB is better than most at working around and may be able to exploit. We can file this under "ROB edgeguards Mario better" which everyone already agrees with, it's a perfectly valid concern.
Well if you want to use THAT argument, SDs also "just happen", as well as not sweetspotting the ledge or running into fully charged smashes. Bad DI does happen, but it shouldn't be put into this matchup discussion in any shape or form, this is at highest level of competition.
I'm not going to argue Mario's recovery distance with you because, quite honestly, it's pointless. Not only will you believe me to be exaggerating, but you'll probably take it further once you realize that my arguement against this is based more on experience rather than numbers. Suffice it to say, Mario's recovery has never been a hindrance for me like it is for Ganon, Olimar or Link. The only angle that kills Mario is the one you're mentioning, and that's with bad DI low %, or good DI high %.
And I've never said that ROB's edgeguarding on Mario isn't a viable concern, but that it's not enough to tip the KO-power scales in his favor, especially since Mario can edgeguard ROB as well.
Intelligent rationing of fuel makes most stage spikes survivable (if only once since that would burn a lot of fuel
) or the opponent could just tech it. That said, Mario has a pretty tough time around ROB's UAir so I'm not sure the risk is even significant to him.
If Mario runs off the side of FD as ROB vertically rises with his Uair, isn't he avoiding Uair while in perfect position for a Bair spike? Also, Mario moves faster than ROB, so positioning this isn't very difficult. Of course, it's not always going to work out this way and all that, but my point is that it's still a concern unless ROB is close enough to the ledge to hit Mario as he's running offstage.
Luigi's recovery isn't that great either. ;/ At any rate, that wasn't an insult. My point was that ROB will not fall for the easy things Mario does to gimp other recoveries. DK? Cape 'em when he does his Up-B. Ike? Cape 'em either way, same with many other characters. Gimping ROB isn't that simple, Mario has to work pretty hard to successfully gimp him. That's all I meant.
Alright, my mistake.
Nair can kill as low as ~100 if you land it in the air, depending where. (Higher is always better. Off-stage makes for lower kills too, since it opens up the possibility for a side kill and recovering opponents are generally DI-ing upward anyway.) The hitbox is ginormous and also lasts long enough to punish all but the most perfect of spot/air dodges, so it's especially difficult to avoid while airborne.
Alright, but if you're including that in the equation, we might as well include how low Mario's Fsmash kills off the side when near/on one of the ledges as you're recovering, getting up from the ledge, or just happen to be there when it hits. I'm not sure how low it kills ROB, but I've killed Snakes, Bowsers, and DKs from that positioning at 90%.
The range with Nair is awesome, lingering hitbox, and kills. No doubt about any of this, but my problem with it. It's very...very slow, and becomes telegraphed. Unlike pretty much any other character in the game, Mario can cause problems for ROB if he sees this coming because of how long FIHL keeps him in the lag, allowing him to get into ROB's blind spot or land an easy Usmash.
Mario's USmash hits all around him but has poor range. It's not fast enough to use OOS, especially since the hitbox starts at the back and you're generally facing your opponent. ;/ Its range is too poor to punish with, only well-used FIHL will give Mario a "free" shot. Obviously, he cannot chase in the air with it. No evidence suggests that he can land the attack easier than ROB can land his NAir.
Except that it's much faster, and Mario moves must faster
with it since he's usually running as he does it. This is no exception to Usmash OOS.
And I'm not sure what you're comparing Usmash to when you say it has low/poor range. Whether you're going from experience, "numerical data", or simply how it looks, let me assure you that the range is not an issue in this matchup; especially since ROB is huge.
It's worth mentioning FSmash in this argument as well, since that's also been mentioned as a primary kill move for Mario. It does have surprising range but is generally too slow to easily land and must sweetspot to kill.
Too slow? And you're arguing Nair against it? I'll address the sweetspot thing later.
T'was talking about the other way around. If ROB recovers low and comes in near-vertically with a UAir, Mario is not well-equipped to edgeguard it: he can't beat the attack head-on, it eats through Fireballs, and Cape won't push him away because his horizontal momentum is minimal. ROB can't sweetspot the ledge in the middle of the attack, so he's not absolutely 100% safe, but Mario has a hard time taking advantage of that fact.
He's limited to pretty much just Bair spiking, but not much else, so I agree. This still makes recovering high safer than low.
Anyway... did my own numbers test with Mario and ROB on FD:
Tilted upward and sweetspotted, Mario's FSmash kills at 101% with no DI from center-stage. (Huh. Well...) Non-uptilted
or non-sweetspot kill at 108%, non-uptilted
and non-sweetspot at 118%. So, don't forget to tilt it upward.
With good DI and aerial cancelling momentum, a "perfect" FSmash is survivable up to about 125%, a "bad" one over 140%. (Henceforth, assume "good DI" also includes cancelling momentum.) Actual kill percentage can vary a good +/- 20% depending how far off-center you are and whether you're hitting them to the near or far side.
Sounds about right.
Mario's USmash kills at 129% with no DI, on the ground. With good DI it's over 140%. Obviously, you can knock off a few percent if you catch them in the air with it but this is where I get to gloat "you're wrong" right back in your face. ;/ FSmash was stronger than I thought, USmash was weaker than most of you thought. *shrug*
Did you hit with the sweetspot in the back of his head at the start of the attack? That's what makes the reverse hyphen spinny Usmash so much better than the normal.
ROB's NAir doesn't kill until 139% on the ground; the default trajectory is pretty much straight to the corner from center-stage. With "normal" up-toward DI, it kills below 120%. Since it's an aerial, kill percentage can drop significantly depending how high in the air or how far off-stage Mario is when caught in it. Expect most kill shots to be in the lower 120's, with a floor of around 100% if you get caught above-stage during recovery and a ~145% ceiling if you're super-careful with DI and cancel your momentum ASAP.
Lol, you don't normally DI Nair, just like you don't DI upward vs an Usmash. If Nair generally kills upward, why would you DI upward?
Okay, so you calculated at which % that ROB's Nair kills when higher off the ground. So when does Mario's Fsmash kill ROB when on the ledge?
With no DI, ROB's FSmash kills at 120% up close and gets progressively weaker with distance. ("Tipper" kills at 141%, quite weak.) Good DI takes that up to ~140%. Unlike Mario, tilt does not affect damage-knockback, only placement of the hitbox.
Sounds correct as well, though I've lived higher. I wasn't aware it had a tipper.
ROB's USmash is about 10% stronger than Mario's from the ground. Of course, it's awkward to land and you'll never be hit with it while grounded in a real match. (But it can kill around 105% if you're hit in the "usual" spot he would land it, directly above him... which is well off the ground since ROB is pretty tall!)
Yeah, I've learned that ROB's Usmash is right next to ridiculous in kill power.
ROB's BAir kills at ~130% from center. DI affects it significantly due to a naturally low trajectory. It can kill well under 100% if Mario is hit with it during recovery and it has a knack for beating the Cape due to its large disjointedness and ROB's "headbutt" hitbox.
So that should solve any "numbers" disputes. :/ A "perfect" FSmash from Mario can kill a good 20% sooner than any other kill move between the two, but ROB can land his kill move(s) more easily. (FSmash comes out faster than Mario's and can hit aerial opponents quite easily. NAir... yeah.) Mario is also slightly easier to gimp, as he protects himself fairly well but one screw-up could be his death to BAir at 80%.
EDIT: Those are all uncharged Smashes, if it wasn't obvious.
I still don't agree that ROB's KO options are easier to land. His best one by far is slow and telegraphed, and also kills later. It has great range, of course, but compared to Mario's Fsmash or Usmash which have setups and are faster AND the former killing lower, I don't see how he is better at killing; even with edgeguarding in the mix.