So I had extreme trouble against a really good charizard and Rob. The Charizard was able to pressure me pretty hard and get me to the edge where I really didn't know how to get back safely. The Rob also managed to outpace because of his gyro and beam. Any suggestions on how to play against these two?
Charizard pressured you to ledge? May I ask how?
I would assume to beat a charizard, we can spam zair for percent, and charge up charge shot in the down time the charizard gets pushed offstage. Zair from ledge and fade in/out depending on whether you hit or whiff, can help a bit by pushing the charizard from ledge or whittling down their shield, but this is only good for surprising the opponent. If they know how to punish that, then I'm not sure. I haven't been punished hard by any charizard from this, yet. Is ledge hop fair not working? I know it can be punished, but there are times when it can work in your favor. If they know how to punish it, then don't do it. If they shield really close to ledge, up b low enough from ledge to hit their shield. If you built up shield damage from ledge hop fairs or ledge hop zairs, then you might be able to break their shield (Don't forget to hold down as you come up so you don't snap back to ledge.
ROB is hard. I played with Chibo a long time ago when he went to santa clara, and I could not take a game off him. But I do know, ROB can outcamp us easily. Zair spacing is super important. Zair pressures them to stop charging top, and if we mix up our timing, we can catch them when they try to laser. Staying grounded is important for avoiding getting your landings hit by a top or laser. If you do have to jump, make sure you jump away in most cases, and if you have to, retreating to ledge is not the worst option. Missiles can pressure them to shield when they charge top. Only then should you use missiles. Charge shot gets stopped by the top, so don't shoot it without prior coverage. Shoot it when they shield or jump your missile. Shoot it as they recover. Shoot it to cover onstage landings. Missiles can entice these options, but ROB has a counter for every measure, so the pressure is on us to make up the difference.
Don't run too much in the match up either. Walking is surprisingly effective. It allows us to pull us shield to more quickly perfect shield lasers, and block tops. It also allows us to pressure with f-tilt, react to rolls better, and closes gaps in spacing more safely than jumping or running.
Steal the gyro if you can. And then run away and charge up charge shot. Throw it when they approach bad or as a punish. I think we can hit confirm a charge shot from gyro, but I'm not totally sure. The gyro can actually help us a lot in the matchup, so brush up on your item play if you can.