Budget Player Cadet_
Smash Hero
So. ROB in Brawl-.
http://www.youtube.com/watch?v=Lm81katb_jc&fmt=18
Yes. You can still do that (frame perfect sideB->bair).
So what's changed on our favorite Robotic Operating Buddy? Here are some of the more dramatic changes...
The Lazer
All right. First thing to notice. Weak lazer got a significant buff-it now sends opponents flying in the direction of the lazer. Autolink angle, in other words. That alone isn't much (it's a pretty weak hit), but offstage it's a ****ing gimp machine. And then there's the whole multilazer thing.
If you hold down the B button while grounded, ROB will fire off 10 lasers in a very quick succession. It has a lot of cooldown and is abusable if you miss/**** up, but it's incredibly potent on hit, dealing around 30 damage and often getting the opponent offstage. And once they're offstage, you can abuse your incredible spiking Dair, your gimp fair, your incredible recovery, and your gimp lazers to make them die. Permanently. Especially useful is using the laser to mess with your opponent's momentum canceling/recovering if he's close to a blastzone (see the Zswarm vid linked below).
Additionally, there is no Uncharged state. ROB never has to wait to fire a weak lazer. He can still charge for strong laser though... The strong multishot does around 50 damage if everything connects and can kill off the side quite effectively. The single strong shot will start killing around 120 if you nail them right (From the center of FD, it won't kill mario at 140; however, move him a little closer to the edge ant it gets BRUTAL) AFAIK.
Mobility: Dair, SideB, and Recovery
It would be an understatement to say that ROB is mobile. In fact, ROB is probably one of the fastest-moving characters in Brawl-. See that vid near the top of the post? That's the kind of **** we're talking about! Granted, that particular use is not the most practical, but the importance of ROB's mobility shouldn't be lost.
SideB: This is crazy ****. Like, super crazy. Check out the beginning of this match and you'll see what I mean almost immediately. SideB sends ROB catapulting forwards with ridiculous speed. Almost immediately, you can cancel it into an aerial. SideB->nair is an incredibly fast-moving and relatively safe approach; SideB->bair (when not timed for the super ROBDash) is also pretty good. And of course, SideB->fair (not as potent, but it works sometimes). SideB->Dair is a totally different beast; it allows you to abuse Dair's momentum to turn your SideB boost into a grounded approach.
Dair: Jump. Buffer Cstick down (or alternate Dair method) very fast. This is the ROBDash. It's essentially a wavedash without the momentum decay. You go sliding a little bit on the stage and can do anything out of it (for example, Dair->dsmash). Additionally, Dair has a very beautiful diagonal drop to it before the hitbox comes out, meaning that you can and will likely hit with it a lot (Around 2:15 in this vid).
UpB, Air speed, and Jumps: ROB has 5 jumps. 5. Jumps. He is incredible in the air, too, his air speed having been raised considerably. Another interesting thing is that you can now airdodge out of his Robobooster, giving him a safer recovery.
Approaching
ROB can approach with virtually any of his moves as long as he stays close to the ground. SideB->Aerial, Dair->ground move, SideB->Dair->Ground move... great approaches. Some of the best:
Damage Racking
Multilaser. Any questions? You can either abuse your incredible speed and decent combo moves (Fair, uair, Nair at low %s.) to score some pretty damaging combos and, especially, set up for a ridiculously easy edgeguard, or you can hang back and camp in the air with your incredibly good laser. Gyro is still decent, just slightly less incredible, relatively.
Scoring the Kill
ROB retains his title as "That guy who can kill you from across the stage". And you know what? He can do it better now.
Nair, however, is just... stupid. There are very few kill moves in the game that are better. It's just so ****ing good.
Some kill %s:
Nair
115% (center of FD, bowser, no DI)
90% (center of FD, Mario, no DI)
Dsmash
147% (center of FD, Mario, no DI)
Bair
117% (center of FD, Mario, no DI) (can be teched, so kind of moot)
70% (edge of FD, Mario, no DI) (this is REALLY REALLY GOOD GUYS)
Usmash
108% (center of FD, Mario, no DI)
Ftilt
158% (center of FD, Mario, no DI)
Keep in mind that in most cases, this will be higher due to DI. Oh, and Nair is likely to kill earlier because you're going to be landing it higher. :V
Anyways, I'll be updating this sooner or later with a complete changelist once I have one. But this should at least give you an idea of what ROB has going for him.
Videos:
http://www.youtube.com/watch?v=K3EMaOa_Jds (Xyless showcasing what ROB has to offer against a hapless DK AI)
http://www.youtube.com/watch?v=5K106yQESNo (ZSwarm showing what ROB has to offer against Xyless's DDD)
http://www.youtube.com/watch?v=gD44hD4ENOo&feature=sub (Thomas's Bowser vs. Th3 Master composer's ROB)
Tips against hard matchups:
Not exactly sure what matchups are hard for ROB just yet, but I can at least give my tips against Bowser.
ROB Vs. Bowser.
Bowser is always the elephant in the room as far as matchups go (unless you're sonic, I guess). He seems like an unavoidable barrier at times. And for some, he really ****s **** up. But ROB doesn't seem to have too much of a hard time with him.
As said, will update with complete changelist later.
To do:
-Matchups (eventually lol)
-more kill %s
-Guaranteed Combos
-etc
http://www.youtube.com/watch?v=Lm81katb_jc&fmt=18
Yes. You can still do that (frame perfect sideB->bair).
So what's changed on our favorite Robotic Operating Buddy? Here are some of the more dramatic changes...
The Lazer
All right. First thing to notice. Weak lazer got a significant buff-it now sends opponents flying in the direction of the lazer. Autolink angle, in other words. That alone isn't much (it's a pretty weak hit), but offstage it's a ****ing gimp machine. And then there's the whole multilazer thing.
If you hold down the B button while grounded, ROB will fire off 10 lasers in a very quick succession. It has a lot of cooldown and is abusable if you miss/**** up, but it's incredibly potent on hit, dealing around 30 damage and often getting the opponent offstage. And once they're offstage, you can abuse your incredible spiking Dair, your gimp fair, your incredible recovery, and your gimp lazers to make them die. Permanently. Especially useful is using the laser to mess with your opponent's momentum canceling/recovering if he's close to a blastzone (see the Zswarm vid linked below).
Additionally, there is no Uncharged state. ROB never has to wait to fire a weak lazer. He can still charge for strong laser though... The strong multishot does around 50 damage if everything connects and can kill off the side quite effectively. The single strong shot will start killing around 120 if you nail them right (From the center of FD, it won't kill mario at 140; however, move him a little closer to the edge ant it gets BRUTAL) AFAIK.
Mobility: Dair, SideB, and Recovery
It would be an understatement to say that ROB is mobile. In fact, ROB is probably one of the fastest-moving characters in Brawl-. See that vid near the top of the post? That's the kind of **** we're talking about! Granted, that particular use is not the most practical, but the importance of ROB's mobility shouldn't be lost.
SideB: This is crazy ****. Like, super crazy. Check out the beginning of this match and you'll see what I mean almost immediately. SideB sends ROB catapulting forwards with ridiculous speed. Almost immediately, you can cancel it into an aerial. SideB->nair is an incredibly fast-moving and relatively safe approach; SideB->bair (when not timed for the super ROBDash) is also pretty good. And of course, SideB->fair (not as potent, but it works sometimes). SideB->Dair is a totally different beast; it allows you to abuse Dair's momentum to turn your SideB boost into a grounded approach.
Dair: Jump. Buffer Cstick down (or alternate Dair method) very fast. This is the ROBDash. It's essentially a wavedash without the momentum decay. You go sliding a little bit on the stage and can do anything out of it (for example, Dair->dsmash). Additionally, Dair has a very beautiful diagonal drop to it before the hitbox comes out, meaning that you can and will likely hit with it a lot (Around 2:15 in this vid).
UpB, Air speed, and Jumps: ROB has 5 jumps. 5. Jumps. He is incredible in the air, too, his air speed having been raised considerably. Another interesting thing is that you can now airdodge out of his Robobooster, giving him a safer recovery.
Approaching
ROB can approach with virtually any of his moves as long as he stays close to the ground. SideB->Aerial, Dair->ground move, SideB->Dair->Ground move... great approaches. Some of the best:
- SideB->Nair: This one is just mean. It's absurd. Moves incredibly fast, huge hitbox, hard to punish on block (yay shieldstun from a powerful move) and on whiff (huge, long-lasting hitbox; the move is insane). Nair can start combos at low %s or just outright kill anywhere above 90.
- SideB->Bair: See Nair, pretty much. Additionally, the angle on Bair was changed. It now hits in the direction ROB is traveling. It can also start combos, and is great at getting the opponent offstage.
- Dair->Dsmash: Dsmash is, as we all know, really, really good. Now, you have sliding approaching dsmash. Combo starter? **** yeah. Not the safest, but we all know how fast and hard to punish ROB's Dsmash is...
- Dair->Dtilt: (->dtilt->dtilt->dtilt->dtilt). This one is useful mostly because of how **** hard to punish a well-spaced dtilt is. Also, if your opponent trips from it, they're in for a world of hurt. And boy, does it trip well.
- Dair->ftilt: Ftilt is almost as safe as Dtilt, and more powerful. Not that great for starting combos though.
Damage Racking
Multilaser. Any questions? You can either abuse your incredible speed and decent combo moves (Fair, uair, Nair at low %s.) to score some pretty damaging combos and, especially, set up for a ridiculously easy edgeguard, or you can hang back and camp in the air with your incredibly good laser. Gyro is still decent, just slightly less incredible, relatively.
Scoring the Kill
ROB retains his title as "That guy who can kill you from across the stage". And you know what? He can do it better now.
- Nair
- Strong Laser
- Strong Multilaser
- Bair
- Dair
- Fsmash
Nair, however, is just... stupid. There are very few kill moves in the game that are better. It's just so ****ing good.
Some kill %s:
Nair
115% (center of FD, bowser, no DI)
90% (center of FD, Mario, no DI)
Dsmash
147% (center of FD, Mario, no DI)
Bair
117% (center of FD, Mario, no DI) (can be teched, so kind of moot)
70% (edge of FD, Mario, no DI) (this is REALLY REALLY GOOD GUYS)
Usmash
108% (center of FD, Mario, no DI)
Ftilt
158% (center of FD, Mario, no DI)
Keep in mind that in most cases, this will be higher due to DI. Oh, and Nair is likely to kill earlier because you're going to be landing it higher. :V
Anyways, I'll be updating this sooner or later with a complete changelist once I have one. But this should at least give you an idea of what ROB has going for him.
Videos:
http://www.youtube.com/watch?v=K3EMaOa_Jds (Xyless showcasing what ROB has to offer against a hapless DK AI)
http://www.youtube.com/watch?v=5K106yQESNo (ZSwarm showing what ROB has to offer against Xyless's DDD)
http://www.youtube.com/watch?v=gD44hD4ENOo&feature=sub (Thomas's Bowser vs. Th3 Master composer's ROB)
Tips against hard matchups:
Not exactly sure what matchups are hard for ROB just yet, but I can at least give my tips against Bowser.
ROB Vs. Bowser.
Bowser is always the elephant in the room as far as matchups go (unless you're sonic, I guess). He seems like an unavoidable barrier at times. And for some, he really ****s **** up. But ROB doesn't seem to have too much of a hard time with him.
- Abuse Nair. Nair is absolutely ridiculous, and will always break through bowser's heavy armor. It's pretty easy to hit with, due to his large hurtbox and your large hitbox.
- Bair offstage (check out the Th3 vs. Thomas vid above) is really nice. In fact, your entire air game except uair is good. Fair will break through when fresh, Bair, Nair, and Dair will always break through
- NEVER use the weak multilaser. It will get punished really, really hard. And you know how good bowser is at punishing... I'm not so sure about the strong either, but the massive hitlag could save your ***. Use individual shots; they're very hard to punish and good ways to rack damage
- DO NOT APPROACH BOWSER. EVER. You have the tools to assault him at range; you have the speed and offstage game to not let him get too close to you. Abuse this!
As said, will update with complete changelist later.
To do:
-Matchups (eventually lol)
-more kill %s
-Guaranteed Combos
-etc