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Great guide! I just switched my main to rob, so all of these guides are rly helping me step my game up. Just a question, what should u do if your enemy is recovering high?
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If they are recovering high, you could try a few things:Great guide! I just switched my main to rob, so all of these guides are rly helping me step my game up. Just a question, what should u do if your enemy is recovering high?
Im sure you propably already know this, but if you can tell they're about to throw something at you, throw out a fair. After you fair, you're able to dodge and then get right back to your up+b. Kinda slow, but it's worked a few times for me =PHmm, that's an interesting bit of info right there. Does seem like it would make projectiles a problem.
I haven't had much of a problem with this yet. If I start to notcie it's a big deal, I'll probably try to find a solution and put it in recovery tactics
Although Nair can be very versatile, I still use it sparingly. I used to barely use it, and then I realized how useful it can be. But I still don't overuse it. Simply because it has a LOT of startup, only combos at low percents, and the fact that it's an awesome KO move. These are the reasons why I save the Nair for when I really need it. ROB has other viable options for low % combos.One extremely underrated attack of ROB's is his nair. It can be used to juggle the opponents and is, in my opinion, a better UAIR than the UAIR. Once the timing of the nair is down, it can be used to hit the opponents from above and the knock back at low percentages is very small so it allows for combos to be started. I like to nair, nair and then up smash. It seems implausible, but it's actually surprising how many times its worked. The nair is easily the most used of ROB's move for me, because it is useful as any kind of move because it hits from all around. It can be used as an approach, juggling move, combo starter, and a K.O. move. It really is more versatile than people give it credit.
I'll agree with ya there. It's an awesome move, and I get a third of my KOs with that. You can use it two or three times in a row on an opponent to build up some heavier damage, or use it coming down to the ground and blast some suckas out of your face, but It's good to save it. For racking up damage, I'd mix up combos with spamming his laser. Seriously, just blast it every time it's charged up to a normal laser, then when things are finally getting hot around the end, just let it charge into a super laser, and you can use it to gain an edge.Although Nair can be very versatile, I still use it sparingly. I used to barely use it, and then I realized how useful it can be. But I still don't overuse it. Simply because it has a LOT of startup, only combos at low percents, and the fact that it's an awesome KO move. These are the reasons why I save the Nair for when I really need it. ROB has other viable options for low % combos.
you can also do fair into bair out of shield, this is very safe b/c the bair will push u away from the opponent and if it lands, well u can imagine the rest.Fairs out of shield: Awesome counter-attack, because the fair comes out so quickly, and has more range than a shield grab. Very good for converting a situation from defensive to offensive, when done properly.
if u read my post correct u use this when they sheild or sidestep the fair...I don't see that working at anything other than very low percentages. The fair would knock the opponent too far away for the bair to hit, otherwise.
might wanna rephrase that then, cause that definitely says out of shield.you can also do fair into bair out of shield
You only have one section dedicated to strategies the rest are just move sets or facts.lol tommy they wouldn't sticky my guide either.
Basically this one stands out because it has a lot of general info on strategies and different tatics that players can use, as opposed to simply movesets and such.
I usually just ignore 08 joiners but this is actually good info that I didn't know, mainly cause I rarely go near ROB's f-B. I'm interested to see if this short-hopped f-B edgeguard works.Side B:
The side B isn't entirely useless. I have had some success using this attack.
Side B has 2 damage types- Inner and Outer. On the inside of the attack, players will be juggled in or out of the attack continually taking more damage. On the outside of the attack, it will knock players back, depending on the tilt of the attack.
If someone comes running towards ROB when he has the Side B in action, it will knock the player back somewhat.
Tapping B makes the attack last longer, which is useful making it quick reflect or a nice bit of sustained damage.
Well thats an overview of my knowledge on it, but the trick (Being as I don't want to waste as much space entering in a tactic people already know by making a new thread)
If you knock someone off a ledge, and they are going down, you can over b, using the short advancing hop it gives to chase them down, while tapping b. If you aim right (Its near impossible to miss) You chase the person down and catch them in the center of the spinning, preventing them from jumping. After your attack ends I bet you could probably Spike and then just jump and Up B back to the stage.
Forgive me if this doesn't work entirely.