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ROB OFFICIAL MATCHUP DISCUSSION: Sheik

Syde7

The Sultan of Smut
Joined
Dec 7, 2004
Messages
1,923
Location
Winston-Salem, NC
NNID
syde_7
Ok, I know its only been 6 days... but, the Sonic discussion has been wrapped up pretty well. After this week, we'll be getting dipping down deeper into the lower tiers, who are less common, and so we can do 2x a week for the most part.

BUT, this week is SHEIK



ROB's Advantages:

ROB's Disadvantages:

Opponent's Advantages:

Opponent's Disadvantages:

What ROB should try to do:

How to do it:

How opponent can stop it:

What Opponent should be trying to do:

How they'll do it:

How ROB can stop it:

Counterpicks (what ROB should pick)
Bans (what ROB should ban 1 via stage strike, 1 via personal ban)
Preferred Neutral (what ROB wants)

Ratio:


Have at it, kiddies!
 

Syde7

The Sultan of Smut
Joined
Dec 7, 2004
Messages
1,923
Location
Winston-Salem, NC
NNID
syde_7
Pulled from the Sheik boards to give talkin points:

Ratio: 60/40 R.O.B.


We have NO reliable way of killing rob...
Gyro and laser stops dacus
His up b lasts forever so he can easily position himself to not get naired
His dsmash is fast than ours....umm we can combo him decently.

ROB is telegraphed as **** in the air. He's got a blind spot the size of the moon underneath him thanks to his slow starting and punishable cooldown D Air and equally slow starting N Air. Sheik's U Air therefore manages to carve a niche in this matchup. F Tilt ender, aerial intercept or even a pseudo juggle trap. U Tilt also becomes more applicable because of this.
As far as killing, ROB actually has trouble. Primary kill moves will be F Smash (mediocre in every sense), N Air (telegraphed, slow startup and cooldown), B Air (less punishable due to it's propelling attribute) but is compensated by easier to see coming e.g. he'll have his back to you lol. D Smash is SDIable and it'll be as decayed as a two month old apple considering how ROB's spam it as a close range option. Your killing is pretty typical, big surprise but F Tilt to U Smash is your best option. That's especially important in this matchup because otherwise ROB can live a LONG time, heavy weight with a very good recovery.
Think of ROB close up of having two zones. There's the space just outside him where his F Tilt and D Tilt can space and you have trouble getting inside. But just past that range is where Sheik wants to be, where you can overwhelm ROB with your attack speed and he finds himself much more limited to the stereotypical spotdodge D Smash spam. D Smash can be shielded and punished and if you do hit it's, as I've said, SDIable (you should also learn to consistently SDI ROB's U Air). Soon as you get that F Tilt, he's in the air up close and there's **** all he can do about it.

ROB can outcamp you so you have to approach, but don't think of needles as simply a camping tool. They're still used for that easy 18%. As far as ROB's camping is concerned, running shield, SHAD, Brawl sheild mechanics rule. Laser's a constant annoyance but with good reactions it's impact is significantly lessened. Deal with Gyro the same. When ROB has the gyro, whilst it grants him a great glide toss and a good projectile, bear in mind whilst holding it that's all he has.

ROB's edgeguarding is great thanks to his B Up, F Air and B Air. Your primary aim is to stay off the edge completely, but in the event you do, DI high and get back on with minimalised risk. When knocked off with low knockback, chain near immediately before he's protecting the edge. Vanish is your last resort for recovery, it'll get punished hard. When ROB's recovering with Up B, he can't airdodge so single F/B/ N Air's to back to edge/stage and rinse repeat mean it's possible to build some effective damage, but it's doubtful you'll get the gimp.
a smart rob will up b top of screen and then come down to prevent the airdodge situation
Watch out for his down and up throw. It can only kill at a really high percent (180% ish), but it's good to know that ROB can kill with this during a match. Sheik can rack up damage easily on ROB but has a hard time killing him. So when ROB gets to about 110%, switch to Zelda for an easy up smash kill.
While you are off the ledge, watch out for ROB's lasers and gyro. They can kill you or gimp you if you are not careful. You are going to have to play kind of defensive in this match because you don't want to run into ROB's nair and bair. Attack when the opportunity presents itself.
Best Stage (For Sheik: Battle field because Sheik can really utilize the platforms in this match-up. ROB is really bad when someone is under him in the air, and platforms does not make this any better for him.

Worst Stage 9For Sheik): Jungle Japes because he can really camp on this stage. Also, any other flat stages without platforms since he can also camp on these.
 

Deadweight

Smash Ace
Joined
Sep 15, 2008
Messages
710
Location
Tally FL
umm
yea
Basically what was said above is correct.
The whole match is about getting sheik off the stage and its -1 stock.
Her recovery is limited to side-b (Grapple) and up-b which doesnt have a hit box at the end.
Just stay on one side of the stage, camp. ftilt to keep the spacing. and then grab -> bthrow for a stock.
Watch out for f-tilt combos and of course the knewly found footstool lock =/
Honestly this matchup is one of rob's easiest. You just have to be really patient and not let them get under you.

Best Neutral (for RoB) FD
Worst Neutral: Battlefield
Best CP: Japes/FD/Halbred
Ban: Battlefield/ Brinstar
65-35 RoB
 

Azuzu

Smash Cadet
Joined
Apr 18, 2008
Messages
67
Location
College station, TX
I actually have a decent amount of experience in the matchup, but it looks like most of everything was covered as it's generally pretty one sided.

The main thing I'd throw in is that, especially if you are unfamiliar with the matchup, sheik can rack damage on you INCREDIBLY quickly. By this I mean, her combos abuse robs large/floatiness as much as any character in the game. If you let her get inside, you're risking taking a 50% combo to the face because of huge variety of moves she has that have such low knockback.

You have the tools to outspace her, abuse them and this matchup is very rob favored.

Edit: Also, I'd prefer yoshi's for a neutral. It gives the protection of making sheiks approach options even lower, while not hindering your movement if you get combo'd because you'll be at the edges where the platform won't be above you.
 
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