Edgegaurding ROB isn't a walk in the park either. ROB has the ability to attack out of his recovery and he hits very hard. Try to bait out his aerials and then punish with a N-air or B-air. Sending him as far away from the ledge as possible is key because you've gotta make him waste that gas tank.
This is a matchup where somebody could get timed out. His wall puts a lot of pressure on MK. Just play smart and stay calm.
For a character that's so easy to combo, but is very hard to get in on, I'm gonna give this a 30:70 in
's favor.
Hey guys Baroness here, wanted to throw give you some input with New England having a couple noteworthy ROBs, those being Raffi-X and Sage. First I'd like to say that Bonk makes some very valid points about the matchup in regards to how it can be hard to apply pressure but I think it's a bit of a stretch to say it goes 30:70 in his favor. I would like to even counter that argument saying it is 50:50 when played optimally and when both players are of even skill. Should either player be less skilled or unfamiliar with the matchup I could see it going 45:55 in either characters favor.
First and foremost when metaknight is at 70%+ (sometimes as early as 50% depending on enemy fall speed/weight) our up air strings become a bit easier to pull off (think close to pre-patch) and should always be kept in mind when fighting characters with a large booty (ROB/DK/Ganon) regardless of how good their SDI is. I'll try to dig up some videos of my games with both of those noted players or play some games with them tomorrow at our weekly.
As for approaching, powershielding is our best friend and should really be utilized to its fullest in this matchup. While gyro can be annoying to deal with we can put ourselves in his immediate space and either stuff it with shield (with powershield and propper spacing we can either immediately punish with an option select OOS or dash/grab into follow up.)
Things to note about this matchup while ROB is above us he can create safe space with either Nair or Dair, but there really is nothing he can do against our up-tilt if we space it right. While his Dair will beat out upsmash the length of our uptilt will always stuff it during its startup and potentially lead into up air strings. With 50% on board we can start an up air combo around 45-60% (being lenient here, I'll come back with exact numbers).
Off stage SHOULD be where we shine, and while ROB does do a good job at counterattacking we can always outspace his fair with ours. Rob can however snuff our attempts if he recovers low with up-airs. Grabbing ledge and dropping through him with an air dodge during his upair can safely be followed up with a bair at kill percent or nair, setting him up for a wall spike if they aren't ready for the incoming tech.
With all the positive aside we do struggle being a fast faller and will die off the top to beep boop really easily, even the tombstone on stages with platforms. Battlefield, while usually bad for us can actually shine in the MU since it makes our game more off stage focused instead of the usual off the top.
Again, I'll really try to come back with some videos of the MU because I really do believe it's even.