Zelda vs ROB
OVERVIEW
This match-up is very even with two very different styles of play clashing against one another. Zelda carries the edge with her kill power, but ROB is still dangerous with his damage racking and projectiles. You have to keep a watchful eye on ROB because his kill moves are telegraphed, and it will allow you to avoid or DI the move correctly to live much longer.
MOVES TO WATCH OUT FOR
USmash
This is ROB’s most powerful kill move. Fortunately, it is slow and easily seen as he will flip over on his head to shoot his exhaust flame into the air. ROB has a glide toss combo that allows him to throw his gyro and follow with a smash, and it is useful to land this move. Usually, a ROB will throw the move out in a low risk situation, but you need to keep it in the back of your mind when you get to kill range.
Zelda can air dodge the move if she is coming to the ground when she sees the ROB going for it. If the ROB is using his glide toss combo, Naryu’s will interrupt it or you can shield. Remember not to tip your hand before the combo because the ROB can throw the gyro to the ground and punish the cool down of Naryu’s or grab you out of shield.
Bair
This is the move I would consider ROB’s best kill move. His entire body plus the flame is a hit box, and it sends him forward when he uses it. The hit box stays out longer than one might expect and can be used if Zelda is in front or behind him. While this move kills often, it is because it is kept fresh as it does not possess the power of Nair or USmash.
If Zelda is on the ground, USmash will go right through this move. If Zelda is in the air, when ROB lifts his rear to shoot out the flame, she should air dodge. At this point, there is a good bit of separation between her and ROB, and she is underneath him where she is a threat. If you saved a jump, this might be the time to jump back up with an Uair to harass him.
Nair
Originally, this was THE ROB kill move. As their meta-game has progressed, it still remains a kill move, but its ability to be DI’d and incredible amount of kill power that is lost with each use has lowered its threat. ROB will approach in a similar manner to Bair, so he can use either move effectively in that position (him in the air facing away from his target). Nair starts by shooting an exhaust flame out the bottom and doing a front flip. The hit box starts behind and moves forward; this is why a similar approach to Bair is used. Don’t underestimate this move as it will kill; it just won’t do it early.
Zelda can once again Usmash through this aerial as she can with any ROB aerial. Dair is fast in the air and allows you to beat the Nair should you be above the ROB. At worst, she air dodges and falls below ROB.
Fair
ROBs will combo fair to fair to fair etc and juggle opponents off the stage for the kill. It is his quickest aerial, and it can kill outright near edges when completely fresh. DO NOT TRY TO FW OUT OF THIS COMBO!! Zelda needs to DI away when hit and air dodge through the next Fair to have enough time to FW to the ledge. If you try to FW, you will be juggled to your death.
Gyro and Lasers
In this match-up, you will get hit by these projectiles. They are quick and can be a problem to deal with. The gyro dissipates if hit by Dins or if it is shielded. Also, Dtilt can stop it in mid-air if it connects with it. When Naryu’s is used, Zelda takes control of the projectile, but this is not too much of an advantage as ROB’s spot dodge is very good allowing him to spam it while you hold the projectile.
Gyros are better used with ROB still having control of it. After he shoots it out, get behind it and Fsmash it. It will give Zelda an extended hit box, so use this to your advantage. If the gyro gets behind you, ROB will probably go for a grab release that has you falling onto the gyro when you are released. If you Naryu’s while struggling, you will break out of this “trap.”
Lasers are best shielded as they are usually angled in a way that will not hit ROB.
In general, shield is your best friend and Naryu’s should only be used sparingly. If you use Naryu’s on the gyro, you will be lasered during your cool down.
WHAT CAN ZELDA DO?
Usmash is king of this match-up as ROB is a big target that easily gets sucked into it. This should be used to damage rack, and it will force ROB to stay grounded.
If ROB is recovering low, run off and spike him. ROB is one of the hardest characters in the game to successfully complete a spike, but if they are going to hang near the bottom of the level, a surprise sweet spot spike may score you an early kill. Remember, ROB is one of the heavier characters in the game, so if Zelda can score a kill around 100% with a spike, it would save your other moves and get her on top of the match.
Dtilt lock is in effect for this match-up. I would Dtilt to Utilt because, at worst, he is above you where Zelda shines.
If ROB uses his booster (UpB), then he can’t air dodge. Harass him with dins and get some free damage. Remember to mix up where you explode dins as he can Fair through it. Also, this is a good time to go after him with Uair since he can’t dodge it. This is just another reason Zelda shouldn’t be afraid to go after a ROB that is airborne, just know the limits of Zelda when you jump out before you get out too far.
STAGES
Norfair is the first stage I would take a ROB if he does not ban the stage. It is a good stage to allow for Zelda to hide under platforms like at Battlefield, and it gives her several approach options using her powerful aerials. All the different planes are a problem for ROB to deal with, and the stage is too spacious for him to be effective. The lava destroys his camping ability as well.
Brinstar is my second choice. I feel it is Battlefield without the camping, plus the lava will juggle the gyro and keep one of ROB’s tools occupied during the match. The small boundaries play big into Zelda’s game, and the platforms near the ledges allow her to recover safely without need for the ledge. The stage is permeable, so be careful trying to sweet spot any of the ledges.
Battlefield is an option, though I don’t feel it is a counter to ROB as he can abuse the platforms with his USmash, and he will feel comfortable there. It is a great Zelda stage, so if you are stumped for a stage, it is probably a safe fallback.
MATCH-UP RATIO
Zelda 55:45 ROB
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