Post by Emergency on Nov 1, 2008 9:10:56 GMT -6
Rehibilitation analysis by emergency.
ROB is a high tier character for his awesome recovery, gimping skills, spacing and overall moveset disjointedness. But might be this state because of his crappy sideB, not being able to KO, and has a 9'o clock blind spot.
The Program Execution Board.
A : His jabs, just the good ole I punch you really fast. Twice. The stop touching me move.
Fowardtilt, A HUGE disjointed and long jab. Hitbox is huge. This little old attack is ROB's main spacing tool. It outranges Marth's Foward Smash.
Downtilt, The chain of tripping. This attack is very fast. and can usually be executed 2-3 times in a row. Has extended reach. Another spacing tool.
Uptilt, This jab is aimed upwards. and has a disjointed hitbox for above and the sides of ROB's arms and Head. This attacks twice. and usually setup into ROB's many above him options.
Foward Smash, This attack can be executed many times, and set up into the tilts due to it's range. It dosn't punch as much as I want it. But it has the priority.
Down Smash, The attack that followups any attack. This goes super fast. almost no cooldown. and can send them upwards. It is DI'able though. A very common move by noobs. Sidestep-> Dsmash.
Usmash, This attack goes vertically up. It's quite hard to hit. But can have a devestating knockback rate. Can be used to intercept "glides".
Neutral air, One of ROB's best moves. It's disjointed. It hits all around. It's almost a completely safe move. You either have to attack before the startup. or after the cool down. A very tricky attack.
Back air, The most strangest hitbox. Lunges ROB forward. and if you touch him. You will get hit. This move counteracts knockback. But the beginning lag trips people up.
Down air, Beside the lag at the beginning, this attack has a huge potential. It can spike you down with huge knockback. The fact that it lingers there for awhile means even if you cross it after it might be over. You'll be going straight down. This attack cancels momentum too.
Forward air, The Wall of Pain. This attack just keeps on going. If your in a string of them, expect a spike. or an offstage kill. This attack is fast and can be excuted fast also. It has deceiving range.
Up air, This attack usually goes through foe's air dodges. and is very quick and is hard to dodge. This attack has huge priority and usually defeats the foe's dair.
B, laser. ROB's favorite projectile. This can be shot at any angle, and can be bounced on any surface. and is really fast. (and or slow). This attack charges on it's own, when not in use. The uncharged is quick and thin. The charges is slow and thick. With huge knockback. If you don't let it charge. a spark of the laser will emit at the front.
SideB, Worst move ever. It's has terrible lag. It can be angled and linger. It has poking ablitlies. and can reflect.
UpB, Most versatile recovery. You can do so many things with this. Be creative. You can attack out of it. You can take your time using it, because you can reactivate it if you have fuel. Used to be a infinite jump for combos. But touch the ground so it refills. (1.4 seconds). He can't airdodge unless he attacks.
DownB, Gyro. The sister weapon of the laser. This projectile can be laid on the ground and foes who try to grab it may be damaged. The gyro is an item so it has a bunch of options. The gyro is chargeable and can be deployed at any time.
ATs
Savin' Fuel. - Allows ROB to save fuel and have a large amount of fuel left.
Glide Toss - gliding on the ground, with no lag. While throwing an item in any directions and attacking with no lag.
WaveBounce. - Counteracts momentum in the opposite direction. (Quick turning around) Ex. You hit me left. I wavebounce. I go to the right with the same momentum.
This is the overall moves and tactics ROBs can do.
I'll add more to this later.
UPDATED.
ROB is a high tier character for his awesome recovery, gimping skills, spacing and overall moveset disjointedness. But might be this state because of his crappy sideB, not being able to KO, and has a 9'o clock blind spot.
The Program Execution Board.
A : His jabs, just the good ole I punch you really fast. Twice. The stop touching me move.
Fowardtilt, A HUGE disjointed and long jab. Hitbox is huge. This little old attack is ROB's main spacing tool. It outranges Marth's Foward Smash.
Downtilt, The chain of tripping. This attack is very fast. and can usually be executed 2-3 times in a row. Has extended reach. Another spacing tool.
Uptilt, This jab is aimed upwards. and has a disjointed hitbox for above and the sides of ROB's arms and Head. This attacks twice. and usually setup into ROB's many above him options.
Foward Smash, This attack can be executed many times, and set up into the tilts due to it's range. It dosn't punch as much as I want it. But it has the priority.
Down Smash, The attack that followups any attack. This goes super fast. almost no cooldown. and can send them upwards. It is DI'able though. A very common move by noobs. Sidestep-> Dsmash.
Usmash, This attack goes vertically up. It's quite hard to hit. But can have a devestating knockback rate. Can be used to intercept "glides".
Neutral air, One of ROB's best moves. It's disjointed. It hits all around. It's almost a completely safe move. You either have to attack before the startup. or after the cool down. A very tricky attack.
Back air, The most strangest hitbox. Lunges ROB forward. and if you touch him. You will get hit. This move counteracts knockback. But the beginning lag trips people up.
Down air, Beside the lag at the beginning, this attack has a huge potential. It can spike you down with huge knockback. The fact that it lingers there for awhile means even if you cross it after it might be over. You'll be going straight down. This attack cancels momentum too.
Forward air, The Wall of Pain. This attack just keeps on going. If your in a string of them, expect a spike. or an offstage kill. This attack is fast and can be excuted fast also. It has deceiving range.
Up air, This attack usually goes through foe's air dodges. and is very quick and is hard to dodge. This attack has huge priority and usually defeats the foe's dair.
B, laser. ROB's favorite projectile. This can be shot at any angle, and can be bounced on any surface. and is really fast. (and or slow). This attack charges on it's own, when not in use. The uncharged is quick and thin. The charges is slow and thick. With huge knockback. If you don't let it charge. a spark of the laser will emit at the front.
SideB, Worst move ever. It's has terrible lag. It can be angled and linger. It has poking ablitlies. and can reflect.
UpB, Most versatile recovery. You can do so many things with this. Be creative. You can attack out of it. You can take your time using it, because you can reactivate it if you have fuel. Used to be a infinite jump for combos. But touch the ground so it refills. (1.4 seconds). He can't airdodge unless he attacks.
DownB, Gyro. The sister weapon of the laser. This projectile can be laid on the ground and foes who try to grab it may be damaged. The gyro is an item so it has a bunch of options. The gyro is chargeable and can be deployed at any time.
ATs
Savin' Fuel. - Allows ROB to save fuel and have a large amount of fuel left.
Glide Toss - gliding on the ground, with no lag. While throwing an item in any directions and attacking with no lag.
WaveBounce. - Counteracts momentum in the opposite direction. (Quick turning around) Ex. You hit me left. I wavebounce. I go to the right with the same momentum.
This is the overall moves and tactics ROBs can do.
I'll add more to this later.
UPDATED.