W-w-w-w-wait, what? Why on Earth would a R.O.B. be approaching Charizard as he is charging his gyro? If Charizard shields the gyro, he'll probably be receiving a laser to the face and then another gyro.
Use your Rock Smash to approach, it's much better.
R.O.B.s kill with n-air. You can't really avoid the n-air, especially Charizard. A smart R.O.B. will only use the n-air once it's kill percentage, and at that point, R.O.B. can strategically spam n-airs until Charizard gets hit and dies.
And the only thing that really contests R.O.B.'s fair in the air against Charizard is the rock smash if it came out early enough. Charizard's other aerials aren't simply fast enough or reach enough. (f-air comes out slightly but R.O.B.'s disjointed arms poke through) I won't be attacking you while your back is faced to me, and I won't fall for your Up+B and just airdodge it and punish you for doing something foolish like that.
i should have specified. i was referring to your glide toss comment. throw the gyro, shield it, rob will now be directly in front of zard in range for a grab. at that point it's kind of fastest reflexes/best timing will win.
nair is still punishable. it's difficult to hit a shielded opponent with it in a way that won't allow charizard to punish with a grab, rock smash, tilt, running usmash. you don't have to avoid it, just shield it and react quickly.
you know, fair really is a difficult move for zard to counter, in the right circumstances. by that i mean off stage. this is what i was referring to when i mentioned fly as an option. naturally it isn't the
best option, but correct timing will protect charizard and help him recover. naturally best to use underneath the ledge. it's an option, and should not be expected since it isn't the best option to use most of the time. and there's no way to air dodge the fly super armor when you are in the process of fairing, which is what a smart charizard will do. that's the whole point of fly. to take the hit, counter attack, and recover at the same time.
if fair hits without knockback (the fringe of the flame), the opponent will still take some hitstun. so in fair vs fair, it depends on both exact spacing and timing, so it's difficult to judge who would ultimately win that scuffle.
otherwise, if rob wants to approach with it, zard can just shieldgrab it. another option is a single foxtrot backward to sh bair. or even rock smash. both of these require zard to react quickly. zard's bair also has good range, and zard's tail is a disjointed hitbox. the wing may be as well, but it's difficult for me to test. rock smash's hitbox hits above him as well as in front, so zard is covered well.
an interesting note is that it appears when an attack hits the rock during its initial frames, it'll act as if charizard had headbutted it and collapse it into shards prematurely, and hit the opponent. and since the opponent broke the rock himself, they will already be in the proximity and take a good deal of damage. it appears that rock smash's range is greater than rob's fair, so it's something to look into.
basically, charizard wants to avoid direct aerial combat with rob's fair. but he's not helpless if he does. and rob's fair will not be very effective on a grounded zard, so you'll have to get him in the air first. imo, charizard should only go aerial when rob is on the ground, with bair, rock smash, and flamethrower. even then, it shouldn't be zard's main gameplan.
i'm looking forward to getting some good rob action with this pokedex entry.