OMG.Green: R.O.B.'s physical range.
Red: R.O.B.'s UNCHARGED laser range.
Pink: R.O.B.'s FULLY CHARGED laser range.
Yellow: R.O.B's UNCHARGED gyro range.
Orange: R.O.B.'s FULLY CHARGED gyro range.
Blue: R.O.B.'s glide toss range.
You'll notice that this diagram is very messy.
This is because R.O.B. has a LOT OF FREAKING RANGE.
Basically, You'll have to avoid this at worst:
But its not really that bad, because R.O.B. has intervals between projectiles. Avoid one at a time it shouldn't be too much of a problem. Obviously, R.O.B.'s most advantageous point would be having Toon Link at a either mid- or long- distance range away in front of him. So you'll be wanting to stay close to R.O.B. most of the time. This won't be so easy, because R.O.B. will be trying to get you away from him. You'll probably have to be approaching in the match-up, so BE PATIENT. Don't rush into R.O.B. with no idea of what you're going to do. Stratagize. Make a plan for approaching that won't get you screwed over. Check to see if R.O.B. has his gyro charged (he will be blinking), laser charged (the top of his head will be blinking red for uncharged and pink for charged. If there is no light, R.O.B.'s laser still hasn't come back. You can also tell if he has a laser if he hasn't used one in the last 2 seconds). React appropriately to the situation.
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As for R.O.B.'s projectiles, he has a lot of options. Most of them are used to specifically cover his front (with the exception of a gyro throw up). During this match-up, you have to be looking at R.O.B. at ALL times. You need to know what hes doing. You need to know if hes charging a gyro. You need to know if hes shooting a laser. If you are aware of all his actions, it will save you a lot of hits.
On a side note, R.O.B.'s gyro can be dropped at the edge to interrupt your Up-B in an attempt to. to gimp you. Just don't let this happen. Recover before R.O.B. gets the chance be in the position to do this.
Gyro:
Out of all of R.O.B's projectiles, this is the one you'll be seeing the least. The uncharged gyro has a lot of start up lag and doesn't do much damage or knock back. It MIGHT be used for mind games, or just to get a gyro out there quickly so R.O.B. can use it. Another thing R.O.B.'s tend to do is to bait you in with a gyro, and then laser you when you get near it. They hope that you either are trying to pick it up or just happen to accidentally hit it. Whenever you see a gyro spinning on stage,you can either just leave it there, or pick it up. DON'T run into it. it can still hit you while its spinning. Short hop Nair to pick it up instead. You also might get hit when a gyro while R.O.B. is trying to charge it. To avoid this, just don't land in front of R.O.B. without doing anything while hes charging a gyro.
The charged gyro goes much further then an uncharged one. The damage and knock back is also increased by a lot. While it has less start up lag then the uncharged gyro, there is still a large amount of time for you to notice / react to the gyro. It makes a loud shooting noise when he launches it, so you'll know when to avoid it. The fully charged gyro might also be used to try to gimp your recovery if you're recovering from low and far away. The best solution to this would be to just DI well and not get into that position.
When R.O.B. glide tosses a gyro, it goes much further and he slides a considerable amount. This tactic is used primarily for spacing and to catch you off guard. The absolute easiest way to avoid falling for this is to just be cautious whenever R.O.B. is HOLDING (not charging) a gyro. Also, if R.O.B. shields, there is a 99% change he will glide toss afterwords. R.O.B. can glide toss in four directions. Up,Down, left, and right. You'll be seeing left and right a LOT more then up and down. Up might be used to hit you when you are a great distance above R.O.B. Down might be used to hit you during close quarter combat,followed by a move (probably Dsmash).
Uncharged lasers are what R.O.B. will be using against you most of the match. R.O.B.'s laser basically becomes usable about two seconds after he shoots one. It doesn't seem like much time to use to your advantage, but you're gonna have to. You should use this time to approach. watch out for gyros, and get in close. This move will also be used to try to kill you off the side when you get knocked back. When you get hit near the horizontal blast zones of a level, BE READY TO AIR DODGE. I can't stress this enough. Dodging this laser is crucial to saving you a stock.
More knock back then a regular laser. Slightly different trajectory and it seems to move a tad slower. This can also be used to gimp your recovery, so watch out.
Will post other stuff laterzzzz.
Wow, this is really impressive. Link is discussing R.O.B. (or was recently, I think we switched to Diddy) too, you mind if I borrow this info?