Sapphire Dragon
Smash Master
- Joined
- May 17, 2009
- Messages
- 4,789
- Location
- Let go of the scars that define you.
- NNID
- SapphireRyu
- 3DS FC
- 3351-4374-1516
- Switch FC
- SW-2172-6976-4896
R.O.B. Advanced Tech, Tactics, and Tips
Have general questions about terms for R.O.B. specific techs, or lost on how to do them? You're in the right place! This post will be updated with advanced techs from writeups of experienced players who can help you get better with your R.O.B. tech skill and let you dominate with the robotic glory that is R.O.B.!
Experienced players- please provide writeups of R.O.B.'s techs in general (what the letters stand for, how to execute them and situations for best uses) so I can keep them in this first post! Looking forward to seeing the best minds out there put some info up on R.O.B's more in depth side.
Fairjumping
Fairjumping
How to perform: Input a Fair (usually with the Cstick) at the very end of a vertical Robo Boost (UpB). This will give you a slight vertical boost past your normal UpB distance and can give you added horizontal control over your recovery (since vertical Robo Boosts have very limited horizontal range). The difference between a Fairjump UpB and a normal UpB is pretty noticeable.
Gyro
I'm saying its bad for onstage purposes, which is what jcaes uses it for mostly. Hence why i think its so good for edgeguarding; the one option to beat the move kills you.
WDing takes time (jumpstart + 10 frames minimum), which you should be using to follow up (or just punish if you left the gyro spinning on the stage near you and they're dumb enough to try to pick it up). Sure there are situations where catching the gyro will be beneficial to them, but it's not easy to catch (gyro moves much faster in the air than Peach's turnips, and not many people catch those consistently either), and if they do catch it, the situation is just reversed, and as a ROB player you should better at catching the gyro than they are.
Also if they throw it at you while you're grounded you can RoboCopter through it to reclaim it, or laser it to stop its momentum, or... do any other number of things.
The worst that could happen is they hold onto it but nearly every character is heavily limited in their options by trying to keep an item on them at all times.
Boosters
EdgeguardingThe boosters no longer cancel all momentum like they did in 2.1, but yes, side-B can save you sometimes when letting your momentum decay naturally would have killed you. And if you do an aerial (I recommend fair) ASAP when doing a side-B out of hitstun, you get a much larger than normal boost back to the stage, and with ROB's limited recovery it can be very handy to save those extra boosts.
Haven't read anything here, but for edge-guarding, I've found a lot of success purposely going 'very' far below the opponent, either by walking/jumping off or Side-B out there, and Up-B > Uair off stage.
Weak fair-> low uair for best edgeguard