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Q&A Structured Query Thread - R.O.B. Q&A

Syde7

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Apologize if this isn't the thread for this, but I didn't want to waste space & make a thread in and of itself just for this. But, been playing a bit of ROB, and I am torn on my overall grade of him. I've tried to take into account the Brawl version of ROB, as well as the new gameplay mechanics/physics. My synopsis is below:

Aerials:
N-Air; Buff (+1/10): I feel like it comes out faster. Comparable KO potential, similar overall usage either as a good distancing/spacing aerial (especially with F-air's nerf described below) or KO option (though slightly decreased, even at non-staled status).

F-air; Nerf (-7/10): Hitbox is out for a short period of time. Very small hitbox, seems to be the bottom of his claws/hands/whatever. Comes out just a smidge slower (it feels like). Lack of SH 2xF-air decreases this as an approach, and moreso as a defensive/retreat (the latter especially due to the lack of drifting available with the default control set-up if one is adamant about keeping smashes mapped to C-stick).

B-Air; Nerf (-6/10): Severely slowed start-up. Lack of auto-cancelling properties; the combination of this and the former making RAR'ing this dumb, which eliminates one option almost entirely from the character's metagame. Lacking large hitbox on the head. Slightly increased KO potential.

D-Air; Nerf (-2/10): Due to what I presume is the game's physics (as Wario's U-air suffers a similar fate), it seems you can't Run Off->D-air->Drift onto stage anymore, which could have so, so, SO much potential due to the lack of auto-sweetspotting in the game + the difficulty and/or lack of meteor cancelling. Does seem to come out comparably fast, if not a shade quicker.

U-Air; Buff (+7/10): Better across the board. Viable KO option, combos well. Solid move.

Grade:
Overall Nerf -7


Tilts:

F-Tilt; Nerf (-3/10): The range is reduced. Speed seems comparable. Knockback seems a bit greater, which sounds cool on the surface but I don't see F-tilt as a kill option, and used it in Brawl as a solid walling maneuver (defensively) or (offensively) as something to stun the opponent momentarily to start a string (such as a dash-grab, SH F-air -> whatever), etc.

U-Tilt; Neutral (0/10): Seems to be missing its small "side" hitboxes from Brawl, but I could be imagining it. It might be because players are better, but I'm not getting the 'standing U-tilt OoS when they are close" or "trying to run through me for a pivot grab" or "calling a roll toward me" options I was before.

D-Tilt; Buff (+1/10): Seems to have taken the place in terms of utility of Brawl's F-tilt, as I believe it actually has longer range than the Sm4sh F-tilt. Speed is comparable to Brawl's version. giving it a Buff status simply because of its perceived purpose in this game as opposed to Brawl.

Grade:
Overall Nerf -2


Smashes:
F-Smash; Buff (+1/10): Seems a tad slower, if not comparable. Killing potential seems greater. Slight decrease in the extremity of the angles you can take with it. Better knockback & range making it a better KO option.

D-Smash; Buff (+3/10): Seems about the same speed. I like the trajectory it sends people. Actually a decent KO option in some situations.

U-Smash; Buff (+5/10): Comparable KO potential. Boosted by the small hitboxes on the side that pop the opponent up. A welcomed addition.

Grade:
Overall Buff: +9


Specials:
Neutral; Nerf (-1/10): The range seems reduced. I remember being able to laser the span of the entire screen and then some before it fades. Unless I'm mistaken, it feels like this fades out after about 80% of the length of a standard FG stage (for reference). The aim seems a bit trickier, but that's just a personal thing and can be adjusted to. Recharge time seems just a tad longer (for baby lasers). Charge time for Big Laser is improved. However, the physics of the game + the angling mechanic seem to make it more difficult to finish of medium (leading into) high percent strings as well.

Up+B; Nerf (-7/10): Losing the ability to keep a gyro in hand and perform aerials cuts down on a lot of his options, both defensively & offensively, as well as mindgame potential. Its lack of horizontal mobility also saddens me, and reduces its effectiveness as an offstage. Looking at its vertical potential, its on par with some of the better ones in the game. Being able to use it several times via aerial cancelling is always a plus, but other characters have virtually unlimited usage of their ^B's and most other recovery options. Not being able to attack right out of the start (same as in Brawl) is also a negative.

Side B; Buff (+5/10): Anything is better than SSBB Side B.

Down B; Nerf (-2/10): I feel like it lacks the KO potential as in Brawl. Unsure as to how long it stays out compared to Brawl, but it feels longer, so that's a good thing. Range seems decreased. The big knock is the inability to cancel the charge in the air, but the rest of the cast being unable to do so evens that out.

Grade:
Overall Nerf: -5


Throws:
U-Throw; Buff (+6/10): A true killing throw on par, if not exceeding 70% percent of the roster. Better combo potential at low/mid percents. I feel that the grab range + game speed & mechanics + ROB's play style makes getting this a bit difficult at times (especially if you blatantly fish for it), or else it would have gotten a higher grade.

D-Throw; Buff (+5/10): More combo potential.

F-Throw; Nerf (-1/10): Feel like the trajectory isn't as good for killing, but that's offset by its combo potential. However, there are better throws for combos, and kills. As far as getting them offstage goes, works great - though due to the decreased effectiveness of aerials, Up+B, (and to a lesser degree) lasers, I feel that it isn't as effective in the grand scheme of ROB's play & the game as it could be.

B-Throw; Nerf (-1/10): Same as above.

Grade:
Overall Buff: +9


Misc. Moveset:
Jab; Neutral (0/10): Not much to say. Very similar to Brawl, and works decently well with the game's mechanics/physics.

Dash Attack: Neutral (0/10): Again, not much to say. Small knock, possibly due to not having a hitbox on start-up, but that seems to be somewhat normal.

Grab: Nerf (-1/10): Seems about the same as in Brawl. However, it may be the sensitivity of the controller I'm using, or game mechanics (not 100% sure) but standing turn-around grabs seem a bit harder to stop from turning into dash-grabs. Couple that with the frame tightness of a perfect pivot into grab, and we get a slight nerf.

Grade:
Overall Nerf -1


Physics & Mechanics:
ROB still suffers from that incredible blind spot beneath him while in the air at angles between U-air & F-air range (made worse by F-airs nerf) and anything below the bottom of F-air. Couple this with increased hitstun in this game and solid follow-up options from most of the cast and this still spells trouble for ROB. His weight + falling speed help mitigate this, but only slightly. Additionally, the lack of lateral mobility in his Up+B make stalling in the air above the stage, or moving backward/forward, or mixing up with b-reversed cancelled gyro charges to find a place to land makes this problem worse in many MU's.

On the subject of his weight & falling speed: I don't know if its just because I haven't adjusted to it, but these properties make it a bit more difficult to edgeguard with him, imo. Adding this to his nerfed F-air, B-air & Up+B most notably in conjunction with the trajectories most characters recover from and ROB's edgeguarding game takes a significant hit.

He doesn't seem to just get outright decimated (at least at this juncture of the metagame) by any character ala MK & a few others as in Brawl, (it looks like Diddy and to a lesser extent Rosalina/Luma could potentially fill this role later in the metagame however) so he has that going for him.

He still lacks KO options but far less so than he did in Brawl. You won't be killing before 140(ish) with him unless its with U-throw or U-smash, and you won't be getting as many gimps, imo.

Overall Grade:
Nerf -1



Overall Impression/Grade: Slightly better than (+2, if my math is correct) than in Brawl. As that relates to the rest of the cast in THIS GAME, at this juncture in the metagame I would say he is in the top 30% of the cast, but I feel a similar fate will befall him as in Brawl, where he will drop to mid-tier. Although, I don't see him going quite so low as his placement in SSBB, but around the upper end of mid-tier (or lower end of upper middle tier, if that's a thing).
 

Jams.

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Has anyone found any frame traps into usmash? I feel like currently the only ways to land it are making a read, or usmash OoS on a poorly spaced aerial. I would love if ROB had more ways to confirm into this move (airdodge landing lag trap maybe?) considering how strong it is.
 

NintenRob

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I wish they did a better freaking job changing R.O.B.s colour, I want to just accept it and move one but how can I when most pictures feature Famicom R.O.B. Special Orders features Famicom R.O.B. (except the battle -.- ) and online icon features Famicom R.O.B.

why change it in the first place?
 

zephyrnereus

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just got back from The Come Up tournament. I got out of pools, taking down both Kage and Unlimited Bacon. I even got to appear in the stream vs Blitz, but I kinda choked. in brackets I lost to a Diddy (I swear, it feels like ROB does not the the tools to deal with that monkey) and I lost my losers to The Rapture, because Kongo Jungle 64 barrel shenanigans...
 
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NintenRob

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I completed All-Star on hard with R.O.B. and I just want to say

Gordo's can go to hell
Rising Kalos League Platforms can go to hell
Sheik through to Ness can go to hell
Everyone can go to hell
Continues can come back from hell
The Final Smash trophy is Famicom R.O.B., This makes me happy that it has some kind of trophy
 

zephyrnereus

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I feel like my mind has be read.

though for the matchup, it can be a bit tough for ROB. Robin's Dsmash is actually bigger than ROB's, and if timed correctly, most of Robin's aerials can beat ROB's in either speed or priority. if customs are allowed, reflector arm can help regain control of the stage, throwing back those annoying thunders and making a flame pillar to burn for you. (the regular reflector works too, but its more useful on the stronger thunder variants. thunder is too fast to reflect on reaction.) a good idea would be to bait out aerials, and specials, since every use counts despite hitting or missing. once an opening is made when he loses a projectile or aerials, then you can go in by making an opening with gyros and lasers. oh, and you can also stop most projectiles with yours as well.
 
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zephyrnereus

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ROB's laser has a piercing ability, similar to some custom moves other characters have. what this means is that it will go through everything, though if I remember correctly, it will not stop other projectiles. gyro has both a hitbox and hurtbox, so it can absorb non-piercing projectiles.throwing a quick gyro into an arc-thunder will cause it to detonate as if it hit an enemy, while laser will go through without activating it. thoron has the same piercing effect though, so it can go through your gyro.
 

ThatLunaticFeline

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I won the Smash Bros. tourney in London! It's not a high-profile tourney in any way but I managed to secure some sure R.O.B. respect in my enemies.
 

Strider_123

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R.O.B people help me out on this one-

how as PIT do i counter rob's neutral air? i hate the r.o.b. VS pit matchup. i can't punish because he goes straight into down tilt or blocks. i can't use the upper dash arm because that move cancels it. i feel i can't do anything. i shoot arrows he throws the gyro or laser. i get close and he does that at just a safe distance so i can't counter. i can't block forever. help me beat you guys :(
 

zephyrnereus

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you got a reflector, so use that vs the gyro and laser. also, ROB's Nair is massive, but Pit's Nair and Fair are much faster. try to get in just as ROB is winding up to let go of the Nair. you gotta play more aggressively in this match up and get ROB above you where you can juggle him.
 

pikmin.org

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With regards to dealing with R.O.B's n-air, you either want to be close enough to R.O.B to the point where you can stuff his n-air before it becomes active (it's not particularly fast), or stay back at a range where you can avoid it altogether. Try and weave between the two.
 
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Trekkerjoe

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The only one I heard of is using the slip gyro on them leads to an almost guaranteed Usmash of they trip.

One thing to note is that the hitbox reaches up much farther then it looks, so timing it so that they land on the edge of the extended hitbox would be worthwhile, since most aerials are outranged by it. It requires perfect timing though, the opponent has to be in midair and I could only pull it off once so far.
 
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GwJ

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R.O.B people help me out on this one-

how as PIT do i counter rob's neutral air? i hate the r.o.b. VS pit matchup. i can't punish because he goes straight into down tilt or blocks. i can't use the upper dash arm because that move cancels it. i feel i can't do anything. i shoot arrows he throws the gyro or laser. i get close and he does that at just a safe distance so i can't counter. i can't block forever. help me beat you guys :(
Don't try and camp him. I mean, a good Pit playing a good ROB will result in both sides taking relatively equal damage I think, but just like in Brawl, ROB is ****ty at close range. Ftilt got nerfed, and Dsmash feels a little less useful though still really useful. Fsmash feels slower as well, and bair is slower too. That really leaves stuff like grabs, jabs, dtilts, and nair. The former 3 are normal stuff that you should get used to dealing with against any character, but the nair is the unique one.

Honestly, just shield it. ROB can't SHFF cancel the Nair so you can shield grab it. You can just grab ROB out of a SH Nair as well. If he spaces it, powershield then rush and punish. If you want to beat Nair, just be patient.

As the great Sun Tzu said (paraphrasing), don't cross the river to meet your opponent. Let them cross the river and crush them as they cross.

Don't try and rush the uphill battle of weaving through his Nair. Let him do his Nair and just hit him after.
 

NintenRob

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I hope they fix the glitch with R.O.B.s eyes, I want to see angry R.O.B.

For those who don't know "As of Super Smash Bros. for Wii U version 1.0.1, a bug exists where R.O.B.'s eyes do not emote in any of the standard Smash modes, whether he is damaged, asleep, etc. In the Solo modes, his eyes function normally."

I also miss how he squints his eyes in his strong muscle R.O.B. victory animation.
 

Trekkerjoe

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Next patch ROB hopefully can get that repaired. Hopefully the 160XXX glitch will be fixed as well. I am not affected by that, but the thought of it happening is scary.

I wonder, with the eye glitch, do ROBs eyes still flash with green text? I have not had a chance to check that out in detail.
 

zephyrnereus

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Honestly, just shield it. ROB can't SHFF cancel the Nair so you can shield grab it. You can just grab ROB out of a SH Nair as well. If he spaces it, powershield then rush and punish. If you want to beat Nair, just be patient.
although this is true, in this version ROB can SH autocancel Nair if done correctly, letting him react the moment he touches the ground. and due to the massive front hitbox the Nair spin has at the end, its really hard to punish without getting jabbed or grabbed right after. ROB's weak point has always been behind and under, as well as timing. a good ROB knows how to space his Nair so that it hits at max range, but this also means that he has to commit to the move. if you see a ROB lift the base slightly, that's cause he already inputted Nair, and you have a fraction of a second to either get in and hit him out of the animation, or get out and shield the attack.
 

NintenRob

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Next patch ROB hopefully can get that repaired. Hopefully the 160XXX glitch will be fixed as well. I am not affected by that, but the thought of it happening is scary.

I wonder, with the eye glitch, do ROBs eyes still flash with green text? I have not had a chance to check that out in detail.
I think it does, but I'm not sure if I just saw it in single player.
 

GwJ

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although this is true, in this version ROB can SH autocancel Nair if done correctly, letting him react the moment he touches the ground. and due to the massive front hitbox the Nair spin has at the end, its really hard to punish without getting jabbed or grabbed right after. ROB's weak point has always been behind and under, as well as timing. a good ROB knows how to space his Nair so that it hits at max range, but this also means that he has to commit to the move. if you see a ROB lift the base slightly, that's cause he already inputted Nair, and you have a fraction of a second to either get in and hit him out of the animation, or get out and shield the attack.
Correct me if I'm wrong, but I believe you have ample time with most character to hit ROB if you powershield the initial hit of Nair.

Also, ROB's eak point hasn't always been behind and under. His backside isn't the most well protected, but his weak points are really under and the diagonal angles. If you want to get at ROB, poke him from the diagonals. Aside from his Nair, his other moves don't deal with that angle.
 

zephyrnereus

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I'm not sure about all diagonals though. I'm pretty sure that a SH Fair can cover the front diagonal while a FF Fair can cover the bottom front diagonal if timed correctly. Ftilt used to cover these angles as well, but the range nerf really hurt him.
 

Byxis

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Anybody else love using Dairs to punish rolls? I know I do and it feels great when it connects.
 

Strider_123

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but here's where its hard. normally when i see someone do a move and miss, i attack or try to counter. Thing is he short hops does the neutral air then goes straight into down tilt with no where to hit in between. i can't grab and the run attack won't work at semi close range without him somehow being able to stop the d tilts and grab. whats worse is finding a quick move to break it for pit. don't believe me you guys vs him lol
 

Mister Eric

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Dang, so I'm pretty good with R.O.B. but I do not enjoy playing him like I enjoyed PM and Brawl R.O.B.. What do? Help me love him, pls.
 

B_Bech

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Dang, so I'm pretty good with R.O.B. but I do not enjoy playing him like I enjoyed PM and Brawl R.O.B.. What do? Help me love him, pls.
ROB is much flashier in this game. At low percents you can actually combo/get really cool strings going with the help of your gyro. Brawl ROBs are really underestimating his mid-range and up close game as well as his low percent deaths with dair and bair. It's surprisingly easy to get low % kills by chaining say dash attack to a few fairs/ a nair/ into a dair or bair for a stage spike depending on the positioning. These are extremely easy to do on heavy characters. Gimping has never been easier with Gyro and fair. While our UP B has been slowed... we gain the benefit of control. Another fun thing is fully charged gyro combos. There's more hitstun than there was in Brawl, meaning you can use a fully charged gyro in spin as a tool to set up mini-strings. Side B more. Can't stress this enough! You can angle it = poke. I'm not saying be predictable but use it to punish spot dodges, point blank projectiles, whiffed tilts, etc. You can consistently kill a shielding Rosalina's luma with a simple side B.

The things you may see as nerfs are actually not bad. The new Nair makes ROB a threat despite the watered down kill power from Brawl because it's such a great defensive and offensive tool that you no longer have to worry about staling. Uair, OoS usmash, the final hit on side b, off edge bair, roll punish dsmash... dair meteor...platform assisted uthrow, gyro and laser snipes.... ROB can kill and no longer has to be campy to win. Embrace the changes and forget Brawl and you'll start having way more fun.
 
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ROBnWatch

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I wish they did a better freaking job changing R.O.B.s colour, I want to just accept it and move one but how can I when most pictures feature Famicom R.O.B. Special Orders features Famicom R.O.B. (except the battle -.- ) and online icon features Famicom R.O.B.

why change it in the first place?
I say that's a good thing, I liked Famicom/red and white R.O.B. better. It helps him stand out better than the stupid gray and white palette. And this is coming from someone who LIVES in the U.S.A..

I won the Smash Bros. tourney in London! It's not a high-profile tourney in any way but I managed to secure some sure R.O.B. respect in my enemies.
Yush! R.O.B. all the way!

Lol.
 

Jams.

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ROB is much flashier in this game.
While this is true for most Brawl ROB players, I think Mister Eric is an exception as he played an incredibly flashy and technical ROB in Brawl. I feel like ROB lacks mobility in this game due to many of his burst movement options being removed or nerfed. His upb horizontal mobility was drastically reduced, glide tossing was removed, and gyro canceling became significantly more difficult. For what it's worth though, I feel like gyro canceling is still possible to perform consistently and is worthwhile to learn. It's also possible that the new movement options in this game that became worthwhile due to lack of tripping will supplement what he lost from Brawl.

On a different note, is it possible to b-reverse a gyro near the ground and not buffer a roll? This bothers me more than it should.
 

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I don't believe it's possible. It happened in matches and I couldn't make it work in training. I believe it's impossible to reverse gyro while grounded.
 

Mister Eric

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While this is true for most Brawl ROB players, I think Mister Eric is an exception as he played an incredibly flashy and technical ROB in Brawl. I feel like ROB lacks mobility in this game due to many of his burst movement options being removed or nerfed. His upb horizontal mobility was drastically reduced, glide tossing was removed, and gyro canceling became significantly more difficult. For what it's worth though, I feel like gyro canceling is still possible to perform consistently and is worthwhile to learn. It's also possible that the new movement options in this game that became worthwhile due to lack of tripping will supplement what he lost from Brawl.

On a different note, is it possible to b-reverse a gyro near the ground and not buffer a roll? This bothers me more than it should.
omg i love you. you understand me <3
edit: wait, gyro cancelling more difficult? is it in still? i dont care how diff it is...i didnt think it was still a thing...
 
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ROBnWatch

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While this is true for most Brawl ROB players, I think Mister Eric is an exception as he played an incredibly flashy and technical ROB in Brawl. I feel like ROB lacks mobility in this game due to many of his burst movement options being removed or nerfed. His upb horizontal mobility was drastically reduced, glide tossing was removed, and gyro canceling became significantly more difficult. For what it's worth though, I feel like gyro canceling is still possible to perform consistently and is worthwhile to learn. It's also possible that the new movement options in this game that became worthwhile due to lack of tripping will supplement what he lost from Brawl.

On a different note, is it possible to b-reverse a gyro near the ground and not buffer a roll? This bothers me more than it should.
Ya, his Up-B, while still being one of the best in the game (tied with Olimar's, and both only lose to Villager), is probably the only thing that's going to make me like the Brawl versions of characters a little better. I mean, for me, I gained and lost a LOT from Brawl to SSB4, and personally, I think Brawl is still my preferred of the two. It's got my ICies in there, and, apparently, I can use R.O.B.'s Up-B a lot more effectively in Brawl than nowadays.
 

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omg i love you. you understand me <3
edit: wait, gyro cancelling more difficult? is it in still? i dont care how diff it is...i didnt think it was still a thing...
Yep, @ dettadeus dettadeus confirmed that gyro canceling is still in the game, just significantly more difficult:


The video is for Smash 3DS since Smash Wii U was not released at the time, but I've gyro cancelled in Wii U so it's still possible. Don't give up hope!
 

GwJ

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Speaking of recovery, that video on the front page is silly. Other characters could have gone higher. If they tapped instead of holding b Rob could've gone as high as villager probably. Also, I guys I'm learning gyro canceling tomorrow then.
 
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Syde7

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Edit: Ninja'd
Edit 2: I am disappoint.
Was hoping for cancelling the actual charge part of the way through. ;_;
 
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