Saw someone complain about spammy ROBs on For Glory and rolling
k kiddos, listen up, Uncle Solide is going to teach y'all a lesson about neutral
Stage control is really important in this game. The ledge is not as safe as it has been in previous games, and you do not want to be backed into a corner. It's still better than being in the air, but it's not a safe place in general.
If you have 1/4 of the stage to your back and your opponent has 3/4 of the stage to his back, your opponent has the risk:reward ratio in his favor. Why? Just think about it. You go for an f-smash in this situation. You miss. What happens? You get f-smashed back and probably die/get sent to the blastzone, and now you're in a terrible position. What if your opponent goes for the f-smash and misses? He gets f-smashed back and gets sent across the stage--not only does he probably not die, he also probably doesn't even get sent off the stage. So the risk of going for that f-smash is much higher for you than for your opponent. This is because you didn't have stage control. When you don't have stage control, taking risks is, well, riskier.
Not only that, but when you have stage control you can play better mindgames by dashing in and dashing out or utilizing walking spacing. When you don't have stage control, the only mindgame you can play is going off the stage, which is a comparatively lousy option.
Now, if rolling seems strong to you, that's because it is. Rolling lets you reverse a bad situation instantly. In the aforementioned scenario, if you roll behind your opponent, suddenly the situation is exactly the opposite of what it was before: you now have 3/4 of the stage to your back and your opponent has 1/4 of the stage to his back. Rolling in this scenario not only let you set stage control back to neutral, but it also let you flip stage control completely on its head. It took you from disadvantage to advantage, in just one, not very risky move. Yep, rolls are strong.
So what do you do about it? Well, basically, you don't put yourself in situations where you are vulnerable to forward-roll. This will vary from character to character, but for most characters you want to pressure your opponent by staying in midrange, which means right outside of the roll range. If your character prefers to fight in close range (read: doesn't have good range/a good dashgrab), then you need to be ready to react to the roll. This means not shielding, because shielding will give you shield drop lag frames which will make it harder to turn around and punish the roll on reaction. Shielding makes you more vulnerable to roll, so don't just instinctively shield in response to being close to your opponent. Walk, crawl, dash, jump, perfect pivot, utilize your movement options.
Shielding as an option just puts you in a stationary position (with visible endlag when you're not hit), and that's no good. Think about archery or gun shooting. What's easier to hit? A stationary target or one that is moving? Obviously the stationary target. When you hide in your shield, you make yourself easier to pressure and hit. There is a time and place for shielding (in anticipation of an aerial anti-juggle, for instance), but there are usually better choices.
If you must shield (say, because of a matchup such as Rosalina vs. Mario, where Luma can hit you if you don't shield), then you can use SH n-air or another aerial to still hit the roll on reaction, though it is slightly harder and you have to predict that it's coming--on the other hand, because grab armor is gone now, this is a relatively safe maneuver and you shouldn't be punished that often for mispredicting.
So tl;dr: play well in neutral, and rolls aren't a big deal.
(this is all a lot harder on WiFi, but that's why WiFi sucks; you can still do most of this with practice though)