So only Meta Knight players are douchey (that's not a word!) enough to plank or what?
Your scenario still doesn't work, Mr. E. If you're floating below them, you can't airdodge. A good MK realizes this and floats down behind you low enough to DAir and it's impossible to NAir or BAir in time. GG hope you know how to tech. There's seriously a reason why I just don't **** with MK offstage. I tried for hours in friendlies with Lee Martin's MK and it just does not work against an MK that knows wtf they're doing.
It's not even my scenario, I'm corROBorating what ZOM~B said. Clearly, I'm not the only one who has had success with this.
Behind ROB, air dodging? What are you talking about? MK has terrible air speed and short jumps, so he can't really weave around to avoid ROB's gigantic UAir hitbox anyway, but it's no different than him being in front of ROB even if he could. ROB's UAir has equally crappy range to either side of it and MK can easily be facing either direction. (Hell, so could ROB, but then you couldn't BAir to protect your return to the stage if you get past him.)
It's not like you have the choice of not dealing with MK offstage. You get knocked off, he comes to edgeguard, end of discussion. How does ROB beat it?
Go high? If you DI into the high corner, that can work. But MK's Shuttle Loop has a negative trajectory and his DSmash has a low enough trajectory that you can't DI it that high. Getting knocked off at or near stage level is not uncommon against MK and you can't feasibly fly over his head much of the time, keeping in mind that you have to get quite a ways over him to avoid Shuttle Loop. And where going high is a reasonable option, you still have to get back to the ground once you're over the stage.
Going for the ledge at stage level is not a good idea. MK can easily get under ROB in this position to continually juggle you off-stage with FAir or land the Shuttle Loop gimp.
Or you can go low. Since MK has five jumps and the ability to recover from anywhere, this basically equates to playing chicken with the boundary line. Who can stay out there the longest before having to return to the stage? Tthe answer to that question is ROB every single time, because you got knocked out there "for free" where MK has to burn half his jumps just to reach you. Therefore, MK is the one pressured to make a move and ROB can almost always take advantage of this to make the ledge. See: the previous few posts on this subject.
Of course, the best option is to pick a stage with a fly-through floor *coughHALBERDcough* so you can just fly straight under him to get back uncontested 100% of the time.
And yeah, I'm pro at teching. One time in a Falcon ditto, I edgehogged and got Up-B stage spiked. And by stage spiked I mean I killed my opponent with BAir out of the ledge tech.
10epeens