Oracle
Smash Master
One of the big rob changes I always wondered about was the side boost change from 2.5 to 2.6. 2.5s boost is much much better for low to the ground aerials, because if you input a boost immediately after leaving the ground you'll still go up a bit, which gives you more time for your aerial to come out before you land. This let you do things like immediate side b-> uair to catch peoples jumps. Now, if you use that same input speed you'll generally hit the ground before the move comes out. This is really difficult to deal with playing rob, and was one of my main reasons for dropping him in 2.6, because the aerial pressure is so much worse now.
Has anyone found a way that 2.6 boost give some advantage over 2.5? I can't for the life of me, but I could be overlooking something.
Has anyone found a way that 2.6 boost give some advantage over 2.5? I can't for the life of me, but I could be overlooking something.