I play TL very frequently in friendlies to I'll add what I have learned:
POWERSHIELD! If you cannot powershield you will have hell to pay playing him.
ROB's Advantages/Tl's disadvantages:
-ROB can outcamp TL, but not as effective as he can many other characters. The gyro offers relief to his projectiles.
-The laser however, can hit TL while he holds bombs and hit him like they would Snake's grenades.
-ROB can rack damage onhim as well and Ftilt is your best friend. In fact, what i do often is Ftilt->ftilt->ftilt->charged gyro.
-Also, Bair spaces well, especially when TL tries to Zair.
-TLs tend to try and recover vertically from under the stage or with the zair, so edgehog them when they try to tether and bair them into the stage when they recover under the stage.
-ROB can gimp TL, just like over half the cast.
-Staying long range allows you to attack TL but his longest moves (quickdraw and boomerang) won't touch you.
-GT is great when retreating.
-You can Usmash if you shield TL's Dair.
ROB's Disadvantages/TL's advantages:
-ROB is heavy so TL's Dair can hit you twice and combo into itself often.
-Bair chains are sometimes difficult to get out of with him (smash DI)
-TLs best killing move is Usmash. ROB has a bilnd spot under him.
-Although it shouldn't happen often, TL can Fair gimp ROB, especially if they know what they are doing.
-His tether can and will allow combos to start and keep ROB in the air with TL under him, which is always trouble. ROB has no real answer to it except shield.
-His Uair kills ROB due to the blind spot and the fact that both are floaty. And it also goes through air dodges due to it staying out very long.
-Mid range =no win for ROB. If TL can get into mid range, his entire arsenal is at his disposal
-Platforms. Bad for ROB.
-What ROB should try to do:
ROB should try to stay out of mid range unless he's using ftilt. Avoid the zair at all costs. when grabbing, try to throw down and bait their Dair then grab again. Offstage, try to prevent him from making it back to the stage by harassing him with fair, bair, and dair, as well as lasers and gyros. try to keep a gyro in front of you to eliminate arrows and running Usmash. if you can force him in th eair to approach, Our Fair beats everything he has except his nair and bair I believe. If you find yourself caught in close range, jab or Dtilt and space with bair. Gimps are going to result in most of the kills but using a combo of Nair and Bair while SH and full jumps unpredictablly gets kills very easy as well. Dair offstage works wonders as well.
-What TL should try to do:
TL wants to stay undser ROB as much as possible. he should also want to try and stay in mid range of him. Use boomerang to bait and react with a quickdraw or zair (abuse those as well). in the air, it is possible for TL to spike ROB simply because you can juggle with dair. Switch your recovery up and throw bombs while doing so. Also, believe it or not, standing still at long range helps; the shield blocks the gyro and unangled lasers. Use Uair as your most common kill move but Usmash if the opportunity is there.
Stages:
Neutrals that ROB prefers are FD. TL prefers BF and YI. SV is a toss up. FD allows no platforms and more space to camp at lkong range. BF is the opposite and plays into TL's mindgames and insane Uair. YI prohibits ROB going under the stage and the platform there hurts more than it helps. also the gyro is hard to pick up there and TL can Fair gimp easier there than any other neutral.
ROB's CPs are Japes and Frigate. Japes is better due to the high celing. It limits TL's options of killing to just Fsmash (smash DI) and Fair (Dsmash maybe?). plus, the way the platforms are we can totally take advantage of TL having to come to us. Frigate allows us to gimp on one half and when it flips over the dip in the stage allws us to control how TL comes to us. plsu throws are more effective at getting him off the stage. Mansion can also be good but I prefer those two.
TL's CPs are Delphino and Pirate ship. Water+Dair=gayness. Delphino also allows TL to shark airs and projectiles. Plus if ROB tries to shark and does it wrong, he can be at the wrong end of a Dair through the stage. Pirate ship has those quirky moments where the gayest things can happen to ROB. I think Norfair may be good as well for similar reasons to Delphino, plus tethers can alleviate the knockback if TL is sent flying.
All in all I would say 60:40 ROB.
If you can't powershield however, I'll say even.