Cubone
Smash Lord
The only ratio I really think should change is Diddy. We beat him with his own nanners, in the air, and offstage. He still has options but it should easily be 60:40 ROB imo.
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!
Because that was just silly.If ROB gets a grab the air release isn't guaranteed, but is still gonna happen a lot. Out of it ROB has 2 amazing options: At not kill percents u get uair, and at kill percents you get usmash. Great duo of moves to have semi guaranteed.
It isn't guaranteed and as such, it will not happen often if at all. I don't know what you're talking about being 'semi guaranteed', because that's just not true.
It tends to be used when it's guaranteed, e.g. during your lag frames.I think Wario's fart in one of the most predictable moves in the game, it's one of those moves I always seem to avoid only due to prediction.
Some Warios does it, but I think it is really stupid becuase it deos amazing 17% damage and can juggle. Then it is only to refresh with a dair or two. I use it as often as I can.Isn't Wario's uair usually saved due to it's awesome hitbox and killpower?
You'd be surprised, his peanuts can be a b*tch to our Up-B, and a good diddy will make it tough for you to get back to the stage. Its true one good hit offstage will gimp the diddy, but with his amount of options and our slow air speed make it rather difficult. He also has a RIDICULOUS amount of tricks and has some crazy speed all round.The only ratio I really think should change is Diddy. We beat him with his own nanners, in the air, and offstage. He still has options but it should easily be 60:40 ROB imo.
The reason we put ROB over Wario in the air is because our Fair and Bair basically wall of pain him completely. If we just keep rolling out the Bairs and Fairs, you can't approach in the air unless we mess up, you get inside us in the frame lag, or mindgame us.def wario's favor, 6:4 or 55:45
wario is generally good vs large characters and ROB is no exception
wario easily gets ROB above him which is a terrible place for ROB to be
bite also is really good vs ROB
all ROB really has is tilts which work pretty well but not enough to put the MU in his favor
also wario loves frigate but iono how good ROB is there (i've never lost to a ROB there though)
I would say that:wow those matchup numbers are lol
i would personally say
snake is worse than that
diddy is better than that
falco is worse than that
marth is better than that
uhh, don't approach from the air every time then? lmaoThe reason we put ROB over Wario in the air is because our Fair and Bair basically wall of pain him completely. If we just keep rolling out the Bairs and Fairs, you can't approach in the air unless we mess up, you get inside us in the frame lag, or mindgame us.
Wave Bounce Gyro Cancel.ROB has NO options to deal with warios uair when wario is below him
Don't say that! It's called "Reverse Gyro Cancel". =/Wave Bounce Gyro Cancel.
That's my quote from the old D3 thread. Hit and run is your best bet (this includes planking). WB gyro and lasers help keep D3 off of you. Keeping a charged gyro on stage is also a good idea; try to keep D3 on the other side of it so he has to either shield it when approaching (you grab him) or he approaches from the air (laser or bair). If D3 is in the air, 90% of the time it's for a bair. Therefore, use Nair cautiously. FJ it if possible and use your SJ to get out of his sheild grab range. Our tilt game is also hampered by the grab range of the penguin, so I try to stick with Dtilt mostly. Grabs also help; each throw is 10% more on him so use them often, just not wrecklessly.To answer your question, yes, I change up my fighting scheme. What I do is bair a LOT more. Camping is your best option (if you want to win that is), but you can run and shoot as well. But rather than stay grounded, I try to stay in SH range but on stage, if it makes sense. Bair spaces well if he tried to chase, and you can always reverse gyro/laser/fsmash/nair to mix it up. Nair doesn't get me kills in this MU, so I rely on Bair and Fsmash.
Depending on the DDD (The best one I played was coney and he said I knew the MU pretty well), when they CG you (you can't run forever, so yes I said when), notice what they do when you get to the ledge. Do they finish with a dtilt? Or a fthrow? Depending on how they go about their move, depends on you action as well. If they dtilt, you may wanna recover high. If they fthrow you, expect a WoP DDD Bair style and counter by recovering below the stage. This is what I do when I fight DDD. But a hit and run approach is your best bet if you plan to use ROB.