Rubba Prime
Smash Apprentice
Any do's and do not's for the MU? At the locals I attend I'm having Kirby and Puff trouble.
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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.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
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.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.
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.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.
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.Puff matchup should be almost identical as 3.0, which is good for us
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...Peach matchup? I heard it is in R.O.B's favor but im struggling alot. Any tips?
It's pretty bad, IMO. It was bad in 3.0 (and before that), and it's probably even worse now.Any thoughts on the Charizard 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)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
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 lolLunchables 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.
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?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
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.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.