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I'm looking for a good example but it doesDoes pocketing the gyro mean ROB can't make another?
I went in training and checked it out. While Villager has it pocketed, you can't pull a new gyro out, but there is a time limit on how long Villager can pocket something. It felt like 20ish seconds (which is a long time), but it isn't forever.I'm looking for a good example but it does
Its 30 seconds, but you can keep R.O.B from not having it at all, if you take out the gyro with villager, and put it back in, it will refresh the 30 second time limit.I went in training and checked it out. While Villager has it pocketed, you can't pull a new gyro out, but there is a time limit on how long Villager can pocket something. It felt like 20ish seconds (which is a long time), but it isn't forever.
- R.O.B. can really give Little Mac trouble, at least from my experience. Since Little Mac has no ranged options, he really only has one option in charging in head-on. Gyros can effectively halt approach from the ground and the Laser can interrupt attempted aerial approach (lol). Many of his approach options are extremely predictable and can easily be punished, like the Jolt Haymaker, rolling, and dash attack.
- I'll just say right now that R.O.B. makes absolute mincemeat out of this dog. Both of R.O.B.'s projectiles have priority (and more range) over the can and discus and can even send the can flying in the dog's face, which is always hilarious. What this means is that DH is forced to close the distance in order to effectively deal damage against R.O.B. with physical attacks (lol) and Wild Gunman.
I would agree with ROB feeling decent against Rosalina. Laser is really useful here; it interrupts Luma shot whilst damaging both due to being piercing, and ROB seems to kill Luma quite easily. Rosalina has the range to threaten ROB but without gimps (which feel harder for her due to lack of a strong spike/slow juggle) seems to struggle to kill.I'll second that v. Diddy is pretty close to neutral. Good spacing with Gyro/Nairs seem to really keep Diddy on his heels, especially as they love to run in and abuse their grab game.
I'd hardly say the matchup v Duck Hunt is a major advantage for ROB. You say physical attacks like it's a bad thing; his disjoints both on the ground and in the air can be troublesome. His main goal is to get you off stage, where ROB's predictable recovery can really be exploited. I feel like it's closer to neutral.
One positive top/high matchup ROB has is v. RosaLuma. Much like Megaman, from mid range ROB forces lots of damage onto Luma or a DownB from Rosalina and risk of punishment. With careful play she'll have trouble KOing.
When he's landing, don't try to challenge his aerial (not often at least). Instead, rush in and shield his aerial as close to him as possible and go for messing up his spacing. Gyro messes with his side-b. If you have a stock lead, and can afford to take a hit from his up b while recovering, it will decrease the distance he travels. You might die and he will too if he's far enough away. You outcamp him. He will fish for grabs when at kill %. When you are at kill %, camp him as much as you can, if you can get him in the air, then you can go in and punish his landings. But be warned, a bair or u-air can kill you. So watch which direction he's facing and plan accordingly. If you have anymore questions, let me know.I've run into my first major wall. How the hell does ROB deal with Ness?
I feel like this is a big ROB weakness atm. But I think there are workarounds. I think as the game grows we will be able to react to more in-your-face playstyles a bit better. Right now, ROB still doesn't feel quite comfortable in my hands yet. Not like in Brawl at least.Falcon's so fast and is able to get in our grill really easily.
I'd like to think that CF is pretty gimpable. Keep a gyro on the ground (when he allows you to) to disrupt his mobility. Fair can combat his aerials AFAIK. But yeah, playing the patient game will probably serve you best in this MU.Advice on Capt. Falcon? I've resorted to punishing his whiffs for now, like moving just out of range and hitting him with Arm rotor. Gyro and Robo beam helps stop the super-aggressive ones, but one I get launched into the air, I start getting beaten badly. I usually have to go off-stage and grab the ledge to return safely.
Yeah, then he dash grabs it and makes life worse. Falcon is a terrible match up. Your best bet is recovering high and holding gyro and camping laser to zone. Throw if he's dumb enough to run at you... He will most likely jump to get you with an air if he doesn't attempt a sort of mind game or bait to get you to throw the gyro away. When he jumps, you can z drop and nair or beat him with a fair, or whatever other anti air options you have. Don't nair too much against falcon... Don't just throw out attacks in general against him really... He WILL punish and take a free combo.I feel like this is a big ROB weakness atm. But I think there are workarounds. I think as the game grows we will be able to react to more in-your-face playstyles a bit better. Right now, ROB still doesn't feel quite comfortable in my hands yet. Not like in Brawl at least.
I'd like to think that CF is pretty gimpable. Keep a gyro on the ground (when he allows you to) to disrupt his mobility. Fair can combat his aerials AFAIK. But yeah, playing the patient game will probably serve you best in this MU.
The only use I got from the gyro when I played a Rosalina was that hitting the gyro with Luma caused Luma to briefly slow down since there was a hitbox collision which gave me some more time to react.