MISC
Dash-Attack: Great setup move. Has low lag so use it to setup a tilt combo (Dash atk > Utilt > Utilt > Uair, Dash atk > Dtilt > Ftilt > Fair, etc etc etc.)
Ledge Attack <100: Just a standard attack really, serves to clear the area before you come back up.
Ledge Attack >100: pretty much the exact same, but slower <_<;
Get up attacks: Again, just to get some space. They have pretty good range.
GRAB and THROWS
Pummel Attack (a): fast attack, just to add a bit of extra damage before throwing.
Forward Throw: Quick basic throw. Just to get them away from you
Back Throw: Again, fast throw, sets up for edgeguarding.
Down throw: sends the opponent upward, good to follow up with a Uair afterwards. or you couyld down throw, jump, but wait for the opponent to do an airdodge and kill
Up Throw: Pile Drive, send them up and in front of you, prefect setup for Fairs to push 'em away.
GENERAL TACTICS:
!OFFENSE!
GENERAL OFFENSE
Shooting the Starting Gun:
I use this tactic all the time. As soon as the match starts, Fire Ya Layzah. They take 5 damage, and you're already in the lead!
Wall Of Pain (WoP):
This refers to the usage of high priority/ranged aerial to create a sort of "Wall" of hitboxes between you and your enemy. This creates a situation where it is hard for the enemy to approach and easy for you to approach. A WoP also brings about the ability to abuse this tactic to form combo chains of the move, forcing the opponent back and adding damage, even driving them off the screen. ROB's Fair fits this purpose. Use it to annoy opponents and drive them to their death (use of Up-B may be required to complete the task.
APPROACHING
ROB has a few options when you're coming in on the offensive:
- If you have it charged, a full Layzah from a Short Hop (angled down so it connects) Is a good way to close the gap on your opponent without them swatting you away like a Robotic fly. Follow up with a jab or Ftilt and continue
- Also a good idea is to use you Fairs to approach. Use the WoP to get in your opponents face until you can fit some more attacks in there.
- A third option is always your trusty Dash attack. The Dash attack is versatile in that it can lead into multiple follow ups, those being his jabs, all of his tilts, or sometimes a grab. All of these can set your opponent up for a bit it tilt comboing and probably a Uair for added damage.
- Even another option I've found useful is his Ftilt. His ftilt has surprisingly good range, and at mid percents can be followed up with Fairs for some WoP action.
- And even more still, you have the option of Glide Tossing your Gyro at the opponent. This allows you to quickly follow up with a Grab, tilts or forward smash. Awesome and surprising approach.
EDGE GUARDING
When edge guarding, ROB can use several of his moves to ensure that the opponent stays off:
- Bair: The Bair is a great move for edgeguarding if you're hanging on the ledge and your opponent is coming below the stage. Just ledge-drop and Bair Away! Also, it's great to simply run off the edge and throw out a Bair toward the stage. This tactic intercepts a lot of characters' Up-B recoveries (mostly those that gain quick vertical distance) and Stage spikes them!
- Fair: Ah, the ol' reliable Fair. As stated before, wth the Fair, you just need to keep pushing them, create a wall of pain and force them farther from the stage until you're sure they're dead (which if fighting Pit means past the KO boundry >_<)
- Dair: Of course ROB's spike is going to be an edge guarding move! although sometime difficult to land, the Dair comes with the reward of knowing your opponent won't come back again. The Dair can be handy from a SH off of the stage, or by a ledge-drop if the opponent has a vertically oriented recovery.
- Nair: This can actually be a very reliable edge guarding move. Just run or jump of the stage and Nair. It covers a large area and all around ROB's body, so it's pretty safe (Even if you exchange hits with an Up-B or something, they still die ^_^). Great vertical power and can kill horizontally if close enough to the edges.
- Forward Smash: Although it's not applicable to all situations, sometimes you can catch the opponent mid recovery with a down angled Fsmash. This works a lot better on Recoveries that Don't sweetspot (Snake, Sonic) and some that might not always sweetspot correctly. Usually your aerials are abetter option, but if you can't run off and hit them in time, an Fsmash can do the trick sometimes.
- Neutral B: That's right, the Layzah. This option is really only available if you haven't used it for more than 20 seconds, as you need the fully charged lasr to make this work. At higher percentages, the Laser actually does knock people back a considerable amount, enough to quickly get the kill if they're already far off the stage.
However, if they are recovering high, you could try a few things:
1. If they are low enough and in reach, you can Bair them to get them back off the stage.
2. Or if they're in reach to can simply hit them with a Fair and start WoP'ing them off the stage, usually for the kill
3. If they're really high, you can just wait for them. Hit them with a Uair are they come down for some damage or if their Up-B leaves them vulnerable, you can try to intercept their fall with a properly placed Upsmash for power
Also, if they are recovering high or otherwise far away from you, use this time to charge your gyro (for fire a laser if you can hit them)
!DEFENSE!
GENERAL DEFENSE
Dodging and Countering:
- Another one of the awesome things about ROB is his ability to counter. Whenever you can anticipate an attack coming, Spotdodge (or roll, but Dodge is better). His dodge is so fast, the you can almost immediately Dsmash without being vulnerable at all. His Dsmash is so fast and has so much range that it's the perfect move to counter whiffed attacks with. However, it's not invincible. Characters with multi hits smashes and the like can hit you right out of the spot dodge. Example of this are Zelda's Forward smash, and Toon/Adult Link's Forward smashes when porperly timed.
- Also a Viable option is the tried and true Shield Grab, which works better at low percents because the Up and Down throws lead nicely into Fairs/Uairs.
RETREATING
In General ROB has several methods of retreating and keeping himself safe.
- His Fair may be great for offense and approaching, but they can also be great for creating that wall as you retreat to safety, keeping aggressive enemies at bay.
- Similar to rereating Fairs, his Bair is also wonderous for this too. As long as you face away from you opponent, the Bair creates a nice powerful hitbox between you and your opposition as well as boosting you to safety.
- As you retreat, you may need to be protect from all angles. This is where ROB's Nair comes in. Although it has a bit of startup, after it engages, it's very hard to approach ROB while he's using this move. It also has killing power, which is a nice bonus.
- And again, the classic shield grab comes in handy. just Grabb 'em and toss them forward or Back and flee to safety (or edgeguard if applicable).
RECOVERING
When Recovering, your Goal is always to remain as safe as possible. There are several methods and techniques you can employ to make sure you get back on the stage safely
1. Use your Bair! Whenever you're knocked high up and off the stage, your Bair can be a very good tool in gaining horizontal distance without using your Up-B. Of course, you don't want to do this too close to the stage, because the edge guardger can hit you away again in the lag.
2. Recover From Below! When using your Up-B, it's always a good idea to approach the edge from below. This makes it easy to sweetspot the edge so you can get back on safely.
3. Attack your Atacker! ROB's unique Up-B allows him do do what most other characters can't; Recovery quickly onto the stage while using an aerial. Use this to your advantage. When approaching from below, ROB's Uair provides a way to swat away edge guarders that like to get close.
4. Start a Wall of Pain! Don't be afraid to start WoPing before you even make it back to the stage. Setting up a wall of Fairs betwen you and your opponent is a nice way to ensure that he lays off for the time being. Bonus is that once you land, you can continue comboing!
All of this is from smashboards Reign Of Blasters- A R.O.B. Guide (General Update 4/27) - Smash World Forums