stingers
Smash Obsessed
you can dtilt without crouching
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
The idea is too make him approach.Camping a ROB that actually knows the MU well won't work.
Nope, I'm terrible at DI.if you have any vids of you DIing out of a robs dsmash throughout the entire match i'd love to see them
Rob is NOT predictable when recovering....unless this rob is a ******. And for you Lucas players I would advise not coming off stage to gimp us or anything of the sort.Eh...Yes and no. While ROB's recovery is predictable, so is Lucas' spike. Usually the opponent that reads and predicts the best will win the offstage battle when ROB is recovering since both are predictable.
This depends...on the situation if they're recovering low try this...if not then don't.PKT is a bad edgeguarding move against ROB. ROB's aerials cancel out PKT, so all you do is waste time.
About grabing our gyro and camping it doesn't really work....ask Rocket.Absorb lasers. If a gyro is out, grab it and start camping with PKT and Magnet. When he's offstage use PKT for a good amount of damage. Avoid close combat, he has better range than us. SDI out of Dsmashes.
55-45 or 60-40 Rob's advantage.
No at close range rob has tilt range...also PKF is shield grab able.rocket psience and chu are assuming the rob player is bad, as in last years rob... lucas has _way_ more options than rob close range... even at perfect PKF range its even (because we can just power-shield, or trade laser with the pkf) the only chance lucas has are his awesome comboz and mindgame combos
Vury true.He really can't gimp us too well as long as we don't recover too close to the stage actually. The problem with facing him is getting close to him, we may be able to wreck him up close, but we can't get up close w/o getting d-tilted or f-tilted. D-tilt can lead into combos too and comes out in 4 frames, it's really a b**** to deal with.
ROB won't get gimped, he can cancel his Up-B into a f-air, n-air or u-air when he's recovering and still make it back so it's not going to happen.
Lucas isn't the best juggler though, but if you go for the u-air go for diagnally behind and below him.
Stingers is right rob does better at close up...than lucas.rob seriously isnt' bad close range
jab is 4 frames, dtilt is 3 frames
both are good
dsmash is only 4 frames as well if you're curious
There are lots of other options w/ glide toss , but I don't use that many...Ok guys it's time for the wall of text... I'll probably update it later...
Ok, so here's the deal:
ROB's N-air has a huge disjoint and can be spaced well. He tries this, you're going to want to PK Fire his landing. However you have to time it well otherwise he'll PS it. Retreating F-air is also pain to get around, it has a good disjoint, but a well spaced f-air should do the trick, or like always PK Fire his landing.
Once we get inside, we have limited options. We're usually going to n-airing inside. When you land your n-air behind him (don't land in front of him) always jab, otherwise you'll eat a d-smash. As soon as your jab clashes with D-smash get out of there and put him in range of PK Fire.
D-air is pretty legit because his u-smash has very limited range, but always make sure you space it correctly or you'll get grabbed (duh)
Knowing your PK Fire range is key in this MU because ROB forces approaches if you guy just a little bit too far out of range, and he has really good defense close up.
Once you're out of PK Fire range, this is when you're going to want to either
A) just stand there and wait for his projectiles
or B) try to get back to PK Fire range
Once you're out of range, he'll probably have his Gyro charged up for quick access. If he shoots his gyro don't try to pick it up immediately, if you can shield it. If you can't don't pick it up, but f-smash it to make it yours once it's yours pick it up and throw it upwards or wait for him to approach you or try to get the gyro back. At that point you can usually expect a laser or f-tilt. If he's far away, try to look for the animation of him starting to fire his lasers, or at least try to predict it and put your magnet up. If he comes and f-tilts, get behind the gyro and PK Fire to punish him. NEVER LET ROB PICK UP HIS OWN GYRO. He'll glide toss combo the crap out of you. He'll pretty much either get a free f-smash or grab. You might want to try SHAD or F-smash to reflect the gyro.
If you try to PK Fire when you're out of PK Fire range, you'll eat a lazer, or possibly a gyro. Off stage we have very limited options against him. He might be able to get an F-air off against us, but it shouldn't be able to gimp us unless it kills us off the sides. He can possibly get a B-air on us if we PKT2 back to the stage, but we it's slow and we can predict it.
ROB's F-tilt has hunormous range, don't challenge it with any of your moves. Just try to stay out of his F-tilt range and PK Fire. When he's charging his gyro he usually will be retreating, before you try to PK Fire read the direction he is going, he can't change directions while charging without airdodging first so run up and PK Fire. Oh yeah, and never do SH Wavebounced PK Fire in this MU, otherwise, laser.
IMO 40:60
He beats us solidly, but not unwinnable, as long as he knows how to space against PK Fire.
I'm probably going to do friendlies tomorrow with 6Mizu so I'll try to get some .bins to upload (can any of you record it with your comp?), but again we'll be playing BBrawl (but it's exactly the same physics and Lucas and ROB weren't changed too much. Lucas doesn't have d-tilt lock, but you guys know when to use that. You guys really shouldn't see much of a difference and the MU will be played near exactly the same). I'll also try to see what the d-throw to u-tilt precent is while we do friendlies.
Sorry, I've no experience with frame data so I'm only posting what I know about the match-up in general. That's from my speculation on how the match-up works.Uhh... right now we're just discussing the General MU and we usually base punishment off of frame data (usually intepreted by Galeon)
Rob doesn't force lucas to approach him.Rob is NOT predictable when recovering....unless this rob is a ******. And for you Lucas players I would advise not coming off stage to gimp us or anything of the sort.
This depends...on the situation if they're recovering low try this...if not then don't.
About grabing our gyro and camping it doesn't really work....ask Rocket.
No, lucas doesn't outcamp rob, but he makes him approach. It's sort of like snake using crouch to dodge falco's lasers. It's not really camping, but he has to appraoch.
No at close range rob has tilt range...also PKF is shield grab able.
If a lucas uses PKF that close he's a dumb***
Vury true.
Stingers is right rob does better at close up...than lucas.
Im gonna add to this later i gotta go im at school when i did this.
Rob doesn't do better than lucas at close range. Better range doesn't give the upper hand at close range. Not to mention at close range lucas has options to get rob above him and rack some damage.
I'd rather wait than approach.Yea...but in most situations lucas is the approacher...i mean yea you can wait across the stage for projectiles to be shot @ you, but eventually you'll be approaching.![]()
I guess you don't know that lucas can cancel magnet lag with a jump.lol then you've completely lost the match... I can angle my laser so that if you reflect it, it won't hit me, and if you're going for the absorb, it becomes a) I hit you with my top or b) I heal you ~8 dmg... that's _if_ you time the absorb correctly... either way, you lose... there's no way to win in there
you're just GIVING the rob player the game by not approaching
It's range is ok. It comes out in 2 frames though. Ftilt is also really fast and has decent range.lol lucas jab has terrible range. i guess it beats rob uh when you're literally right next to each other. gj getting that close