Finished, **** that's long
That sucks. I hope it's fixed in the next patch. Regardless, that matchup is still not even remotely close.
Are you saying this because of grounded side-b? You are way overrating that move. When caught it in you can easily just DI behind him and down to CC and avoid a follow-up, and the move overall isn't quick so if you bait/outpace it, it can be punished very easily. The hitboxes even end waaaay before the spinning GFX stops, idk why it's even there.
Had to run and find these real quick:
I think I found out why Sheik is a bad matchup for ROB. Too hard to hit her when she SHs, all her aerials are really meaty and always beat ROB's, hard to approach if she needles from the air, her hurtboxes change a lot when she jumps and lands so lasering her is easier said than done, basically can't recover from below against needles, dsmash doesn't lead to many good follow-ups since she's not a fast faller, and she combos the **** outta ROB unlike most characters and can even chaingrab him at some points.
Large stages don't actually work against a good sheik, not for ROB anyways. I used to think we could out camp her, but that's not actually the case. She has too much vertical mobility and her hurtboxes change too much to reliably hit her with our projectiles, which have small hitboxes and a lot of cool down (especially gyro on miss). She can charge her needles or throw her needles safely while moving up and down like that, and then once her needles are charged she is a huge threat to approach while she's airborne, can tack on 18 percent if she hits them (which is easier to do if she's grounded tho). The aerial needle throws stuff approaches from afar or anywhere not directly underneath her, and she can come down with one her of her extremely meaty aerials if you get too close for the needles to hit. You won't be crouch canceling that aerial if she's been tacking on damage with her needles. And if you use side-b to reflect them if thrown while grounded you can't do it on reaction because needles are too quick, so you have to read when she will throw them which is asking to be baited. That's why I think small stages are good, it lets you get up in her face quickly so you can still CC her aerials and not have to deal with as many needles early on. Lack of platforms also helps, it stops her from using them to get good needle angles and land safely after throwing them.
I used to think I could also out-survive her, but that's still only partly true- sheik can intercept high recoveries easily (one of ROB's strengths in terms of recovery) and can use needles to easily intercept low recoveries (which forces ROB below side-b sweetspot range and into his very bad/predictable up-b sweetspot range). Here, I've got some handy dandy videos of me vs another top 3 PM player in my state, who appears to have picked up sheik in PM almost exclusively to deal with my ROB.
https://www.youtube.com/watch?v=oFEWkEyswak
Ignore the last game of me as Roy, that was an experiment/for practice, trying to bring up my secondaries to my ROB's level.
I also played him earlier in tourney, test running my samus for the first two games then taking a game as ROB and losing the fourth (skip to 9:15):
https://www.youtube.com/watch?v=yyg-DVUr0vM
I
have improved at the matchup from my first try at it from a week earlier, if you want to see the progression of our matchup, watch this set first (split into 3 vids with no sound and a bit laggy, lame as ****) and then the above two in reverse order. But if you see some questionable choices in the above games, the reasoning is probably answered by the consequences of a better choice that gets stuffed anyways in earlier games because it's ****in' sheik.
https://www.youtube.com/watch?v=Mbnu2DRIYF0
https://www.youtube.com/watch?v=CbzC1-FGloo
https://www.youtube.com/watch?v=w4GlYY8sqNw
Note: i also hopefully have some solutions in the work, imprôving my punish game on sheik and my responses to her being able to go airborne so quickly, i'll be able to test them next time I play him likely about a week from now.
That side B, regardless of bugs, is one of the strongest grounded burst movement options in the game, particularly because unlike almost every other such move (which lose badly to projectiles), it hard counters projectiles.
It's not now and never was. It doesn't even have follow ups if you CC on reaction (last hit is 29- easy to react). It's also unsafe on shield, AND it got nerfed in this version.
This is like saying Luigi has terrible grounded mobility without committing to his wavedashes. Technically true, but highly misleading.
It is misleading, but luigi isn't a valid reductio ad absurdum for that, because being grounded is a much smaller commitment in smash due to CCing and shielding and a lot of other things.
I looked for a gif of ROB's utilt, but couldn't find one. You'll have to explain the CC thing, because I'm just a poor, dumb Bowser player who wins for free through abuse of broken gimmicks.
what is debug mode?
Explained the second part in my next post.
If you seriously think Kirby is a matchup that's anything other than overwhelmingly in ROB's favor, then I have a whole bunch of exciting, natural herbal supplements and healing crystals to sell you.
I had a nice ****ing paragraph typed up on Kirby but I'm on a phone and pressed the wrong button so now it's all gone. Ugh. Whatever I think it's either disadvantageous or slightly disadvantageous. ROB has a really hard time punishing Kirby, and gets straight out prioritized by Kirby's every aerial. He even has a pseudo air dash with a hitbox, and can copy our laser and stay airborne or crouched and avoid gyro pretty easily, and can stop ROB's upair with a stone which is ROBs only real reliable damage racker against floaties.
Once upon a time I had a nice explanation for this typed up, let me see if I can summon that inspiration once again.
-ROB can't punish Kirby. ROB's punishments on floaties rely on abusing upair's range to juggle them, keeping them in a staggered position until he can force them into a situation that leads to a boost nair or upsmash kill at like 80-90 percent. Because of the nature of ROB's linear, slow speed, he can't generally get to kirby for follow-up upairs without kirby being able to armor his way down with stone.
-ROB can't dictate neutral against kirby. His aerials out prioritize ROB's and his crouch is low, making aerial approaches risky at best, and his small size+crouch make him difficult to laser or hit with gyro. Meanwhile Kirby has much better grounded approaches (read: dash attack beating CC and unpunishable when it crosses up ROB's shield), and Kirby can copy ROB's laser which is better against him in this case than for him.
-Kirby can't punish ROB too hard, but grab into dthrow tech chase into either more dthrowing or a dash attack into up-air into staggered position above kirby is really is really all kirby needs when ROB does so badly against kirby specifically in terms of punishing and neutral.
Makes sense. On the other hand, the nerfs to Diddy, MK, and Sonic in particular were pretty severe and varied; I have difficulty believing that they wouldn't have a significant impact in any matchup.
I didn't say their changes wouldn't have an impact on
any matchup, only little-to-none on ROB's. His problem with small fast characters is they are hard to hit with projectiles since gyro goes over their head unless really far away, and size+vertical speed makes lasering them a guessing game even IF their reaction is too slow for laser (it hits frame 25 at the earliest btw, easy to shield and possible to reliably powershield), and their speed makes them liable to baiting out approaches from ROB when camping doesn't work. They completely dictate neutral against him.
Write it, then. I'm pretty sure you know less than nothing about Bowser, but were you to engage me in conversation about him, I'd happily provide the information you're after rather than continually resorting to childish condescension.
I would consider writing it if I had more time, but even just this conversation is sapping valuable practice time.
I also feel like it would be fraudulent to try to write a guide so early into the game's meta.
Look, I get that ROB is relatively immobile on the ground, has a bad shield, and can struggle with approaches from the Sakurai angle. While these traits kinda suck, they're hardly unique to him. What is unique to him is his pair of extremely fast, extremely hard hitting projectiles that can reach across the entire stage - one of which is an item that can be AGT'd, glide tossed, and generally abused in similar fashions to any other item (though much better than any other item that exists in 3.5 due to its travel speed and range). Literally no other character has reach on anywhere near the same scale of power and speed.
I've covered this, but you're overrating ROB's projectiles dramatically. Laser hits frame 25 and his very easy to shield on reaction. It can also be powershielded reliably. Gyro is a great projectile once it gets in his hands. Unfortunately, getting gyro in ROB's hands is a huge commitment in the first place. It takes a long time to place, and the only way he can pick it up instantly is through gyro jumping, otherwise you must also add in the time it takes him to get to the gyro in order to grab it- additional commitment. If ROB doesn't give up stage space to the opponent in order to fire gyro far away enough from the opponent, he can get punished for it or have it stolen from him before he can get it.
That reach, combined with ROB's Marth-like spacing in both the ground and the air (if not his grounded mobility), his incredibly strong gimps (due to the aforementioned gyro, laser, physical spacing, and dunk) and recovery, along with a highly versatile suite of horizontal (gyro, laser, fsmash, uair) and vertical (usmash, nair) kill moves --- all means that you're absolutely correct: this character is fiendishly difficult to balance properly. An awful lot of cast members struggle to get in on ROB in much the same way that they struggled to get in on 3.0 Mewtwo: the combination of long range, burst movement, and fast projectiles are inevitably going to generate a lot of frustration regardless of any weaknesses ROB may also have.
ROB does not have marth-esque reach. For one, he is a square- twice marth's width. He is much slower than Marth on the ground with less grounded disjoint, less grab reach, and worse hitbox coverage. Airborne, his burst range is farther, but his disjoint is still less. Additionally, fsmash is not a reliable kill move as it is ridiculously hard to hit. It's slow to start, and the hitbox only lasts for two frames. Uair is no longer a reliable kill move with the update, it takes around 140% on many characters when boosted into. ROB's only reliable kill options are gimps/offstage carries, boosted nairs, or upsmash/DACUS. Bair is okay too, more situational due to hitbox placement and its momentum changing property.
I think you're also undervaluing ROB's ridiculous downthrow. I don't know how that thing slipped through the patch, frankly -- it's an incredible chaingrab on a ton of characters, and appears to lead to guaranteed kills against the rest.
ROB's dthrow is fantastic and I'm not undervaluing it all because it hasn't even been brought up til now. Keep in mind that ROB does not have the grounded speed to reliably punish with grabs of their own merit- rather, they must be set-up for.
Dthrow doesn't chaingrab that many characters very hard. Spacies+falcon are a given, they can be chaingrabbed to around 100%. Platforms can get in the way around 50s-70s for fox and 30s-40s for the others. Characters in the sheik/Tink/Link fall speed category get away after a second or third throw (from 0) if they don't DI or DI in or get away onto a platform on the first throw. Roy/MK/DK/Diddy/maybe Lucas get chaingrabbed for less than 30 damage, from 0, and generally escape onto platforms from the second or third throw. And that's about it for CGs. Follow-ups are usually guaranteed, but just DIing in towards the stage minimizes the length of his follow-up, it's not some huge mystery. DIing the follow-up hit down and/or away generally gets you to a staggered position (this is extremely common, nothing ridiculous about ROB's throw combo set-up here), but at this point it's suuuuuper character dependant.