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[v3.6] R.O.B. Community Matchup Chart + Discussion

DrinkingFood

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Kirby trouble I understand, he's got longer burst movement and he's faster on the ground. His aerials all have more priority. You'll probably find him almost impossible to effectively punish and hard to engage in neutral, and I don't really have a solution for that.
Jiggs is different though. As a trade off for lower grounded speed and she has a **** ton of aerial mobility. But ROB doesn't care about that because committing to an aerial anywhere higher than his head without hitting him is asking to be boost upair'd. She also isn't flexible on the ground meaning she needs to be airborne, so if she won't commit to high bair walling that you can punish with an upair, jumping higher than her and coming down with boosted nairs is gonna rack on the damage, whittle her shield, and/or kill probably around 80-90 lol. Don't jump a lot unless you have one of those particular plans in mind- SH aerials will probably just get stuffed or punished because it'll put you directly horizontal from her where she has a lot of reach and control. Try to keep a gyro in hand- you can use it to punish her spacing on shield with forward glide tosses up/forward, as well as to combo out of a nair by throwing it up at her after you send her upwards at low-mid percents. CC probably won't help much if they are spacing well, never has against puff.
Really I don't care about the quality of your vids, if you want more solid advice I'd need something to watch.
 
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Jams.

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Is there a way to DI out of Falcon's dthrow to knee at mid and high percent? If not, can ROB force a 50/50 by mixing up inward and outward DI or does Falcon have time to react to both DI options?
 

jjvirus

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You just have to mix it up. Falcon is most likely going to get some sort of follow up on you regardless of how you DI d-throw. Remo, the best Falcon in MD/VA is my training partner and he has me convinced that the MU is 60:40 in Falcon's favor stricly because he has so many options when it comes to combo'ing/killing with knee R.O.B. out of d-throw regardless of percent and DI.
 

DrinkingFood

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I'd be very surprised as well if Falcon didn't beat ROB. He's fast enough grounded to outspace any boosted approaches, can approach ROB's blind spot from a huge distance with knee or dair which beat CC after low percents or with Nair to cross up safely and tack on damage. He's also got an excellent punish game on ROB. Best thing I've found to do is crouch a lot do make it harder for him to SH in with an aerial, and use a lot of gyro and laser. Once you can get a good hit on him to knock him down or grab him, you should be able to punish for a stock- dthrow CGs, fthrow/bthrow set up for easy edgeguards, uthrow is even useful at low mid percents under platforms so that they can't tech onto the platform before you can follow up like dthrow would let them.
 

Rubba Prime

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I've found that Gyro use is perhaps the most important when playing a good Falcon. In hand it can't mess up their SH approach. Left right on the side of the ledge it can seriously **** up their recovery as it's so linear.

@ DrinkingFood DrinkingFood : I hear ya. Not my best work, but here ya go ( http://www.twitch.tv/long_island_smash/b/596442376 )

I have matches at 53:22, 1:56:00 (Puff), and 25:00. Since the event I've been going off stage a lot more for Up and Forward Arial strings/gimps. As stupid as it sounds, my old training partner ******* whenever I did stuff like that and I eventually started respecting recoveries just to have him stop complaining. That nonsense is behind me though...espically after seeing you play Lunchables lol. Also been working on L Cancels. My Fair, cancel, jab is strong.
 
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DrinkingFood

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I'll give more detailed response on the puff match for later, but seriously, the commentators have it spot on. Boost nair. Space it for a cross-up. Almost all the times I saw you pull out nair it work. Also don't bother with bair, it's purpose isn't relevant against puff. SH fairs aren't gonna do you any good most likely either, I think at one point you starting retreating with them and still got punished for it. Also charging gyro between stocks isn't that good. Just get it in hand and you have a lot of options to avoid their invinc or even punish them for over extending during it- shield->punish hit on shield with glide toss, ledge jump->gyro throw right as spawn invinc runs out, boost around in theair above them->AGT down to cover landing when spawn invinc runs out, shield by edge facing inwards->backwards glide toss down->Z-catch gyro as you fall off to grab edge (good to follow up with ledge hop toss). Keep in mind you can still boost into aerials with a gyro in hand, so don't feel inhibited to move around while you have it since you still have some of your best options, especially against puff, available to you even with a gyro in hand.
 
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bubbaking

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Sorry for the long absence. I kinda didn't want to come on here for a while, what with exams and whatnot. Yeah, Marth and Roy are definitely worse for ROB now, but I think Sheik is even worse. It might still be his absolute worst MU. Now that edgeguarding ROB is easier than ever and some choice moves are either slower or weaker, she just destroys him.

Who are you running with now though Bubbaking? They nerfed Zard pretty bad too and from what you are saying doesn't seem your going back to R.O.B anytime soon.

EDIT: The entire cast besides Peach puts me 2 sleep zzzzzzzzzzzzzz
Yeah, they nerfed Zard, but I still kinda like him and I enjoy that nair isn't such a centralizing tool for him anymore. Between him and Sheik, I think I'm good, but I'm considering picking up Ganon, Mewtwo, and/or Lucario as well. I guess we'll see. I'm also dropping MK 'cause he does not really fit my playstyle anymore.

I think a few of R.O.B's changes are somewhat understandable considering the revised approach to recoveries. With Dair now stalling less and the option of airdodging after his last boost taken away (this one pained me the most), R.O.B players simply have to adapt and be more intentional about mixups and alternate paths of recovery, which is of course easier said than done. The reduced damage for boosted up air and added endlag to grounded side-B are both unnecessary, IMO.

HOWEVER, we do have one buff: 10% larger shield. This is actually pretty great, since I believe R.O.B had one of the most poke-able shields in 3.02.

I don't know about you guys, but I will soldier on with this character. I enjoy his play style and kit too much to drop him, and I think many of his changes will be easily adapted to.
There were more unnecessary changes than that. Adding unique effects to his last boost tips off unwary opponents that our recovery is shot. Also, it isn't as if his airdodge from his final boost was even that good. It takes forever and it's usually clear when that's his final option so it's easy to just react to. Meanwhile, other good chars can still recover and air dodge, just like that. The increased shield size is nice, but it doesn't help much when you consider that ROB's OoS options are still crap.

The only thing that really bothers me at all is the revised collision detection for aerial side-b. It's still not in the change log, I don't know what causes it, and it's an unnecessary change to a niche tool (perfect boost->wavelands) that was really fun to use.
My guess is that it's probably contained in the universal change to landing detections that's supposed to make wavelands and the like smoother.

Puff matchup should be almost identical as 3.0, which is good for us
Well, Raptor is pretty good, so it's not surprising that he won. Him and I have played quite a bit in the past, so he has some ROB experience. Also, no MU is identical for us now that our recovery is so much worse, especially against chars like Jiggs who actually are pretty much identical to 3.02.
 

DrinkingFood

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Boost nair shouldn't beat kirby if they know how to handle it. Kirby actually has lingering high priority aerials and better grounded movement that would allow him to handle it, as opposed to Jiggs who does not
 

Rubba Prime

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Kirby mostly gets messed up by Dacus-ing. Nair just seems to work well too. Can't really describe it other than it hit my opponent's Kirby many times and killed quite a bit ¯\(ツ)

I also have a video from this Saturday for critique. The MK MU has always been tough for me. Since I started beating Attackis in friendlies he really upped his gimp game here in the GF match. My recovery could have been a lot smarter in a some instances.

https://www.youtube.com/watch?v=M0AFeSFLey8
 

Rubba Prime

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Falcon is very easy to gimp as ROB. You could improve the time it takes you to follow up and hit Falcon off stage as there were a bunch of times he got back for free (although ledge hogging to B air was nice in the first game with falcon).


I'd also recommend you have your top around more. I like full hopping over a SHFL N airing Falcon and throwing the top down at them. Also, knowing exactly where the top will end up after charging for "x" amount of time is my favorite acquired skill playing ROB. Against Falcon I launch it to sit right at the edge of the stage as a means to cover certain recovery options and psych out my recovering opponent.
 

DrinkingFood

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Don't hold down
Abuse the **** out of boost nair and upair juggles, those will be your most reliable damage rackers after low percent
Dthrow to dair is a true combo at low percents on floaties and sets up either a grounded crumple animation from the dair to lead into a fair/bair as you fall back down or into a knockdown which is good if you can set it up on a platform or near the edge.
Also haven't tried it but play around with SH nair in neutral. When ROB comes back around on frames ~22-29 or so he covers a large area in front of himself. It also autocancels on frame 38, so aim to fast fall when his booster comes around horizontally the direction he is facing. Peach should be slow enough to not punish the 13 frames of endlag on the move particularly if you are retreating, and if she's airborne she likely will have a hard time trying to defend against its high priority if you invade her space with it. Don't quote me on this, it's just a theory, but if you want to experiment, there you go.
 

bubbaking

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Peach matchup? I heard it is in R.O.B's favor but im struggling alot. Any tips?
I believe this is one of the few MUs in ROB's favor. ROB can literally just run away from Peach because she is so slow, and his projectile and zoning game vastly outranges and out-prioritizes hers. Here is a somewhat old match of myself vs a prominent Peach. ROB may have slightly changed since then (and this stage is no longer legal, lolz), but the core concepts and strategy still remain. I'm not really sure why a Peach would ever choose to CP a faster, heavier char to RF, but I guess he was only thinking about his own survivability and not mine. In any case...
Nair is pretty godlike in this MU. Not much Peach can really do to stop it or punish it. Make sure you stay out of Peach's 'danger burst zone' (the area immediately around her) while she's floating. As long as you keep your distance, you can knock her out of that again and again with lasers, fairs, gyros, etc. If Peach is starting to pin you, you can generally use some sort of boost mix-up to safely get past her and rinse and repeat. Things can get bad if you actually let her touch your shield because her pressure is so good (Gohan nearly made me crap my pants during our first match with some of that anime fighter movement and pressure), but if you keep your distance and zone, it's actually pretty easy. DF already covered most of the punishes, and we can kill Peach fairly early. The same can't be said for the converse, though.
 

Rubba Prime

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Played against Peach towards the end of my tournament today (yesterday...Saturday).
In my opinion Peach is a bad version of ROB
  • Down B item (ours is better imo)
  • Unique Horizontal Movement (Float/boost Fair -> L Cancel -> jab/tilt is noticeably identical)
  • Down Smash (I think this is the only place where Peach beats ROB)
You then have your superior speed, side b (ground), and laser to further the gap. I played it similarly to a mirror...watch for CC d-smash, bait float -> airials, ect.

I'd upload the match, however the particular Peach player in question had never played a ROB before today so it might not be the best example.
 

bubbaking

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Yeah, I've also played a bunch of sets with Peachy-hime and some other Peaches, although none of them were recorded, and I agree that, in this particular MU, Peach is a bad version of ROB, but I think compared to most of the cast, Peach is much better than ROB. Ever since 2.0, I've regarded ROB as a hybrid of sorts between Peach and Samus. :p

Any thoughts on the Charizard MU?
It's pretty bad, IMO. It was bad in 3.0 (and before that), and it's probably even worse now.
[collapse=Why the MU sucks]ROB has a serious problem getting down against Zard, and Zard also edgeguards ROB pretty well. Zard pretty much beats out ROB at any range that isn't long-range. At mid-range, his tilts out-range and out-prioritize. If ROB isn't able to keep Zard out with good gyro and tilt/fair placement, things go downhill real fast. Up close, Zard can keep fishing for grabs (the range of which is way superior to ROB's; if ROB doesn't perfectly space his tilts, he can bet that he's going to be shieldgrabbed but the converse is not true) and reaping huge benefits off them, and ROB's OoS options are so bad that he has trouble getting away at this point. ROB's status as a heavy floaty means he gets hit extra-hard by bthrow and uthrow, and his terrible tech-rolls (and rolls in general) let Zard easily mess him up off of dthrow (and OoS). Fthrow isn't necessarily bad, but Zard is better than than most at edgeguarding ROB between his huge tilts and aerials and his flamethrower. Flamethrower in particular cuts off a lot of ROB's recovery options. Being a good deal heavier than ROB doesn't help; Zard will regularly be killing ROB way before ROB will be killing Zard.

In fact, Zard's weight is a big problem in more ways than just survivability. Since ROB's tilts aren't exactly the strongest moves, and Zard is so heavy, he can easily CC dtilt/jab/grab ROB's tilts, but vice versa doesn't really work at all.

In 3.5, ROB's recovery is needlessly worse. Specifically in this MU, boost air dodge was an incredibly important mix-up on the last boost since Zard can effectively cover all of ROB's recovery options including the high-up ones (Zard can easily Fly and then fall back down with ROB) and the low ones. Zard's 3.5 changes hurt Zard as a character, but they don't really restrain him in this particular MU. His nair and glide, which were both important in helping Zard get down and avoid being juggled, were both nerfed, but he never really had a particular problem with being juggled against ROB, but conversely, Zard's dash speed and giant, fast usmash can keep ROB in the air for days. His flamethrower was also nerfed so that he can't continue to spam it at minimum strength, but he only needs the large one for a moment to cover multiple options and severely mess up ROB's recovery.[/collapse]

[collapse=My opinion on how ROB should play the MU]Stay away from Zard. Harass him with lasers and keep a gyro out between yourself and Zard at all times. With that out, you can play around the gyro with tilts and fairs while remaining relatively safe. The gyro is difficult for Zard to pick up and his item toss sucks. Also, if he does pick up your gyro, ROB gets free virtually nonpunishable approaches. You can basically Arm Rotor in on-reaction to him picking it up. If you get him in the air, you can try to surprise him with burst usmashes (Zard is also a heavy floaty, so this will kill him remarkably early). If he badly spaces attacks on your shield, you can also go for usmash OoS or shieldgrab, but do not let yourself be tricked into trying to shieldgrab spaced moves. Even Zard's dash attack, when spaced, is surprisingly safe. Meanwhile, I would not recommend attacking the front of Zard's shield too much unless it is from behind a gyro; many times, I have been shieldgrabbed for ftilts and dtilts I thought were well-spaced, and Zard's CC ability is another reason to be wary of.

When Zard's offstage, obviously laser and gyro toss are good at knocking him out of jumps and his glide, but when he's closer, ROB's fsmash can pierce through his glide attack and send him back out.[/collapse]

My experience is years of daily practice and tournament sets with John Numbers. We both think the MU is pretty bad for ROB.
 

Sneez

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ya charizard's reverse sh nair is really good at edgeguarding rob when recovering from below, anyone know if upair or fair will beat it?
 

DrinkingFood

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Probably will trade at best. Shouldn't be trying to recover low though until you've conditioned the opponent to fear a high boost-nair recovery. And you should definitely never up-b from below the edge to sweetspot except in weird cases of reading their edgeguard and when recovering from gimping them (or if you're forced down there, recover high so that hapens less often).
 

Sneez

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tbh I don't know the diddy matchup that well, but in general I'd say hold onto the top more and don't use tall jump->boost->aerial over and over, good opponents will just outspace you and punish.
 

M Murphy

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I haven't seen too much on this, but I'd really like to know to help me out overall. My friend plays a lot of Link and I'm not really sure how to approach him. Boost fair results in shield grabbing (yes I l-cancel) and boost bair results in uptilt. I generally mix it up so he can't just pick one and I am pretty good at gimping Link, but any tips for approaching the matchup would be appreciated.
 

DrinkingFood

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If he is somehow shielding your fair and utilting your bair you are definitely not mixing it up. He is probably reading the distance from which you boost and choosing either to shield then grab if you boost from whatever distance you use for fair, and choosing to wait then utilt whenever you choose to boost from closer for a bair (i'm assuming bair cross-up?). He can't be doing it purely on reaction because fair is too quick to react to which requires that he commit to shield ahead of time. You can't utilt out of shield, either.
Anyways Link's grab is super slow and a properly timed boost fair l-canceled is safe on shield against any grab if followed up eith a jab, and safe on link's shield if followed up with just about anything. If he is grabbing you out of it you arem't doing it well enough.
Anyway lemme find a video of me vs our resident best Link main here in louisiana

EDIT: Enter Text Here: https://www.youtube.com/watch?v=1T4OKN5HT3s
It's an old 3.0 video from hella fraud streamers but not much has actually changed about the matchup sans Link's stupid boomerang and both characters having worse recoveries.
 
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Heero Yuy

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How do we handle Zelda? Boosting towards her doesn't help as she could just jump back and sweetspot a kick. Not to mention it's just hard racking up damage vs her due to her amazing anti-aerial game.
 

Dandizzle

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I've noticed people are overly afraid of using projectiles against characters with reflectors even though you can do it safely it at times, which is probably a big mistake people make against Zelda. She's really floaty so its all about landing nair and you can make getting back down with teleport difficult if you space nair so it will hit many of her options. I would just chip her shield, mostly with fair jabs and some cross up nairs and half commit with my tools with laser, gyro or chasing with boosts until she puts herself into something laggy that's easy to punish like a teleport or neutral B. And since she can anti air very easily you can afford to play a ground game with her since she can't really move around on the ground either and threaten her by holding the gyro, wavedash ftilt, DACUS or side B. And it's your fault if you get hit on one of her throws since they are very easy to react to. It's very playable and I wouldn't feel the need to switch character or whatever unless she uses down B.
 

Rubba Prime

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@ M Murphy M Murphy I have tons of Link experience with mid and high level Links. I love the MU and can beat players much better than myself with ROB. First it's one of the few MUs where ground side B's reflector is very useful. Bombs still may explode on you, but arrow and boomerang spam is very easy to deal with using side b (especially boomerang because they tend not to shield it since it's supposed to come back at them regardless. Even good Links don't expect it to hit them 90% of the time giving you a decent window of approach).
DF is right about Links grab too. Boost->F-air->L Cancel->jab/tilt beats their grab. A lot of times you can bait the grab by boost dash dancing and can punish the anticipated grab since it's so slow too.


@ Heero Yuy Heero Yuy Zelda is my most difficult MU at the moment. I've caved and am trying to pick up Falcon as a counter. That being said Dandizzle is right on the money about reflectors....Nayru's Love is very punishable if you can bait it. Otherwise I'm in the same boat; she combos ROB very well and ROB simply does not combo her well. It sucks :confused:
 
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Dandizzle

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Since most of the stuff in this thread is from 3.0 and conversation has just started picking up again I thought I would offend all of you with my ****ty opinions without writing out any analysis in an attempt to get a salty reply disagreeing with me. Without further ado, here's the characters I believe at 1:00 in the morning at the top of my head who we win and lose to along with me briefly bringing up some characters I'm on the fence with. Anything I haven't mentioned I probably don't feel comfortable or familiar enough to bring it up.
Advantages:
Luigi, Peach, Diddy, Ice Climbers, Lucario, Squirtle, Samus, Olimar, Sonic
Disadvantages:
Falcon, Sheik, Toon Link, Meta Knight, Dedede, Marth, Pikachu

Wario: I always found him pretty easy to air camp, floaty so he dies off the top, but if you can't recover really high you are in a lot of trouble. Our bad tech rolls keep me from saying we have some sort of advantage in this, and the fact a lot of Wario players aren't on the top level.
Mario: Never really found this hard, but Mario is just so well rounded it is hard for me to tell if we win this. Also has a similar issue with Wario regarding his players.
Bowser: Now most of my experience with Bowser has been on netplay so I may not be the best to say this, but Bowser's ability to ignore a lot of your moves and his ability to kill early is very troublesome. I don't like playing it.
Ganondorf: Ganondorf can out prioritize, edgeguard, and force us into our terrible tech game very easily. It's just not very common to say your character has trouble with all these slow fat characters but I think R.O.B is weird enough to justify it to an extent.
Charizard: I hated this match up so bad last patch but Charizard has been nerfed so much I don't think it is much of a problem now.
Lucas: Now I have played some good Lucas players, and I never really saw this being bad for us at all, even though on paper Lucas seems to have a lot of stuff that would give R.O.B trouble. I could write a lot about this match up.
Ness: I don't think this is bad but it always gave me more problems then say, Lucas. He just has a lot of weird moves that lead to strange interactions, but I think Ness players just play a lot smarter than a lot of Lucas players.
Roy: It's not a character I am happy to play against but I think a lot of Roy's perks compared to Marth doesn't shine against R.O.B. Therefore I think this match up isn't very polarizing, but Marth is more of a problem.
Game and Watch: A character I think has been power-creeped too much but in the end? Game and Watch has a lot of annoying tools against R.O.B but he's hella floaty so boost nairs will get him eventually.
Snake: Probably my favorite character to play against, it's super fun to play against Snake as R.O.B. A lot of what R.O.B can do can destroy a lot of Snake's goals with his explosives, defense, and recovery but the tech chase potential keeps me from putting it as a win.

Overall I think R.O.B is a character that has a very different MU chart from the rest of the cast, but that doesn't make it bad. If anything it opens up a chance to play a unique secondary if you want to cover the match ups rather than play through them. Generally he does really good against floaties due to how he can kill them very early, yet some possess tools that makes it more of a level playing field. Some of the faster fallers give him really good combo options and his chaingrab on spacies helps against that trio. Faster falling characters with good recovery seem to usually be a problem, and if you know how to recover against R.O.B even with a linear recovery you can do just fine. I think the idea of R.O.B as a "gimping character" is a bit oversold, especially if you exclude using projectiles to edge guard and argue this based on his ability to go deep with fair. It is risky to use boosts too far offstage in a gimp and against some characters it is downright stupid to chase them offstage at times. Anyways go get mad at me and keep the thread alive.
 
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MorningCoffee

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How's the ROB vs Toon Link matchup? I main Roy but I recently picked up ROB just because I genuinely enjoy playing him, but I always get bopped by my friends Toon Link when I play Roy. It tends to be really bad, as in I get 3 or 4 stocked, but I pulled ROB up vs him and it went a lot better than Roy. I got him down to 1 or 2 stocks in the few matches we played. I'm still pretty new to ROB so I'm just wondering how better ROBs handle the MU
 

DrinkingFood

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Lunchables thinks it's 65:35 in ROB's favor but for what that's worth he gets bopped by oracle on the regular and even I have bopped him
I don't have an opinion either way since I can't identify what specifically makes that MU bad for Tink or not.
 
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The reason the matchup is awful for toon link is that he has a significnatly hard time in neutral, very poor punish options, has to deal with harsh d throw chain grabs/followups from rob, and rob is one of the few characters in the game that reliably gimp toon link with little commitment

Rob vs. Toon Link is really difficult in neutral due to the fact that you can't actually projectile camp him, since he can either beat your projectiles out with his specials (grounded side b/laser/gyro), or he'll boost fair you while you're taking 40 frames to pull a bomb. It doesn't matter if Toon Link has better mobility, when hes forced to constantly approach Rob instead of mobility camping him like he would vs another slow character.

Toon Links punish game vs rob is very difficult/not really existent. There are many problems, such as him having a tether grab (aka no shield grab vs boost fair on shield), his throws are weight dependent so even if he reads robs DI off of a D/F throw, rob just boosts away. Toon Link can't trap rob in the air with up airs vs most characters once again due to robs floatyness and boosts, and toon links main ability to obtain a punish option is off of bombs, which toon link can't pull in this MU/doesn't work vs grounded side b.

Robs Punish game on the other hand is great vs toon link, due to toon link being near semi-fast fall level. Its the same stuff rob gets vs other characters, mostly being CGs at low % and true combo/kill confirms. Robs F/B throw are also great positional throws, and rob can consistently gimp toon link with his gyro, lasers, and ability to go deep with fairs.

Toon Link lost a lot of what made him arguably 55-45 in 3.02, which were things like his active sex kick nair to beat out boost, broken bomb throw distance due to 3.02 items being ********, broken recovery that rob couldn't deal with, and stuff like auto combo upsmash that made toon links punish game vs rob very relevant.

I prefer Roy vs. Rob, because unlike Toon Link, Roy can actually stuff Robs boost approaches with Neutral Air and shield grab boost fair. Its still fairly difficult though, but definitely possible seeing as how I've beaten Oracle with Roy and Sethlon has a pretty good record vs. Oracle.
 
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Taytertot

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How's the ROB vs Toon Link matchup? I main Roy but I recently picked up ROB just because I genuinely enjoy playing him, but I always get bopped by my friends Toon Link when I play Roy. It tends to be really bad, as in I get 3 or 4 stocked, but I pulled ROB up vs him and it went a lot better than Roy. I got him down to 1 or 2 stocks in the few matches we played. I'm still pretty new to ROB so I'm just wondering how better ROBs handle the MU
Personally id say you should stick with roy for learning how to deal with the mu vs toon link because it doesnt seem to be that rough on roy (though it may just look that way because sethlon's a beast)

If you really like playing rob then feel free to play him, i just dont think that roy's match up spread is so rough that there are any unwinnable matchups and therefore shouldnt be looking for a second character just to deal with mu's that are uncomfortable because you'll learn what to do over time

Lunchables how do you feel about the roy toon link mu? is it fairly even? I imagine that it would be arguably even give or take a little bit.
 
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Lunchables how do you feel about the roy toon link mu? is it fairly even? I imagine that it would be arguably even give or take a little bit.
Although this isn't the thread for it, Tink v. Roy is 5-5. I'd go into detail if it weren't a rob thread lol
 

Djanko

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What are your guy's thoughts on the Ike matchup? I feel like the gyro interrupts his quickdraw really well, but I cant seem to get it out very often due to him covering so much ground so quick. I also feel like his up air juggles are super strong because rob cant really challenge it with anything.
 

Taytertot

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Although this isn't the thread for it, Tink v. Roy is 5-5. I'd go into detail if it weren't a rob thread lol
hahaha fair enough. I'll ask about the specifics on one of those threads, would you see it on the tink thread sooner or roy?

What are your guy's thoughts on the Ike matchup? I feel like the gyro interrupts his quickdraw really well, but I cant seem to get it out very often due to him covering so much ground so quick. I also feel like his up air juggles are super strong because rob cant really challenge it with anything.
I think your right about gyro covering many of ike's QD options, maybe use laser to stun ike so that you have time to throw it out? i dont think you'd have time to charge it if its the beginning of the match but you could at least have it out giving you a hitbox in front of you so that ike cant approach easily. When i was on the ike boards last i ask what ike's general playstyle/gameplan that works well with his options and the answer i was given, as i understand it, is that ike is, in essence, a hybrid of marth and cpt. falcon. He is similar to cpt. falcon in that his horizontal aerial momentum is pretty far (if he dashes a bit first he can SH from the platform on one side of PS2 to the other) and that along with his heavy hits allows him to punish from far range on any flub, mistake or overcommitment. On the other hand ike's moves aren't particularly safe on shield due to the large amount of lag (though retreating tipper fair can be hard to punish OoS for many). because of this lag ike has to play a bit more of a spacing game then cpt. falcon does and relies on marth-eque zoning in order to adjust the differences in playstyle between cpt. falcon and ike himself because while ike is laggier then cpt. falcon he also has MUCH more range. So id imagine that playing fairly safe and trying to throw off ike's spacing is going to help a lot in the MU, which i think rob can do with aerial sideB, gyro, laser and a somewhat defensive play. That may help to breakdown how to play against ike, though im certainly no expert on the matchup so if anyone feels theres something to correct or add here please do so because this is just what i imagine to be the MU hypothetically speaking.
 
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DrinkingFood

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Ike's approaches are a little more telegraphed than Falcon's due to SH approaches needing to be started from closer due to Ike's lower speed and slightly lower jump momentum carry, and the only way he can jump AS far as CF is by with his side-b, which is again more telegraphed. That said, it's still nothing ROB can DD around, and he hits too hard to CC, so you are probably going to want to try to lock him down with projectiles until you can approach and pressure as tightly as possible. One thing I know for sure is Ike has no good responses to pressure, and ROB can do a pretty good job or scaring people into their shield and coming back at them at a difficult to punish angle. If you can get him there, you should be golden if you can get a solid set-up hit or grab off, unfortunately due to his ability to approach from a still fairly long distance with un-CCable hits, akin to falcon, he should really be waiting for you to make the first move, which should be gyro since it gives you such an edge in neutral. Gyro should make it much easier too approach him. I want exp with a good ike tho, I don't have that so take what I say with a grain of salt.

Idk what Ike's punishments look like on ROB, but given the size of his sword I imagine he can often cover DJ+no DJ with the same option. But ours will definitely be good on him, he has that mid fall speed and decent size that just eats long combos from any character.
 
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