saviorslegacy
My avater is not a Sheik avatar.
Finish your ROB discussion in here.
ROB's camping game is much better than Sheik's if he can set it up. Gyro stops needles and he can laser/wall with relative safety.
Camping game does not matter when ROB's projectiles aren't exactly good.
You can hold onto Gyro, he can no longer use it.
His laser has a charger time, I forget it's precise number, but it can't be spammed.
:leek:
Well, now you're just trolling or thinking very simply about ROB.
I've played both Chibo and t0mmy, undeniably the two best ROBs after HolyNightmare and ROB's projectiles are extremely effective at walling Sheik and controlling the stage. If you go for the gyro you are well within his amazing tilt range or a laser. Also, ROB's glide toss is fantastic and gives him the ability to escape any pressure situation. He can shoot a laser after about 2-3 seconds IIRC.
You don't know how to handle his Gyro obviously....it has a few kinks, along with dissipating against a shield (like Peach's turnips)
I swear, everyone should just become a Diddy main for a good month or so.
Projectiles are bad
It was a hard choice even putting ROB's Gyro in the "good" projectile list. It's mediocre at best, and running into it while it's moving is only something you should be doing if you aren't used to it spinning and doing that...
Yah, I state my opinions blunt and harshly. No need dancing around points to avoid hurting feelings.
If he has a Gyro in hand, his only options are to fsmash, throw it, or jump and do an aerial of some sort. Makes his options very obvious, especially since he lacks ground speed (outside of Glide Tossing) so he cannot hope to control the stage to the degree other character's can with his own Gyro!
It's not about running into a gyro, it's about ROB being able to advance with the gyro, drop it down, and set up a wall against Sheik where he can pressure her with lasers, tilts or aerials, all of which outrange Sheik. All of this comes at extremely low risk to ROB. Again, high level ROBs don't just simply chuck it at you or glide toss, they use it to limit space.
Just because you state things bluntly doesn't mean they are true or have any merit.
1) He has to shoot the gyro first
2) This is presuming he isn't even charging it (it still takes time to shoot)
2.5) Let's assume he can grab it before you
3) Now you have to know how far he is able to throw it, and at which angle he can throw it at.
4) While he has it in his hand, he cannot do any tilts. To do aerials requires a Z-drop to an aerial (which doesn't add any noticeable amount of time to the aerial) however he has to be airborne
5) Laser has enough startup lag, that unless you are aerial or across the stage, you can powershield and punish. The further you are = the easier it is to shield but the harder it is to punish.
Of his aerials bair is hard to punish (powershield-->needles if you're lucky) and fair is viable as well. Fair is hard to hit however when you are low on the ground and nair/uair/dair aren't even worth talking about while on stage (uair if he's below you, but you're grounded)
tl;dr
Crouch is amazing as it makes his fair harder to space and time properly, as well as when he throws the Gyro it will go right over you.
I agree, his camping does take time to set up (which is why the large stage helps), but once he sets it up it does give him a variety of safe pressure options. Of course, all of these are avoidable (as is everything in this game), but being able to put your opponent into a guessing game with little risk isn't a bad thing.
I never said it's unbeatable but its efficacy does increase with more space.
His camping limits his own options in indirect ways.
Once he has his gyro out, he can't shoot another until it dissipates.
Lasers (I think) are 3 seconds.
Hold his gyro/play keep away (toss it up, as ROB's blindspot is ALSO below him - so chasing after it is a poor option) and then he has a laser every 3 seconds.
It's about being creative and not letting your opponent wall you. Even when he does get setup, it's easier to get it on than Diddy or Snake is.
I'm going to agree with on SuSa on this one, ROB's projectiles can only truly punish commitments. The only times where the safe pressure options you mention apply and it becomes a guessing game is when you are near the edge of the stage and ROB has control of the middle just outside his tilt range or he's got a gyro in hand. Other than that you should constantly look at ROB ready to shield a laser when you are in long range, and if he starts to charge his gyro charge your needles. Otherwise take that projectile away from him or just make it disappear with shield like SuSa said.
The "getting his gyro" part is one of the commitments you are talking about. Like I said, it's not unbeatable, but to act like ROB doesn't benefit from it is kind of silly.
You can ignore his gyro and punish him for trying to commit to getting it.
He fires it in a relatively neutral state if he's not using it to punish a commitment or force a reaction of you from offstage.
I have an entire paragraph of my thread referring to exceptions where all projectiles are good because it forces a reaction of "Do something or die" and "if you do the WRONG something, you die from me." type of deal.
I could post a vid from the Sheik boards showing such a use of the Gyro, where the ROB through the Gyro up to force an airdodge from Sheik and then the ROB bair'd Sheik.
The Sheik's better option at that point would have to airdodged to CATCH the item, then instant throw it down to cancel the airdodge. This escapes the airdodge earlier and the ROB risks getting hit by his own Gyro.
It was simply a matter of choosing the wrong option.
Of course, he can react to you trying to punish (this can repeat ad infinitum), especially since he has the range advantage.
Listing all the possible options doesn't negate the efficacy of said guessing game. It seems we're having two different conversations. I can also list my options on how to not get gimped by MK offstage, but it doesn't mean I'm at an advantage in that situation.
Depends how charged the Gyro was.
Also during his commitment he is unable to move. Unlike MK being offstage gimping you.
That was merely an example, but yes, I'll agree that ROB's camping is not as difficult to deal with as being offstage vs MK.
Anyways, the scarier part about ROB isn't his camp game but his gimp game. You want a stage that has a short distance to the ledge/safe place.
Which makes FD bad in that regard.
I'm sry guys but I have to disagree with you about robs camping game. Rob's gyro is amazing. Dont get me wrong its not like ur typical camping tools but it definitely has its uses i play 2 good robs regularly. 1 is mister eric and the other is a local and while he isnt that experienced at smash he has nasty stage control from other fighters. I also play rob a decent amount.
Rob's gyro has alot going for it. Like rica said its not about hitting you its about controlling space. As rob i rarely charge my gyro ever. The important thing is getting it on the stage. Once rob has it out on the stage it gives him a nice hitbosx to stand behind and lob tilts over it and harass with lasers. If you are ever pressuring him with a top on the field he gets a freeroll behind the top that u cant punish. The best part about gyro is its use while its spinning. As an item it becomes an ok thing but while its spinning is where its good. You arent allowed to stand there and if I can get behind it u cant run up and shield it anymore cause i can grab you.
It also allows him a safe place to land when recovering. Shoot the top and land behind it. If you shield it, cool he can try and plant it again later. Grabbing the top and holding sometimes works but only for characters with pretty good b moves. Because while z dropping and aerials are nice the fact that you cant be moving initally is a huge hindrance and you cant fight even close to as well while maintaining an item. By taking his top you are limiting ur options in an attempt to not give rob a tool to control the stage. In turn he is controlling you tho.
Robs gyro is a great projectile i mean really really good i would kill for sheik to have 1. People just need to understand that it should be used more like snakes mine than a projectile. But you can actually throw it to a spot your not on and pick it up too so its even better than a snake mine.
Laser just support the top thats its primary function.
Snake's mine is ****ing horrible when opponent's aren't idiots and know to rid of it A.S.A.P. This is coming from a Snake main.
I know snakes mine is bad but you cant throw snake mines. And you cant always get rid of robs top cause if the rob is smart they will shoot it when you cant run up and shield it immeidately trust me if the rob knows what they are doing they should have no issue getting it out.
I can think of about 5 different ways to grab the Gyro or otherwise render it useless.
It's a "my opponent is offstage let me force them into a bad position" type move.
Glide toss at you--> forces shield--> they get a grab
That's why you shouldn't shield. Crouch instead.
When I get my working copy of Brawl I'll show the Sheik boards how Sheik can use items, how she can avoid items, and how overall she's awesome.
how many of those ways are safe if rob is standing right next to it? And sheik doesnt have a glide toss. Also glide toss at shield to grab is not legit at all.