Mister Eric
Twitch.tv/MisterbeepEric Twitter: @MisterbeepEric
Yep. I was Z-Catching it.
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We win both, both match ups suck to play.ROB has always been my third character that i only really brought out in doubles but i've been struggling with a couple matchups so i'm thinking of developing him a bit more for singles. what are people's thoughts on the ryu and diddy matchups? i feel like rob does well against the former but i'm a bit worried about his size being a detriment and getting him comboed easily.
Hii, I would think that both MUs are near to even.ROB has always been my third character that i only really brought out in doubles but i've been struggling with a couple matchups so i'm thinking of developing him a bit more for singles. what are people's thoughts on the ryu and diddy matchups? i feel like rob does well against the former but i'm a bit worried about his size being a detriment and getting him comboed easily.
down b > attack input > shieldHow does one go from gyro charging to Utilt? Because somehow I did it online against an opponent.
Yep, figured it out. This really opens our options up heavily. Imagine if we charged our gyro and we canceled it with a tilt, the opponent drops his shield, and we lay hour gyro to stop his approach. That's so deadly. Mix-up city.down b > attack input > shield
more on that here
http://smashboards.com/threads/a-new-r-o-b-tech-instant-gyro-cancelling.421978/page-2#post-20568012
https://www.youtube.com/watch?v=MH_46_2BtOMHey all, I've noticed I die to ROBs uair more often than not, and I was wondering if it's possible to SDI out of? I've seen people fall out of it and such, but I don't know if that's due to the properties of the move, or if there was any SDI or some other factor playing into that? Appreciate any help.
Hey all, I've noticed I die to ROBs uair more often than not, and I was wondering if it's possible to SDI out of? I've seen people fall out of it and such, but I don't know if that's due to the properties of the move, or if there was any SDI or some other factor playing into that? Appreciate any help.
If you want a text explanation:https://www.youtube.com/watch?v=MH_46_2BtOM
Go to 2:47 in the video, should give you everything you need to know about surviving Up Air!
If you want a text explanation:
When you are in the multi hits of the up air, your inputs are reversed. If you hold left, you go to the right. So when in the move, you want to hold a direction until you get to the last hit, then you hold the opposite of that. So for some specific examples,
If you hold left when in the multi hits, you get sent to the right, so DI the final hit to the right.
If you hold right when in the multi hits, you get sent to the left, so DI the final hit to the left.
I actually think it doesn't have invincibility. It doesnt say so on Kurogane Hammer anymore.Just wondering, is the invincibility on Up-B actually helpful? I feel like hypothetically it could be used like Olimar's Down B but idk how hard that is.
Went into Training mode just in case, turns out the invincibility is still there. You can still see R.O.B. flash white. He also didn't take damage from Corrin's jab when timed correctly.I actually think it doesn't have invincibility. It doesnt say so on Kurogane Hammer anymore.
No idea. Thanks for the info though, I'll have to look into this.Went into Training mode just in case, turns out the invincibility is still there. You can still see R.O.B. flash white. He also didn't take damage from Corrin's jab when timed correctly.
Apparently, though, it's only there when you take off from the ground. Not when you start the Up-B from the air, not from continuing the Up-B in the air. Do you know if it was always like that?
On big characters or fast fallers, we can do nair > grab > upthrow > upair. Not sure how much damage it does, though.How much guaranteed damage you can get off of a punish at 0%?
Works on fast fallers pretty good, I had some trouble doing it with the heavies but it should work.On big characters or fast fallers, we can do nair > grab > upthrow > upair. Not sure how much damage it does, though.
I feel like getting the gyro could be an area I could improve on, because the only way I really get it is by basically spamming projectiles and eventually getting the gyro once it lands. I have a feeling that there's a better way to do it.How do you guys get the gyro? I'm having trouble against better opponents (who can usually shield it, making the gyro disappear).
You could just get one out after you've killed someone, but that's kinda a lazy answer from me right now. Lol.My question kinda got buried, I'd appreciate an answer.
I feel like getting the gyro could be an area I could improve on, because the only way I really get it is by basically spamming projectiles and eventually getting the gyro once it lands. I have a feeling that there's a better way to do it.
Getting gyro out in neutral can get pretty tricky. At higher levels of gameplay, players are going to powershield most of your mid/long range gyros on reaction, so it won't be easy to land free gyros with zero risk. Due to reaction time and input delay, people generally won't be able to react to sub 17 frame options, so this is where most of your gyros will connect; however, gyro is also a risky option here because most characters can get a pretty hard punish off a powershield at this range. Charging the gyro and using tricks like b-reverse, wavebouncing, and gyro cancels go a long way. Just using gyro a lot until it hits does seem to be a viable strategy as well, since I feel 8BitMan does this.My question kinda got buried, I'd appreciate an answer.
I feel like getting the gyro could be an area I could improve on, because the only way I really get it is by basically spamming projectiles and eventually getting the gyro once it lands. I have a feeling that there's a better way to do it.
I think this question was answered before, but yeah, in most cases, it's better to leave it uncharged since you're able to IGC, gyro cancel, and do fakeouts by shielding instead of actually shooting it. Charging it all the way should only be used if you want to snipe the opponent or something, but generally you use the uncharged version, I think.I don't see an FAQ on the op so I'm gonna ask this even if it's already been asked before: is there any reason to charge Gyro? I know constant use of Instant Gyro Cancelling or whatever it's called, charges it over time but outside of that, the uncharged version seems in all ways better since you can get your hands on it faster, plus the fully charged version tends to go so far that it goes off stage.
ROB doesn't really have any combo breakers. This is one of his weaknesses and contributes to him being combo food. Your best bet is just to wait for a hole in their combo, then use double jump or airdodge intelligently to minimize the damage you take. Fair can work, but only in specific circumstances because the hitbox isn't positioned optimally for breaking out of combos.What would R.O.B.'s best combo breaker options be? I keep trying to use f-air, but it doesn't often work. Am I using the wrong move, or am I just not using it right?