Alright so I'm free today, so I'm gonna help with this MU. (At least what I think about it)
Here we go.
ROB V. MK:
ROB V. MK is one of the two hardest MUs for ROB. From the start you want your Gyro out, so as soon as you have an opportunity throw it out and retrieve it. DO NOT APPROACH AT ALL in this MU, trying to make MK approach is your best bet. If you don't believe me your stupid and you haven't read this:
http://www.smashboards.com/showthread.php?t=259372
This means shoot lasers, gyro, and space your tilts to rack up damage when the match begins. This'll be the easy the easy part...the hard part will be... well it'll 2 things:
1. Making MK approach even you've got the percent lead. Some MKs will not approach even if you've got the upper hand. If this happens do not give in. Keep shooting Laser and Gyros until he come to you. Between your Lasers and Gyros MK will try to...so some of the following:
* Nado- He'll use Mach Tornado in hopes he can catch you off-guard or just eat through your camping. In this case you've got some options.
-F-smash to hit him out of Nado.
-Laser right through it.
-Nair, if you have a chance to. (Which you most likely will not)
-Bair, if you have a chance to. (Which you most likely will not)
-Or you can just, tilt your shield up and have it get eaten.
* Appraoch from above-MK will try to approach from above with his combination of multiple jumps and
gay good aerials. If the MK gets to this point it can be big trouble. Mk will be using mostly Dair to try to get through our camp. Some options here are:
-Tilt shield up and just wait. (which is the worse option)
-Tilt shield up and U-tilt when you see an opening. No you didn't read wrong I said U-tilt. It'll hit MK if he's Dair spacing with Short Hops instead of Full Hops, and it'll also give you some extra time between each Dair. Look at it's range:
Beginning hit
Second hit. ROB jumps up!
CREDIT TO: rPSI for these images
-Risk jumping in the Air and doing an aerial.
-If you have a Gyro GT forward (toward the center of the stage) and Throw the Gyro up. To get you outta situation and have a Gyro in the air for MK to worry about.
2. Beating off his approaches. If you do force him to approach it'll be difficult beat his approaches. Such as Nado and Aerials.
Camping will be the CORE of this MU.
What every you do, do not Roll during either
1 or 2 this will end putting you in the air and/or forcing you to the edge.
Now for being in the Air against MK. Being in the Air and offstage are the last 2 situations you want be in against MK. Being in the air will cost you from about 0% all the way to about 80% (against a good MK).
Sound bad doesn't it? This is exactly why you camp and (try) to control the stage.
Sadly, due to ROB's blindspot, there's very little you can do.
1. Keep trying to aerials and hope to break through and land. (which will almost never work)
2.
IF you have your Gyro Z-drop and follow it down or Throw it down. (There's a possibility this'll work, but it's probably just get beaten by Nair or Nado or something)
3. The
BEST option is WAVEBOUNCE. If your put in the air you want to Wavebounce Gyro-Cancel.
BTW,
DON'T AIRDODGE AGAINST MK. If don't know why try it and you'll understand why.
Offstage against MK. This be just as tough as being in the air. If you are knocked of stage it can be a stock or just a S*** load of damage. Once ROB's offstage he's offstage he's very predictable so the options I'm about to tell are pointless.
1. Use Gyro and Laser to keep MK at "bay" long enough for you to get back on stage/to the edge.
2. Use a mixture of Fair and Nair to hit MK if he's already reached you....to help you get back to edge/stage.
3. Do the 2 above and if they don't work Use UP-B to go Understage to the other side.
Since we were just talking about being of stage next is being at the edge. First of all, ROB has NO edge options. Well he does but they're predictable. IF your at the edge here's what you can do: (all of your option at the edge are predictable and punishable, but here they are)
1. First, you have what all other characters have: Edge attack, Roll, Jump, and just come up from the edge.
2. Jump off edge and shoot Gyro's and Lasers in hopes to move MK away from the edge/ distract him.
3. Drop off ledge>jump>do rising Nair
4. U-air (worse edge option)
5. Fair, and hope it'll get you back on stage instead of get shield grabbed/punished.
Now last but not least Close Quarter Combat with MK. If this happens it can be good or bad, depending solely on how you handle it. ROB is NOT that bad at CQC. If get close this is what you can do.
1. If you have a Gyro GT outta that situation
2. Use ROB's good Jab, F-tilt, and D-tilt...to help handle the situation. If you don't how to play close quarters with ROB you SUCK!
This is what you do:
-Jab>either D-tilt or F-tilt>follow/read D.I.
-Jab>read your opponent
-D-Tilt multiple times
With good CQC you'll be able to handle MK a lot better.
This may sound bad, but believe me it's much better than just Jab>D-tilt>grab crap.
Now for stages. All neutrals are pretty much good.
FD- Good for camping and (trying) to make MK appraoch. Horrible for being in the Air.
BF- Okay for camping. A lot better for not getting juggled. (Just don't jump on the platforms)
SV- IMO the best neutral to take MK to. It's a mixture of FD and BF. (that's all I need to say)
Lylat- Pretty good excpet when you get off stage and trying to retrieve your Gyro.
and the rest are pretty much the same.
CPs/Bann:
CP: I don't think it really matters.
Ban: Most definitely ban either Brinstar, RC, Delfino.
The MU ratio is 65:35; MK's favor.
Soooooo, I said I'd help and I did.