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Teams with ROB

T Bird

Smash Apprentice
Joined
Dec 20, 2004
Messages
151
Allow me to edit this post a bit to show everything I'm interested in discussing here.

I for one have been enjoying team matches in brawl MUCH more than I had in mellee. I'm not entirely sure why, I think it may be since more characters are more available to use in this game. Anywho, I would like to start up some discussion of partner ideas and ideal stage picks. I'll start off with a few reasons I think Rob makes a GREAT partner choice.

In many (most to my knowledge) team strategies there is a life tank. The life tanks job is to live (shocking). Now his means standing back a bit and playing deffensively. As a life tank you are not supposed to be in the thick of it. With Robs insane range on forward and down tilts and ridiculously quick down smash rob does a great job of keeping oppnents off of him and his projectiles allow for dealing damage without being in the fray. His heavy weight and great (best?) recovery allow him to be a great life tank while still dealing damage. The other partner should be someone that is fast and agressive, able to fill in for any weaknesses ROB may have. Since this partner will be IN the fray he is more in danger of being caught in comboing conditions. Bringing me to the final point of why I love ROB. Popular characters like DDD and Falco can chain grab, when your allie is stuck in a bad situation like this, simply hit b to fix it for him no mater where you happen to be on the field.

The greatest advantage to the lifetank idea that I have found, is that most teams have one player who is better than the other. The worse player taking the role of a deffensive life tank allows the team to play up from the lower players field. Since I'm not very good, this is very attractive to me.

Anywho, I would thikn that marth would be a pretty good partner for ROB, or any other decent character who can kill a character at low percents, or at least get them off the stage well. Rob can deal damage well, and he can survive well, the third component is the ability to kill. Rob can do all three well, but his weakest point, in my opinion is the ability to kill.

So here's what I'm curious about. How does ROB work best in teams? Should he stay deffensive? Should he be more agressive? Stay the same? Is it character dependant? Skill dependant? Can/should ROB carry a team (If you are the better player, is ROB a good choice)? What stages work well and for who? What role can/should Rob play as a team mate?
 

T Bird

Smash Apprentice
Joined
Dec 20, 2004
Messages
151
I would like to point out that this is not simply a thread for R.O.B's best team mate, but a general over all discussion of team tactics. Stage choice, play style as well as partners, but perhaps I should have focused on one, rather than the general broad category of 2v2 matches

Here's an example, but because I don't play this game very well it will probably be unintelligent, but I would like to put an example here.

ROB+Marth
Upsides--->
-Marth has an easily gimped not so wonderful recovery. It is more difficult for people to gimp him in 2v2 matches, especially with Rob able to blast a laser across the screen to disrupt anyone who may be waiting near the edge. Also ROB has no problems leaving the stage to chase people that might have chased his partner if he can get there in time.
-Marth has an easier time landing kill moves in the multiplayer mayhem.
-ROB's longevity allows Marth to take an extra life if done properly, allowing the hard hitting short lived Marth to take more stocks from opponents.
-Marth can easily get opponents off the stage at low damages, and both ROB and Marth have wonderful edge gaurd games.
-The laser can provide that extra push for RIDICULOUSLY low damage tipper kills.
-Marth can handle G&W, one of ROB's harder matchups with relative ease.
Downsides--->
-Marth dies relatively easily.
-A bad Marth player is going to be a danger to his teammate.
-I'm sure there's more, but I really can't think of any.

Marth's ideal role in this team
-Agressively pursue opponents and rack up damage.
-Get low damage kills
-Knock opponents off at low damage for either to gimp.
-Pursue characters with his speed that actively counter ROB, as Rob is not as fast and will have more difficulty "picking" his opponent.

Marth's roles can be (if the player is not so good)
-get low damage kills

ROB's ideal roles in this team
-survive
-Survive
-SURVIVE
-rack up damage
-gimp opponents once knocked off
-use the laser to get the partner out of bad situations/kill near blast line

Rob's roles can be
-SURVIVE
-Use lasers when partner shouts, "For the love of all that is good and holy stop chain throwing me."
I do believe that this team is more hurt by a poorly played Marth than a poorly played ROB. As long as Rob can survive his match up and the partner is a good Marth the team will do well. Obvisously if the partner is only on equal footing with the opponent a ROB that simply survives won't quite make the cut.

Best stage
Orpheon
Rob can survive for a ridiculously long time here, especially on the flip side with the moving platform. The side without the ledge allows Rob to gimp increadably well, though it SERIOUSLY hurts Marth's recovery. The stage is small enough to give Marth a nice close quarters advantage, but as seen in Vidjo and OS's matches Rob doesn't need to spend much time on the stage, giving his partner pretty much free reign to swing his sword about.
 

TechnoMonster

Smash Ace
Joined
Mar 9, 2008
Messages
836
I like to laser stuff that my partner pops up.

I find myself edgeguarding freaking everything all the time with ROB as well since he's so good at it.

Laser and gyro to break chaingrabs and combos, gyro to help rescue teammates in need especially.

Weak lasers can save teammates in trouble, tell them to up-b early.
 

SenorPresidente

Smash Ace
Joined
Feb 11, 2007
Messages
615
Location
Des Moines, IA
Wonder why this thread is so empty, seems like it should be more popular. I just started teaming with snake and my old team mate was Marth so i don't think i have much to add but here it goes.

ROB+Snake
One common strategy we use at the beginning of the first match is to have ROB shoot his laser while Snake plants his mine. Snakes mine animation has him crouch down so the laser goes above him and goes through the opponents. This is stage dependent, character position and will probably only work once to catch them by surprise.

Another similar thing to do is having snake approach by crawling while ROB shoots lasers and gyros. This of course applies to most characters that can crawl.
 

chckn

Smash Ace
Joined
Mar 16, 2008
Messages
972
Location
miami, Fl
Im teaming with a zelda this weekend, something Ive been wanting to do for a while. Ill get back at you with the run down then. btw bumps for this thread, it has alot of potential.
 

woopyfrood

Smash Lord
Joined
Apr 23, 2008
Messages
1,062
So basically the perfect team-up for ROB is a fast, up-close fighting specialist. Like Marth, or DK at a stretch...

Fast Heavy: Tanks, Launches, Makes up for ROB's slowness...

ROB: Snipes (racks up damage), Saves the "Fighter" when he's in trouble, Makes up for said fighter's general deficiency of projectiles...

Wait a minute...combine the two and you get Samus! With ZSS to boot!
 

Sudai

Stuff here
Joined
Feb 14, 2006
Messages
7,026
Location
Baton Rouge, Louisiana
Wrong, woopy. You don't need someone heavy as ROB is the Tank. Samus can't KO well. ZZS doesn't fit your other criterion. By your criterion (and actually already to be deduced as the best criterion save for your idea of needing someone heavy), we get MK as the best team mate. But wait, MK's best team mate happens to follow the same criterion because MK lives forever and can effectively tank. Two MKs = best team. Woo.

No, really though, eff finding someone who plays a suitable character for your team. How many times do I have to say it? It's ALL about how well you and your partner work together. Your best partner is gonna be your best partner's best character. Promise.
 

woopyfrood

Smash Lord
Joined
Apr 23, 2008
Messages
1,062
By your criterion (and actually already to be deduced as the best criterion save for your idea of needing someone heavy), we get MK as the best team mate. But wait, MK's best team mate happens to follow the same criterion because MK lives forever and can effectively tank. Two MKs = best team. Woo.
I smell bias, and it's coming from a certain building in Japan...
 

chckn

Smash Ace
Joined
Mar 16, 2008
Messages
972
Location
miami, Fl
DDD is the greatest team partner trust me. Two tanks to start off so killing isnt easy if you stay on stage. DDD can kill as well so you dont have to worry about decaying your nair meaning you can space/rack up damage alot better. I may team with the best ddd down here sometime in the near future so if I get vids Ill put em up for you.
 

JCaesar

Smash Hero
Joined
May 28, 2004
Messages
9,657
Location
Project MD
NNID
JCaesar
This is a much more intelligent team discussion than the "Best teammate for ROB?" thread, which has degenerated into everyone naming the character that their usual teammate happens to use, so I'm gonna post this here. This is a PM I sent to my new teams partner (Slikvik), which details my ideas for our team strategy. I put a lot of thought into this and I didn't want it to just get lost forever in someone's inbox, so instead I'll share it with my fellow ROBs. You can tell me what you think of it, and if something needs to be adjusted.

Keep in mind my teammate plays mostly G&W. Last weekend was the first time we ever teamed, and we did pretty well. We took the first match from Azen and Chillin and got **** close to knocking them out of the tourney. Our other loss was due to whack stages (not to john, but we got CPed to Corneria, the only tourney in MD/VA it's ever been legal I think, thanks SBR -_-) and a bad CP on our part.

JCaesar007 said:
Anyway I had some ideas about our team. First, I'm gonna focus a lot less on getting kills (gimps off the stage, maybe, but not straight up kills) since G&W does that 100x better than ROB. I'm gonna do a lot of ledgecamping and ftilt/dsmash poking (and I'm gonna try really hard to avoid shooting in your direction), and I can spam my nair more freely since I won't be saving it for kills. I'm gonna focus on just staying out of your way (or hiding in my shield if necessary) when we get close so you don't have to worry about hitting me. G&W is a better close range brawler anyway. This oughta make me live a lot longer than I have been, and if you don't steal one of my lives, I'm probably doing something wrong or the other team is just bad.

So, since you're gonna be the dedicated killer on the team, when you kill someone and the other guy is at high %, we should switch who we're fighting (depending on the situation and the characters of course).

Grabs: they're really valuable in teams. If we're close to each other when one of us gets a grab, we should hold them as long as possible so the other can take advantage. If I grab them, you run up behind them and charge usmash or fsmash, and you don't have to do it super close since they will move back a bit from the grab release. If the other guy is close I may throw them at that guy. If you grab them, either do the grab release (I'll nair them, usmash is hard to hit with) or do a dthrow (I'll cover the side I'm on, you techchase the other way, or if it's a guaranteed dsmash just do that).

Your bucket: We really need to take advantage of this. I have a super fast long range projectile you can absorb. I'm gonna leave it to you when you want me to fire at you, so I never catch you unprepared. If you knock someone away and have enough time to bucket, say "bucket" or "laser" or "shoot me" or something and I'll fire a laser. We could get at least one 0% kill per game out of this (actually I don't know if 3 uncharged laser give the bucket enough power for a 1HKO, but it will still be devastating). This makes me realize that it's really important for me to get the 4th controller port, so you can throw a bucket when I grab someone and I won't die.

The start of a match: Assuming the starting positions are in a line like FD's, I almost always start the match with an ftilt. It beats out every ftilt in the game in speed and range except for MK's, so against MK I either walk away or shield. This probably doesn't matter much to our team strategy but I wanted to let you know, so you know if someone starts between us they're going to get ftilted.

Edgeguarding: If we're both in the vicinity when an opponent gets knocked way out, I'll fly out and try to gimp (unless it's MK of course) and if they make it back I'll stay out of your way so you can edgeguard yourself without having to worry about hitting your teammate.

Stages: I've been practicing on Brinstar, and I think I've got it down pretty well (the sticky **** makes my nair last forever), so if it's a good CP vs the characters we're facing we should go for it. We should practice on it together though before we try it in tourney. I also think Jungles Japes would be a great CP for us vs certain characters like DDD and Snake. Frigate Orpheon is great vs tether or generally crappy recoveries. I'm OK with banning Yoshi's Island every time, but against a Diddy I'd rather ban FD, and against tethers (especially Olimar) I'd rather ban Norfair.

All the strategies I've been thinking about assume that you're G&W. Are there any matchups or stages you would prefer to use Wario or Peach on? The only one I can think of is vs Diddy or Snake maybe. I do kinda like the idea of a Peach floating dairs above my ftilts, that's just a wall of priority. And I can nair anyone you bite with Wario. But I really think ROB/G&W is our strongest team.

Sorry for the essay, but I really think we've got a good shot at hitting the money at CH4. I mean, we were THIS close to beating Azen/Chillin, and it was our first time teaming! Once we get the kinks worked out we'll be unstoppable.
 

JCaesar

Smash Hero
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Project MD
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JCaesar
It does a lot of f'ed up things, but the one I was talking about is if one character is grabbing another and both characters simultaneously get hit by something, they both take the damage but only the one in the lower controller port takes the knockback. Thus the 4th controller port can never be killed while grabbing someone. It sucks but that's the way it is, might as well take advantage.
 

JJR.O.B.

Smash Ace
Joined
May 10, 2008
Messages
580
Location
With all the other R.O.B.s
It does a lot of f'ed up things, but the one I was talking about is if one character is grabbing another and both characters simultaneously get hit by something, they both take the damage but only the one in the lower controller port takes the knockback. Thus the 4th controller port can never be killed while grabbing someone. It sucks but that's the way it is, might as well take advantage.
Ok, Thanks for telling me.
 

soloSHADOWROB

Smash Journeyman
Joined
May 13, 2008
Messages
299
Beat team mates for ROB
1) Wario
2) Marth
3) G&W
4) Peach

I will make a list explaining as to why these are good partner and a list of things they can do to help one another.
 

JCaesar

Smash Hero
Joined
May 28, 2004
Messages
9,657
Location
Project MD
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JCaesar
Heh my teammate plays 3 of those 4 characters well.

I'd love to hear your ROB/G&W strats.
 

JCaesar

Smash Hero
Joined
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Messages
9,657
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Project MD
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JCaesar
Not really, you need someone with killing power. 1 tank is enough. Not to mention you'll be accidentally shooting each other all the time.
 

soloSHADOWROB

Smash Journeyman
Joined
May 13, 2008
Messages
299
IMO I dont think 2 ROB's wouldnt work well.
Lasers would get in the way as well as gyros, then I assume they would hit eachother ALOT, like it wont even be the opponent doing most of the damage but your team mates themselves you know.
Ill give you some reason why I chose those 4 characters.
Im working on a D3 one right now though with Aero =]

1) Wario: Wario is a tank, since he is mostly airborne he is less likely to get hit by your gyro and laser. Since ROB should be played atleast alittle campy in doubles Wario is one of those characters to that is really in your face and combined with ROB's gyro and laser you can keep your opponents in Wario's hit range. Both are tanks and can kill. They specifically make a good fight against Chaingrabbers because if Wario is being CG ROB can shoot a laser to stop it, or if ROB is being CG Wario can Side-B all the way to ROB and save him. Great thing to do is have Wario do lots of D-Air to wear down the shield, then once that ROB shoots a laser and shield pokes the enemy and then Wario gets a few hits in causing minimal damage but usually messes up the player and sets up for great combos.

http://www.youtube.com/watch?v=KIetFBWV9Xk
http://www.youtube.com/watch?v=hKTE9Boj7zI
http://www.youtube.com/watch?v=uMy7u_rJ0GY

These are videos of my cousin (DQ) and I vs. Futile and Blitz
Its a double ditto doubles match lol
But DQ and I have awesome team work
You will see alot of the times DQ and I hit eachother to get eachother outta bad siuations =]
Hope these vids help and my little list above it
Next Ill do ROB and Marth
 

soloSHADOWROB

Smash Journeyman
Joined
May 13, 2008
Messages
299
BTW 3rd vid is ****
Great tech skill in my part, great DI in DQ's part
and teamwork as well it was crazy =]
 
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