Stealth Raptor
Smash Legend
Thats cool contact me whenever and i can play. and i can give pika and lucario experience as well.
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Lucario is a pain. D; I suppose I can see what yours is like, too. I was actually expecting to fight Pikachu tonight.Thats cool contact me whenever and i can play. and i can give pika and lucario experience as well.
Might need a bit of editing, but I believe I express most if not all of what I want to say for this matchup.ROB is one real pain. He might be able to shield-grab a well-placed fair, but I'm not so sure on that. To top it off, he is hard to grab because of his annoying, yet effective sidestep dodge. Make sure you aren't being predictable or you will most likely lose. For some reason, PK fire doesn't work too well on him (or at least not when I fight him). PKT is a much better choice for two reasons: you can shield scrape him very easily (and it will eventually stun him), and his aerial mobility and size make him an easy target to tailwhip.
Speaking of PKT, be careful where you are using PKT. Though he can't counter it very effectively in the air with his aerials (most of them have startup lag), he can still laser you if you happen to be in the wrong spot. You can land easy PKT2 if you come straight down into his shield, provided that you used it up a bit. Though you cannot gimp his recovery (don't even try, it's disappointing to not be able to), you can rack easy damage tailwhipping him when he rises (he cannot airdodge during his up-b until after he attacks).
For approaching, a PK Jump works, but be careful not to land to close to him, or a grab is guaranteed. Fair is not that useful in this matchup, so try a dair approach (it should hit him out of his shield, though I can't remember if it does). Grabbing him is out of the question if you telegraph it. Beware of his dsmash. DI upwards if you get caught. Usmash is also something to watch out for, so don't try to come down on him too much. Finally, don't get into a range contest on the ground. You will most likely lose (unless if you can space you smashes, and even then it's risky).
In the air, you can try to aerial him, but try attacking him where he lacks a fast attack (fair and uair come out fast, nair so-so). If you get caught in his uair, DI out of it immediately (it is up, I believe) and you should be able to punish him most of the time. PKT is also an option, as described above. He shouldn't be a problem in the air, so long as you don't attack him where he has his fast attacks.
Finally little tidbits. If he launches his gyro, use the bat on it. People sometimes overlook the fact that they lost ownership of the gyro and take damage when they go retrieve it carelessly. Also while the gyro is out, he can't charge it again until it disappears. The laser's absorbable, but you have to use PSI magnet as soon as ROB does the startup lag animation for it. In other words, you better know when to use it. PKT can tailwhip the gyro at any charge, so you don't have to worry too much about that. That pretty much sums it up.
*Note: You might want to change the way you recover a bit. Make it so he can't tell where you will do it each time. Though most of the time, you won't need PKT to recover.
I mean i think Ness' ability to be gimped is his true weakness.I hate when people say their mains have an advantage over Ness, simply because they can gimp him. -_-
Anywho 55-45 seems right. Approaching Rob Is hell e.c.t.
One or two moves usually don't give an edge to the character. Otherwise, Ness would have an advantage with just PKT (sounds ridiculous, no?). It's 55:45 ROB because ROB has various defensive tools in his disposal, while Ness has methods of breaking them. The thing that keeps ROB difficult is his resisitance to getting KO'ed and his power both in the air and on the ground.side fact that ROB's forward and back throws are horizontal make edge camping and potential gimping swing the matchup in ROB's favor more so than 55-45
X-actly. It's easy to choreographWouldn't his up-b get ***** sometimes by PK flash?
A Wario main plays Ness?Awesome. That would be pure sex.
I have to see taht now.
Vids plox. O rwayts. I will recorded against Sudai.
Sounds reasonable. I've seen your name before on the R.O.B. boards and I'd assume you're pretty good and that you know what you're talking about. It's not because of your ranking on SmashBoards, either. Anyway, I was just saying 55:45 in R.O.B.'s favor because when I fought Stealth Raptor, I was able to get him down to his last stock but was unable to beat him until the last match I did. He did a lot of good tactics that I'd expect from a good R.O.B., too. It was strange that I managed to return even though he pushed me far off the screen.Sadly me and Poper didn't get to record (I got to his house around 4 AM. X.x) but I'm here to impart some info from a ROB.
I personally put this match-up at 60-40 ROB.
From what I've seen, you guys are always approaching ROB, but I generally do the reverse in this match-up. Yes ROB has a great defensive game but his spacing game is one of his biggest assets in this match-up and can cause some serious pressure on Ness. ROB can quite literally approach and just wait at ROB's FTilt range. This eliminates a lot of Ness' options on the ground and if you try to take to the air, the only way to move fast enough to avoid an angled FTilt or FAir is to jump away, but you'll eventually run out of stage and this becomes a really bad idea.
ROB beats Ness on the ground at a distance and a midish range, however at the peak of PKFire range, I'd give you guys a slight advantage but it's hard to stay at that range.
In the air Ness beats ROB from below and from the sides when up close. ROB's UAir beats everything Ness has from below and ROB's FAir is disjointed enough to get through your FAir if spaced right.
Off Stage..don't bother going out to edge guard ROB. Your only (decent) edge guard options are PKThunder and PKFire. Like earlier, ROB outranges your everywhere you'll be able to get. PKCross would only work if ROB recovers low and can't go under the stage (fuel restrictions or flat out can't do it).
Ness is gimpable, but in my experience vs good Ness players, it's not easy. It's not difficult, but it's not as easy as Wolf, imo. At the very least, though, expect 15-30%+ if you don't die.
I'm also fairly sure ROB had a grab-release chaingrab on Ness. Grab Release Ground Break > DTilt > Regrab. Overswarm mentioned this a while back when he used to play ROB and it worked the times I tried it. I haven't used it since 2-3 months ago though because I don't like to use stuff like that if I don't have to. Something to look into.
But anyway, yeah, if anyone can contest the points I said in a reasonable manner that I can't debaukle, I might agree with 55-45 in ROB's favor, but as it stands after reading through the Ness boards post and having the knowledge I have, I'm gonna have to say it's 60-40 ROB's favor at best, for Ness.
I'm going to have to play more experienced ROBs to see this. I'm not disagreeing with you or anything. The thing is that the match could go either way. Defensive ROBs are good at defending Ness's attacks, but an approaching ROB? I've never really encountered a successful one , so I can't argue.Sadly me and Poper didn't get to record (I got to his house around 4 AM. X.x) but I'm here to impart some info from a ROB.
I personally put this match-up at 60-40 ROB.
From what I've seen, you guys are always approaching ROB, but I generally do the reverse in this match-up. Yes ROB has a great defensive game but his spacing game is one of his biggest assets in this match-up and can cause some serious pressure on Ness. ROB can quite literally approach and just wait at ROB's FTilt range. This eliminates a lot of Ness' options on the ground and if you try to take to the air, the only way to move fast enough to avoid an angled FTilt or FAir is to jump away, but you'll eventually run out of stage and this becomes a really bad idea.
ROB beats Ness on the ground at a distance and a midish range, however at the peak of PKFire range, I'd give you guys a slight advantage but it's hard to stay at that range.
In the air Ness beats ROB from below and from the sides when up close. ROB's UAir beats everything Ness has from below and ROB's FAir is disjointed enough to get through your FAir if spaced right.
Off Stage..don't bother going out to edge guard ROB. Your only (decent) edge guard options are PKThunder and PKFire. Like earlier, ROB outranges your everywhere you'll be able to get. PKCross would only work if ROB recovers low and can't go under the stage (fuel restrictions or flat out can't do it).
Ness is gimpable, but in my experience vs good Ness players, it's not easy. It's not difficult, but it's not as easy as Wolf, imo. At the very least, though, expect 15-30%+ if you don't die.
I'm also fairly sure ROB had a grab-release chaingrab on Ness. Grab Release Ground Break > DTilt > Regrab. Overswarm mentioned this a while back when he used to play ROB and it worked the times I tried it. I haven't used it since 2-3 months ago though because I don't like to use stuff like that if I don't have to. Something to look into.
But anyway, yeah, if anyone can contest the points I said in a reasonable manner that I can't debaukle, I might agree with 55-45 in ROB's favor, but as it stands after reading through the Ness boards post and having the knowledge I have, I'm gonna have to say it's 60-40 ROB's favor at best, for Ness.
WOAH there partner. One match doesn't equal everything you know. I love your post though, it's incredibly intelligent, for once someone say's Ness recovery is NOT TOO GIMPABLE. And why is he maining Ness? (popertop) I've never seen him here. Fishy. Why don't you play other Ness mains?Sadly me and Poper didn't get to record (I got to his house around 4 AM. X.x) but I'm here to impart some info from a ROB.
I personally put this match-up at 60-40 ROB.
From what I've seen, you guys are always approaching ROB, but I generally do the reverse in this match-up. Yes ROB has a great defensive game but his spacing game is one of his biggest assets in this match-up and can cause some serious pressure on Ness. ROB can quite literally approach and just wait at ROB's FTilt range. This eliminates a lot of Ness' options on the ground and if you try to take to the air, the only way to move fast enough to avoid an angled FTilt or FAir is to jump away, but you'll eventually run out of stage and this becomes a really bad idea.
ROB beats Ness on the ground at a distance and a midish range, however at the peak of PKFire range, I'd give you guys a slight advantage but it's hard to stay at that range.
In the air Ness beats ROB from below and from the sides when up close. ROB's UAir beats everything Ness has from below and ROB's FAir is disjointed enough to get through your FAir if spaced right.
Off Stage..don't bother going out to edge guard ROB. Your only (decent) edge guard options are PKThunder and PKFire. Like earlier, ROB outranges your everywhere you'll be able to get. PKCross would only work if ROB recovers low and can't go under the stage (fuel restrictions or flat out can't do it).
Ness is gimpable, but in my experience vs good Ness players, it's not easy. It's not difficult, but it's not as easy as Wolf, imo. At the very least, though, expect 15-30%+ if you don't die.
I'm also fairly sure ROB had a grab-release chaingrab on Ness. Grab Release Ground Break > DTilt > Regrab. Overswarm mentioned this a while back when he used to play ROB and it worked the times I tried it. I haven't used it since 2-3 months ago though because I don't like to use stuff like that if I don't have to. Something to look into.
But anyway, yeah, if anyone can contest the points I said in a reasonable manner that I can't debaukle, I might agree with 55-45 in ROB's favor, but as it stands after reading through the Ness boards post and having the knowledge I have, I'm gonna have to say it's 60-40 ROB's favor at best, for Ness.
If Ness has a CG on Rob...O.o ill try it out when i play a ness lol
I don't see where I said that I got this info from one match. Maybe I mislead you somewhere in my post and if that's the case, I'm sorry. I've played a number of matches vs Ness against a few different Ness players.WOAH there partner. One match doesn't equal everything you know.
Thanks. I hate stupid posters. You'd know this if you've ever seen someone make a stupid post on the R.O.B. boards.. I'm more known for crushing people's souls than I am for contributing to the community. (Probably not, but I like to think so anyway.)I love your post though, it's incredibly intelligent, for once someone say's Ness recovery is NOT TOO GIMPABLE.
As I said, I'm not 100% on if it's a CG or not and I have no competent people at campus to help me test this, but... Grab Release Ground Break > DTilt > Dashgrab. If someone else wants to test it, feel free, but I'll be able to test this by Friday night at the latest. I don't think the chaingrab should play too large a part in match rating, but I figure it's good information to have regardless.Also, WHAT CG!
Yeah I was misleaded. What ROB! ****. I wanted Ness to have it...I don't see where I said that I got this info from one match. Maybe I mislead you somewhere in my post and if that's the case, I'm sorry. I've played a number of matches vs Ness against a few different Ness players.
Thanks. I hate stupid posters. You'd know this if you've ever seen someone make a stupid post on the R.O.B. boards.. I'm more known for crushing people's souls than I am for contributing to the community. (Probably not, but I like to think so anyway.)
As I said, I'm not 100% on if it's a CG or not and I have no competent people at campus to help me test this, but... Grab Release Ground Break > DTilt > Dashgrab. If someone else wants to test it, feel free, but I'll be able to test this by Friday night at the latest. I don't think the chaingrab should play too large a part in match rating, but I figure it's good information to have regardless.
K thanks. I wish Ness could do this to Rob. You know, dtilt>bufferdash grab regrab. Is it possible?ok i am testing this. will edit this post.
Edit: this is dependant on ONE thing- the dtilt must trip. if it trips you get a free grab. i did that at like 70 lol. if it doesnt trip they can jump, down dodge or justwalk away. this was done without the super grab release break.