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The Art of War - An SSBB Marth combo vid by Kadaj

Overswarm

is laughing at you
Joined
May 4, 2005
Messages
21,181
read what overswarm wrote and tell me how you came to a conclusion of ROB's advantage
This was probably his first clue:

ROB vs. Marth is slightly in ROBs favor. It is incredibly in ROBs favor on stages like Delfino and Halberd where he can recover through the stage as well as on stages with multiple ledges like Japes or Norfair.

ROB wins the matchup. If he can recover from below the stage, he's got the match in the bag.


ROB can go nuts once you're off stage. He can literally fair you to death, and if you are dropping below the stage to up+b he can just let go of the ledge and bair. The hitbox stays out long enough to hit you out horizontally, and you only tap ROB with your up+b. If ROB holds up during his bair, it can't KO him against the stage no matter what (there's rarely much knockback anyway).

ROB's only goal when recovering is literally just to get on the other side of Marth. If ROB rolls onto the stage and you call him with a side-b, ROB won that exchange. You're now going to take just as much damage, if not more, from projectiles if the ROB is good at using them.

Marth requires an incredibly aggressive edgeguarding game to make up the difference. Because of this, he has to go off stage a lot. If you mess up off stage with Marth, you lose a stock. If you don't mess up, you hit ROB with a move that deals damage. This is a poor, but necessary, risk in the matchup.


Marth has a lot of advantages in this matchup, but the moment ROB gets anything in his favor ROB can just run a train on him.

Also, ROB's pivot f-smash beats an approaching fair if the spacing is right. o_o

Did I also mention that, from the stage, ROB can hit you with a laser or gyro to edgeguard before he even thinks about going about it the traditional way?
 
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