ok, attempt 2 at the write up, it will be shorter than the original, but none of you know how lnog the first one was, so its not so bad.
@the mike, actually, the ceiling is the same height as all of the neutral's when done from the centre of the slope a.k.a the average point.
the only legal stage with a particularly low ceiling is halberd
anyway, ill look at each separate bit in detail then bring it all together
1st transformation
+dodgy ledges
=uneven horizontal boundaries (closer on right side)
-tiny stage
-slopes messes up gyro pickup
-nowhere to escape
-blind spot easier to reach
this is the worst part of the stage for r.o.b, its not even a competition. any competent person will be on you instantly here and the only way out of this section without a massive percentage defecit is to play agressive, something i know msot r.o.b's like to avoid.
the one saving grace on this section is the fact that the dodgy ledges can mess up a few recoveries, but when i say few, i really mean a few, and only someone who dosent know about them will fall into it.
my suggestino on this stage is to get the opponent off the side of the stage, and rather than chasing, edgeguarding/techchasing from underneath the platform on the same side as the opponent, just keep them offstage, if youre confident you can gimp them do it, but the wierd ledges make stage spikes surprisingly common
but if youcan hang in on there, then you are ready to hand out some whoop-***...
2nd stage
+long flat stage
+r.o.b laser is one of the few that can go through statues
+walk off edges make b-throw a great killer
+higher ceiling means lack of momentum cancel dosent effect you so much
+you are the master of this section
=walkoff's means 'wtf' kills happen (more from you than against you though)
-gyro is less effective here
welcome home r.o.bert! you will be having lots of fun here annoying the opponent to hell. this is your stage.
previously, i'd spent a good hour trying to explain how to control the stage with words, i made a picture diagram instead...
allow me to explain...
RED: this is the area you fully control, if the opponent is standing here, they are probably jsut about to take a laser to the face, not much else needed to say, if the opponent is here, shoot them
BLUE: this is the area you have under controll providing you can aim your laser well, if they are here, they are trying to approach you and you should probably shoot them back down, you dont want them getting too high
this is where your gyro should always be on this stage, if youve drained your laser and your opponent is trying to run to you, they might not notice the gyro there (this should only be the case if youre green or blue r.o.b) its a last line of defence which also semi-prevents you being chaingrabbed into oblivion. also, its right at hand if you happen you need it incase that b-throw kill attempt didnt work
fire a fulyl charged gyro into the statue infront to have it set up like this
GREEN: these are where the opponent will probably try to approach you, this section is punishable by any of r.o.b's ariel's or the gyro that jsut so happen's to be sitting there, if they airdodge to you, either wait and grab if they are at killing percentage or short-hop f-air to knock them away again. if they attack, either shield grab or hyphen u-smash, power-shield is advised in this situation, if you mess up and they get into your 'zone' then run off to the otehr side and hope they accidentally hit the gyro
WHITE:if they're approaching from up here, unless its metaknight, pit or wario, they are very stupid for you can do anything to almost anyone else in this situation, first off make sure youre stage side if they come from up here and then either retreating b-air or up-smash, same as with green, if you mess up run to the other side. if it is any of the 3 mentioned above, dont even bother gonig for it unless its horribly mistimed, if they jump up here though you might want to try an u-air before htey fall through, but its very risky in this situation
the same set up works on the other side, the green bit is just a little lower down and its more like one big section rather than 2 smaller ones.
in other words, this is your stage, milk it up, because the statues dont last all that long.
and a side note, beware of ike's eruption on a statues, if he does it the hitbox stays out for about 4 seconds after the animation ends, so technically its unpunishable by melee hits, just laser him out of it.
sadly all good thing must come to an end, and so we move onto the next section...
3rd stage:
+see 'final destination'
=low-ish ceiling (not that bigger difference)
-tilting and a random bump in the middle
-it's lylat with no platform's
the origin of this stage was that final destination went and got very drunk and had a hot night of passion with lylat cruise, 9 months later this little lovechild came out XD
it truly is a mix of fd and lylat, with all thats good about fd and all thats bad about lylat.
camping is the bog-standard here, also this is the stage you want to be kiling on if you didnt get a b-throw/walkoff kill on the 2nd stage because its actualyl got the smallest boundaries of all 3 sections so that n-air that we've been neglecting can come into paly and get that kill. also the d-smash is once again godlike for the predictions
the 'meh' stage out of the 3
overall:
(not donig pros or cons here)
basically, its for the people that can change the way they play drastically, they need to be offensive on the first bit and instantly change to uber campy predictive on the 2nd part. most r.o.b will recognise the fd-ness in the 3rd part and actually do best there, but knowing how to play this stage makes it pretty amazing for r.o.b
who to take here:
link
samus
toon link
pit (unless he knows the stage well)
ness
lucas
falco (possibly, he goes through statues **** fast)
ganondorf
ike (beware, he can surprise you a lot on here)
bowser
donkey kong
diddy kong (beware of getting narna'd off the stage though)
who NOT to take here:
snake (he still owns sadly)
dedede (even after the chain grab countering gyro, its stil an easy stock to take for him)
G&W (you cant camp him, he's the only character that you dont want to fight on the 2nd stage)
zelda (din's fire, that is all)
stage rating:
1st: 3/10
2nd: 9.9/10 (-0.1 for the fact even r.o.berts make mistakes)
3rd: 6.5/10
overall: 8.5/10
so what did people think of the diagram piece? should i do a few more like that?