Sage JoWii
Smash Champion
Overview:
It’s Kirby vs the Robotic Operating Buddy! With his rocket engine recovery, R.O.B. has almost no trouble getting back onstage. He also has 2 projectiles. Kirby vs R.O.B. is not a difficult matchup, but the little marshmallow needs to stay on his toes.
Kirby’s pros+cons:
+Strong KO options
- Lightweight
- Poor Long-distance game
- Can get DAir'd after copy
R.O.B.’s pros+cons:
+ Superior Long-range Game
+ Great Close-range
+ Excellent Recovery; hard to gimp
+ VERY Disjointed
- Slow Airspeed
Watch Out For:
Lasers - his laser is a strong, fast attack that reaches across most stages and charges over time. Lasers are okay camping tools. There is a lull of 3~ seconds before r.o.b can use the laser again. They can also be used to ko you if you are near the blast zone.
Gyro - it can be glide tossed, it can be charged, and it can ko at high %’s. Another okay camping tool. He can glide toss -> fsmash, usmash, and grab (if the gyro is shielded). It is very important for you to know how far the gyro will fly based on how much it was charged and how to react (shield, crouch or dodge).
DSmash - generally used out of a spotdodge as a punishing move, the hitbox comes out on frame 4. If you get hit by it, sdi up and you may be able to escape.
FTilt - ftilt has surprising range and speed and when well-spaced is hard to counter
NAir - nair covers rob’s entire hurtbox and has surprising knockback. The first hit comes out on frame 18, however, so it shouldn’t be too difficult to avoid.
How to win:
Punish – punishing is what Kirby needs to do in this matchup. R.O.B’s moves are fast and have good range, but are still punishable. BAir is good for punishing. This ties in with the next “how to win” point.
Tilts – if punishing is the name of our game, it makes sense to use some of the fastest moves in Kirby’s arsenal, right? And those are tilts (DTilt and UTilt come out frame 4 and FTilt comes out on frame 5) .
Bait - baiting goes hand-in-hand with punishing. Most of the time, it’s best to stay just out of range and bait his attacks.
Stay at close range - this is where Kirby wants rob to be. The range factor is no longer a problem, but Kirby must be confident in his attacks or the speed factor will hurt him. Watch out for R.O.B.’s 3-frame jab at this range.
Aircamp the **** out of him- if you get in there and rack that percent up or take a life? Aircamp him hard. R.O.B. hates approaching. Aircamp to avoid projectile wall as well and when Kirby has a lazer.
Spit Out or Swallow?
Definitely swallow, no questions asked. Inhale doesn’t help against R.O.B., but having his laser does. It makes long range easier by giving you a camping tool and making it harder for him to camp, which already isn’t easy for him. Note that Kirby can be immediately hit by a DAir after a swallow, but it’s still worth it.
What Not To Do:
Be at long range – R.O.B. can camp. Close the distance ASAP....at least until you have the percent/stock lead.
Stay @ ground level too long – that's perfect range for gyro, lazer spam to hit Kirby and rack damage.
Eat damage – getting 'in' against R.O.B. is hard. That ******* will camp Kirby for as long as he can and this may be frustrating; but don't eat damage trying to attack. Every bit of damage gets you one step closer to death and with as many jumps as Kirby has you shouldn't have a hard time aerial approach to dodge the projectiles.
Stages (in order of priority ):
Brinstar – camping game is almost completely destroyed by approaching from under the stage. Kirby can shark well against R.O.B., who has a blindspot under him. R.o.b. Can kill sooner than usual, but Kirby can kill even sooner. Very good CP.
RC – R.O.B. has worse aerial speed than Kirby. The relatively short length of the stage means approaching R.O.B. won't take as long and with the uneven stage/platforms aircamping should be a breeze.
PS1 – so much terrain to stop R.O.B.s camping it's not even funny (but it is). All Kirbies need to make this stage one of your favorites because the terrain, windmill and lip will always save you.
FD – flat with no platforms is the exact opposite of what this matchup is about.
SV – same as FD.
Any place that helps R.O.B. camp – duh.
Starters: Ranked and Explained
Key: Good, Bad.
PS1 – explained above.
Battlefield – short stage, lots of platforms. Enjoy!
FD – instant ban. You want either terrain or platforms for this matchup.
SV – same as FD but at least you have the platform.
synopsis:
Kirby vs R.O.B. is an almost even matchup. Watch out for his NAir, glide toss approaches and lasers, which can be angled. This matchup is all about punishing for Kirby. R.O.B. has the tools for this matchup because of how he is able to attack from a little farther away, hits just a little quicker, tacks on that extra little damage from projectiles, and is heavy; BUT against Kirby's jumps it's all nulled.
It’s Kirby vs the Robotic Operating Buddy! With his rocket engine recovery, R.O.B. has almost no trouble getting back onstage. He also has 2 projectiles. Kirby vs R.O.B. is not a difficult matchup, but the little marshmallow needs to stay on his toes.
Kirby’s pros+cons:
+Strong KO options
- Lightweight
- Poor Long-distance game
- Can get DAir'd after copy
R.O.B.’s pros+cons:
+ Superior Long-range Game
+ Great Close-range
+ Excellent Recovery; hard to gimp
+ VERY Disjointed
- Slow Airspeed
Watch Out For:
Lasers - his laser is a strong, fast attack that reaches across most stages and charges over time. Lasers are okay camping tools. There is a lull of 3~ seconds before r.o.b can use the laser again. They can also be used to ko you if you are near the blast zone.
Gyro - it can be glide tossed, it can be charged, and it can ko at high %’s. Another okay camping tool. He can glide toss -> fsmash, usmash, and grab (if the gyro is shielded). It is very important for you to know how far the gyro will fly based on how much it was charged and how to react (shield, crouch or dodge).
DSmash - generally used out of a spotdodge as a punishing move, the hitbox comes out on frame 4. If you get hit by it, sdi up and you may be able to escape.
FTilt - ftilt has surprising range and speed and when well-spaced is hard to counter
NAir - nair covers rob’s entire hurtbox and has surprising knockback. The first hit comes out on frame 18, however, so it shouldn’t be too difficult to avoid.
How to win:
Punish – punishing is what Kirby needs to do in this matchup. R.O.B’s moves are fast and have good range, but are still punishable. BAir is good for punishing. This ties in with the next “how to win” point.
Tilts – if punishing is the name of our game, it makes sense to use some of the fastest moves in Kirby’s arsenal, right? And those are tilts (DTilt and UTilt come out frame 4 and FTilt comes out on frame 5) .
Bait - baiting goes hand-in-hand with punishing. Most of the time, it’s best to stay just out of range and bait his attacks.
Stay at close range - this is where Kirby wants rob to be. The range factor is no longer a problem, but Kirby must be confident in his attacks or the speed factor will hurt him. Watch out for R.O.B.’s 3-frame jab at this range.
Aircamp the **** out of him- if you get in there and rack that percent up or take a life? Aircamp him hard. R.O.B. hates approaching. Aircamp to avoid projectile wall as well and when Kirby has a lazer.
Spit Out or Swallow?
Definitely swallow, no questions asked. Inhale doesn’t help against R.O.B., but having his laser does. It makes long range easier by giving you a camping tool and making it harder for him to camp, which already isn’t easy for him. Note that Kirby can be immediately hit by a DAir after a swallow, but it’s still worth it.
What Not To Do:
Be at long range – R.O.B. can camp. Close the distance ASAP....at least until you have the percent/stock lead.
Stay @ ground level too long – that's perfect range for gyro, lazer spam to hit Kirby and rack damage.
Eat damage – getting 'in' against R.O.B. is hard. That ******* will camp Kirby for as long as he can and this may be frustrating; but don't eat damage trying to attack. Every bit of damage gets you one step closer to death and with as many jumps as Kirby has you shouldn't have a hard time aerial approach to dodge the projectiles.
Stages (in order of priority ):
Brinstar – camping game is almost completely destroyed by approaching from under the stage. Kirby can shark well against R.O.B., who has a blindspot under him. R.o.b. Can kill sooner than usual, but Kirby can kill even sooner. Very good CP.
RC – R.O.B. has worse aerial speed than Kirby. The relatively short length of the stage means approaching R.O.B. won't take as long and with the uneven stage/platforms aircamping should be a breeze.
PS1 – so much terrain to stop R.O.B.s camping it's not even funny (but it is). All Kirbies need to make this stage one of your favorites because the terrain, windmill and lip will always save you.
FD – flat with no platforms is the exact opposite of what this matchup is about.
SV – same as FD.
Any place that helps R.O.B. camp – duh.
Starters: Ranked and Explained
Key: Good, Bad.
PS1 – explained above.
Battlefield – short stage, lots of platforms. Enjoy!
FD – instant ban. You want either terrain or platforms for this matchup.
SV – same as FD but at least you have the platform.
synopsis:
Kirby vs R.O.B. is an almost even matchup. Watch out for his NAir, glide toss approaches and lasers, which can be angled. This matchup is all about punishing for Kirby. R.O.B. has the tools for this matchup because of how he is able to attack from a little farther away, hits just a little quicker, tacks on that extra little damage from projectiles, and is heavy; BUT against Kirby's jumps it's all nulled.