R.O.B.
Wolf's Current Ratio: -1
Wolf's Current Ratio: -1
Annoying Moves:
Killing:
Zoning:
Chaingrabs/Tilt Locks/Grab Releases:
What To Do Offstage:
Stages
- Strike:
- Ban:
- Pick:
MU Tricksies:
Synopsis and Quotes:
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And his Fair gimping abilities. Offstage Rob is better then Wolf is.only reason why i think rob may have an advantage in this matchup is caz wolf is even vs rob on neutrals, but then loses on stupid stages like RC, brinstar, and frigate
Last time I played Stingers I won though. I still agree with Wolf having a slight disadvantage.I don't think Wolf loses this match-up and I think Seagull is too inclined to base match-ups exclusively on his own experience ... I know he immediately agreed with the -1 ratio just because he lost to stingers' ROB, which I'd take with a grain of salt.
Annoying moves:
- Gyro: I think it disappears if you PS it. I prefer that over shine.
- Laser: Ducking or jumping over it seems better than shine. I always choose the move with the least commitment/risk against projectiles.
- Ftilt: Probably ROB's most important move in the match-up because it's such a good anti-aerial.
- Bair: Has a tricky hitbox in front and behind making it a decent bait. Don't rush into that hoping to punish it.
Killing:
- Wolf: out of a juggle or Powershield like in many match-ups. Obviously, don't try to force the kill against him for various reasons.
- ROB: Only kills you upon a major whiff. Don't try to force the kill against him and he will have trouble killing you [especially if you're smart offstage]
Zoning:
I think the main reason Wolf players lose to ROB is because they have their air game outzoned by ROB's ground game. I often preach to Wolf players to improve their ground game and this match-up is a good example where a strong ground game will get you far. Our tippered ftilt beats his, guys! Don't just do the old "bairdance until you get him in the air" all day - bait his ftilts with fake empty jumps and ftilt him back. I hardly see Wolves using ftilt - I don't think ROB has the OoS options to punish tipper ftilt.
Vertical zoning we **** ROB. A really good ROB will not just blatantly airdodge for you to juggle him all day and mix in reverse Gyro and bair. I don't think Wolf has any particular trouble covering these options though because of how big our fair hitbox is and how much faster we are in the air.
He should never juggle you - never airdodge. Just don't. If you see him chasing from below just pivot your blaster to turn away from him and there's ZERO chance for him to catch you. Simple as that.
okay the whole point is that rob has some clear advantages on SOME stages while wolf doesnt have an advantage vs ROB on ANY stage.Nice post Gheb, thanks for the organization ;D I agree with the importance of ground game, since ROB's ftilt is so good vs bair. His fsmash is good too, off of a good bair read it can get the kill with its disjoint.
@ JJ, I still really don't see why Frigate is bad in Wolf vs ROB. Higher ceiling = nair kills later, and the general layout of the stage tends to promote juggling. RC is definitely bad for us though, Brinstar not as much but still leaning towards ROB (imo).
that might be true, but it's not definite or obvious at all. there's really no stage that gives wolf a clear advantage.I can see see Wolf having advantage on BF, Lylat and Delphino at least tbh.
Well parasolic shine bombing guarantees makes most matchups for Wolf +4 at minimum, but we cant parasolic shine bomb on other stages =/.Platform set-ups are good for us in both cases and I feel like platforms help us vs ROB in general.
Also Delphino has parasolic shine bombing.
It doesn't matter cause Spacies are bad on Frigate and RC in general, and he does well their which puts the matches in his favor on those stages.ROB doesn't have any GREAT cps, but hes not really bad anywhere.
its actually what you should do. Some people try to pick up the gyro without gaining control of it first. also, what some robs like to do is leave the gyro near the ledge so when u try to get back on, u get hit by it. u can counter this by jumpshining from the ledge and then coming back on. also, if u gain control of the gyro, do not let rob gain control of it back.Let's get back on topic >___>
@ Kain, I suppose I agree with your reasoning, the little cave in the second transformation definitely helps ROB out in this MU. Gyro is pretty annoying there imo :x
I don't think it's been mentioned, but we can reflect grounded gyros to gain posession. Not entirely sure how useful it is in practice though, can anyone shed some light on that?
Zoning:
I think the main reason Wolf players lose to ROB is because they have their air game outzoned by ROB's ground game. I often preach to Wolf players to improve their ground game and this match-up is a good example where a strong ground game will get you far. Our tippered ftilt beats his, guys! Don't just do the old "bairdance until you get him in the air" all day - bait his ftilts with fake empty jumps and ftilt him back. I hardly see Wolves using ftilt - I don't think ROB has the OoS options to punish tipper ftilt.
fair OOS is ur bess friendHow do you deal with R.O.B.'s that like to F-tilt? I have a lot of trouble getting around that move.
Good question...Wolf would lose the trade almost always. It's not worth it, because the Bair from Rob puts Wolf in very awkward positions to get gimped afterward.I was wondering if a rob tryed to bair wolf while recoving from a side b would the wolf side b beat the bair or would they both hit also the way the rob is baring is from the engine part