#HBC | Scary
Hype Incarnate
Alrighty, this will be the thread for the ROB MU.
Updated:
To put it mildly, Rob will be camping up a storm and keeping you away with his quick, ranged tilts. Though they are quick, they are still bait-able, and can be punished through power shielding or being risky and fishing for a grab or dash attack.
*Worth noting, our Fsmash and Ftilt can outrange him on the ground, so if we can get into that range, definitely let him have it.
AC Nair is awesome for us in this MU because it can lead into so much more in terms of follow-ups such as Usmash, F/Bair, Fsmash, Ftilt, or even grabs. However, if the Rob catches on, it’s just as punishable as anything else that we can do. Nair is great, but it won’t break this MU, so be mindful of the situation you’re in. My recommendation is using Nair as a crossover move, in order for a more difficult punish for Rob if he can.
Rob has two projectiles working for him, the laser, and the gyro. Now, it’s easy to say that we should reflect it but we have a huge cool down on our reflector and we’d be playing right into Rob’s hands. If the Rob is on autopilot, than reflect away; otherwise, pay attention to what he’s doing because you can at least shield on reaction alone.
Grounded, Rob isn’t terrible since he has his tilts, decent grabs, and trademark spot dodge->Dsmash; however, if we shield this and react quickly, we can hit Rob with a F/Bair and maybe even kill him.
Rob, more than likely, will never be the aggressor in this MU and definitely has us in the camp department, but who doesn’t? Rob also has a strong ledgecamp game since he can still chuck stuff at us. Do not be impatient and try to Dair him because he can still chuck stuff at us and you’re placing yourself in a terrible place and that’s above Rob. Above Rob, bad....... under Rob, good. If you can remain under Rob, either by throwing him up or catching him in a bad spot, try and keep him there and you’ll rack good damage. He’ll try exactly the same to you.
Another place Zelda doesn’t want to be in, is off stage. Don’t let this happen. The only reason we are not even with Rob is because he can turn the MU by getting us offstage. From there, it’s either massive damage or a gimp. Either way, Rob won’t mind.
Now in the opposite situation, pester him with Din’s, especially once he uses UpB. He can’t dodge it anymore and his option is to try to cancel it put with an aerial. We can get a lot of free damage here.
Rob will be killing you with Fsmash, Usmash, Nair, or Bair and that’s really it. Each move you can see coming from a mile away, so as long as you play safe, you should have stocks into the 140s or 150s
Stages: It’s all about comfort honestly. Neither of you can approach well and he’s going to camp regardless of what happens. My recommendation is to avoid Frigate, and stages he can shark at. It can really be a nuisance.
*Worth noting, Rob’s gyro can get stuck in the lava at both Brinstar and Norfair, meaning he won’t get it back for a while. If you can deal with sharking well, go to either of these stages.
Verdict: Minute Disadvantage 55:45 Rob.
All a matter of who gets the lead first.
I think this is a nice way to start this discussion off.
OK
GO!
Updated:
To put it mildly, Rob will be camping up a storm and keeping you away with his quick, ranged tilts. Though they are quick, they are still bait-able, and can be punished through power shielding or being risky and fishing for a grab or dash attack.
*Worth noting, our Fsmash and Ftilt can outrange him on the ground, so if we can get into that range, definitely let him have it.
AC Nair is awesome for us in this MU because it can lead into so much more in terms of follow-ups such as Usmash, F/Bair, Fsmash, Ftilt, or even grabs. However, if the Rob catches on, it’s just as punishable as anything else that we can do. Nair is great, but it won’t break this MU, so be mindful of the situation you’re in. My recommendation is using Nair as a crossover move, in order for a more difficult punish for Rob if he can.
Rob has two projectiles working for him, the laser, and the gyro. Now, it’s easy to say that we should reflect it but we have a huge cool down on our reflector and we’d be playing right into Rob’s hands. If the Rob is on autopilot, than reflect away; otherwise, pay attention to what he’s doing because you can at least shield on reaction alone.
Grounded, Rob isn’t terrible since he has his tilts, decent grabs, and trademark spot dodge->Dsmash; however, if we shield this and react quickly, we can hit Rob with a F/Bair and maybe even kill him.
Rob, more than likely, will never be the aggressor in this MU and definitely has us in the camp department, but who doesn’t? Rob also has a strong ledgecamp game since he can still chuck stuff at us. Do not be impatient and try to Dair him because he can still chuck stuff at us and you’re placing yourself in a terrible place and that’s above Rob. Above Rob, bad....... under Rob, good. If you can remain under Rob, either by throwing him up or catching him in a bad spot, try and keep him there and you’ll rack good damage. He’ll try exactly the same to you.
Another place Zelda doesn’t want to be in, is off stage. Don’t let this happen. The only reason we are not even with Rob is because he can turn the MU by getting us offstage. From there, it’s either massive damage or a gimp. Either way, Rob won’t mind.
Now in the opposite situation, pester him with Din’s, especially once he uses UpB. He can’t dodge it anymore and his option is to try to cancel it put with an aerial. We can get a lot of free damage here.
Rob will be killing you with Fsmash, Usmash, Nair, or Bair and that’s really it. Each move you can see coming from a mile away, so as long as you play safe, you should have stocks into the 140s or 150s
Stages: It’s all about comfort honestly. Neither of you can approach well and he’s going to camp regardless of what happens. My recommendation is to avoid Frigate, and stages he can shark at. It can really be a nuisance.
*Worth noting, Rob’s gyro can get stuck in the lava at both Brinstar and Norfair, meaning he won’t get it back for a while. If you can deal with sharking well, go to either of these stages.
Verdict: Minute Disadvantage 55:45 Rob.
All a matter of who gets the lead first.
ROB is strange, he doesn't have an overwhelming advantage but he definitely has a nice advantage when he gets the lead. More or less you have to rush him down a lot. When you force him to use his UpB, you need to harass the living **** out of him but I'm sure you knew that.
Some ROBs will try and cross you over with his Bair and then try another attack. If he spaces it bad at all, let him have it OOS style. He'll change his mind real quick. He shouldn't kill you with Nair because it takes so long to come out. Fair gimps around low to mid damages can happen so try and avoid those.
I'll add more later. I would've did this earlier but I was dead after work lol; I'll get to it when I have the energy =D
EDIT: and now I have the energy lol.
All ROBs will space a Zelda with Dtilt and Ftilt. Though they don't rack well alone, they are so annoying to Zelda. They really are!
Gyro and lasers aren't really a problem to Zelda thanks to her reflector but at the same time they shouldn't be shooting it at you blindly. If it's an auto-pilot ROB than take full advantage and stuff it in his face but if they aren't, always be wary of these projectiles just because they will mess you up.
If you get knock into the air, get down ASAP, more than likely ROB will rack most of his damage here if he can gain this position. Just don't let this happen. Our sour Dair can beat his Uair if timed right so that can help.
His Fsmash can beat our aerial approaches but 9/10 times, a ROB will not use this option, but I would avoid aerial approaches at kill percentages.
When you land Dtilt, take full advantage of him, especially if he trips. His get up roll is terribad and any sort of get up is telegraphed, let him have the hurt for sure.
Honestly, if you play this carefully, you should be having an average life in the 150s. He can't kill that well if you are safe and DI well. You can certainly murder him though.
Uhhh... Hey guys!! Long time, no see!!
Ahh this fight... My favorite of all of Zelda's high tier matchups. ROB's tricky. He really needs to camp and space very well in order to solidly win this fight. When Zelda's on the ground next to him, he'll start to swing F-tilts and Jab against her shield if she indeed does that. Best thing to do here is what Sudai mentioned before, try to get close enough to where you can powershield those attacks and either Jab, D-smash, or D-tilt. Those attacks should get him off of her back in that situation. A nicely timed F-smash is good here also, but it needs to be precise.
Back in the day I remember ROB's like to D-smash. If Zelda's shields that attack and her back is facing him, it's a free B-air out of shield. That's a free 20 damage, definitely use that towards her advantage.
If she ever gets a grab opportunity, use U-throw. ROB doesn't have very many options in the air above Zelda except for airdodging and N-air. She can either N-air or U-air through the lag on both of these. Granted Zelda doesn't want to be above ROB either because he can do just as much to her as she can to him with N-air, U-air, etc.
When he goes to the ledge for edgecamping, space yourself far away enough from the edge and use Din's Fire to force him off. Usually he'll get-up attack or just ledgehop an airdodge. You can punish with U-smash, U-tilt, or other moves accordingly.
TAKE HIS GYRO!!! IT'S SUCH A GOOD THING WORKING FOR YOU IN THIS MATCH!!! Granted he'll try to bait you with lasers and tilts to get you to use Nayru's Love.
Don't follow him off stage very often. Though if he's charging his gyro while coming back to the stage, try to get underneath him. He can only airdodge or shoot the gyro, so use U-air to get that free hit in if possible.
Try not to get grabbed in this fight. ROB's got a lot going for him with all of his throws and even his grab release. You'll most likely end up off-stage though, and his main killing move in this fight is F-smash since Zelda's a light character. She can ledgehop N-air to get back on the stage, but watch if the ROB spaces accordingly. He edgegaurds best in this match. He's also able to gimp Zelda, so being offstage for too long is definitely not a good thing in this match.
Never land in front of him. He'll either grab you, F-tilt you, D-tilt you, or F-smash you. If your end the air, try to land behind him with an auto-canceled N-air. Like Sudai said, he can't punish accordingly, not even with D-smash.
Other than that, I think that's it...
<3 Sudai
=]
Double B-airs can pshyce a person out. Keep that as a possible option.
55 : 45 ROB's favor is what I come to.
Take him to Battlefield and it's 50 : 50 imo.
*flies in at the mention of ROB vs Zelda* I know this match-up like it were my laptop desktop (it's 100% black, so it's not hard to pick apart. XP). @_@
Alright, I did a write up on this forever ago so I'm gonna read through it and edit anything that I think is false now days. Other than that, I'm gonna super lurk this thread and point out anything I see that's wrong or needs to be expanded more upon. <.<
Okay..I found my "Write Up" and it's..not as much as I remembered. XD
Was literally a link to a video of me vs Mocha and me saying "Do this." Sadly, the video isn't up any more so I can't link to it.
Basically, the big idea is, we camp you. Not conventional camping though. ROB's tilts out speed and out disjoint every ground option Zelda has (yes, I know how fast your DTilt and DSmash are, I'll cover jab a bit later), so we camp at FTilt range and if you try to do anything, we tilt you. That's our best option and if we can pressure you back against a ledge, we're at a serious advantage.
So as a Zelda, what you want to do is just stay close to ROB. Use your jab, and if you absolutely have to go aerial, auto canceled NAir landing behind ROB is an awesome idea. Your NAir and Jab are awesome in this. Your Jab is fast enough and disjointed enough to contend with ROB's titles, but if you hit us, we're either spaced wrong, timed something wrong, or we're going to trade.
Try to get ROB into the air, bait the airdodge, and keep us in the air. If you can bait a low airdodge, auto canceled NAir > USmash is great. It'll rack up damage -and- get us back in the air.
USmash is awesome for pressuring ROB in his shield, you can get in on us fast, it last forever (spotdodge eater, yay), and it will shield poke us if our shield is a bit depleted and we don't angle it. There's also enough frames between the end of the hitlag on some parts of the USmash that we can accidentally buffer a roll while tilting our shield and it'll eff us because the next hit will come out before we gain invincibility.
That's all that really comes to mind right now. If I think up more, or see something I want to comment on, you can expect me to. Lurking this thread hardcore. :o
I think this is a nice way to start this discussion off.
OK
GO!