So this is not just a good ledge guard option it works anywhere on stage. Its also fairly simple to do with the short hop fair macro. So you do the z drop nair into short hop fair (forward throw) into side b using the macro makes this so easy. Also the fact its a true combo is dope.
This is sick but I wouldn't necessarily say it covers all options. Can definitely see one or two options it won't cover. It does cover all the traditional getup/roll/jump options, but dropping and walljumping to access bair onto stage or plopping a projectile into ROB look like fairly viable counters as it's quite readable. Of course he has the option of switch to zdrop or just dairing the walljump too. Pretty scary one.
Yes I should have really spoken about when someone backs off the ledge... Though to be honest, if you're standing in the getup attack position (which covers getup attack, roll and neutral getup) if they back off the ledge, ROB really really really shouldn't be able to get hit by anything, any projectile he'd have way too much time to shield (including villager). Furthermore, now that the opponent has backed off the ledge, they cannot regrab it safely (nair will still hit below ledge and reset position like said in video) and ROB is STILL standing in a safe zone WITH gyro in his hand... so not really sure what the opponent will do...?
Not a ROB main but I see that you are really dedicated to this charecter. I feel like you can be top 10 on the PGR if you're just having a good month 🤣🤣🤣
So does this mean that normally after hitting someone off stage you won't follow up with gyro toss to intercept - Instead you just hold it and go for ledge trap? ... or do you sometimes try to snipe with gyro... or is there ever time to do both?
Honestly it depends on what percent my opponent is on! If they've been launched off stage and they are at 70, for instance, i'll try to snipe laser and gyro and if they don't kill, go for safe offstage killing bairs. If they are recovering high, i might go for off stage side Bs or the newly used Burner Boost edgeguards! If they are below 50%, i'd opt to set up the gyro nair edgeguard if they are a character i'm comfortable with. Though, if it's a character with a hard to intercept recovery (like the pikas), even at higher percents, i'll set up the edge guard only because I really can't contest them off stage. I'd have to mixup how the edgeguard is done, maybe just do a normal gyro trap!
Just a question, after the zdrop nair I can hit the gyro forward throw --> side b but I can't seem to get elevation like you do. When I do the gyro forward throw --> side b I go below the stage and sometimes the side-b won't kill. Is there tips for the timing of the gyro forward throw? Do you use a double jump before the side-b? It looked like you did a full hop ---> gyro forward throw --> (no jump) ---> side b but I can't seem to do it. Awesome video, I'm learning a lot from your channel as a ROB main and it's really helpful!
Depending on the percent and the character, I have to choose to opt for Short Hop Ftoss or Full Hop Ftoss. I never double jump before Side B as I'd definitely go way too high! Again, whether it kills depends on character weight, percent and DI! You need to choose carefully for whether or not you're going to short hop or full hop gyro toss
A good example of choice is at 3:40 in the video where I land a nair on Inkling at 35%. He jumped into my nair so I knew I had to full hop before the gyro toss!
If you mean "after the Nair", it depends on the percent of the opponent and which nair hitbox you land. If you hit the opponent at low percent then you'll only need to shorthop. High percent, full hop. If they are at mid percent and you hit them with a CLOSE nair hitbox you might need to full hop. Whereas if you hit with the tip or far hitbox you may still need to short hop!
I can't thank you enough your guides are amazing i obtained some of your strategies and i got 3rd in one of my locals.
Keep it up!
This comment means a lot to me you have no clue...
Thank you so much!
ROB main here, thanks for the tech mate. Subscribed, been seeing more success after looking at your guides.
Holy shit, thanks alot. Ur channel is Rob main heaven
Thank you so much ^_^
Awesome video man, im hyped for next week!
Wow, I really need to try this! This looks a bit easier than the ZZ combos I tried earlier!
absolute bangers tbh
So this is not just a good ledge guard option it works anywhere on stage. Its also fairly simple to do with the short hop fair macro. So you do the z drop nair into short hop fair (forward throw) into side b using the macro makes this so easy. Also the fact its a true combo is dope.
This channel is gold. Thanks
Great fucking vid man, never thought to gyro nair for a ledge guard.
You earned my like and sub, keep it up mate!
I love Lucretio's thumbnails LMAO
This is so helpful oh my god
I am glad you think so :)
This is sick but I wouldn't necessarily say it covers all options. Can definitely see one or two options it won't cover. It does cover all the traditional getup/roll/jump options, but dropping and walljumping to access bair onto stage or plopping a projectile into ROB look like fairly viable counters as it's quite readable. Of course he has the option of switch to zdrop or just dairing the walljump too.
Pretty scary one.
Yes I should have really spoken about when someone backs off the ledge... Though to be honest, if you're standing in the getup attack position (which covers getup attack, roll and neutral getup) if they back off the ledge, ROB really really really shouldn't be able to get hit by anything, any projectile he'd have way too much time to shield (including villager). Furthermore, now that the opponent has backed off the ledge, they cannot regrab it safely (nair will still hit below ledge and reset position like said in video) and ROB is STILL standing in a safe zone WITH gyro in his hand... so not really sure what the opponent will do...?
@@Luu343 Yeah like I said - still very scary.
Not a ROB main but I see that you are really dedicated to this charecter. I feel like you can be top 10 on the PGR if you're just having a good month 🤣🤣🤣
So does this mean that normally after hitting someone off stage you won't follow up with gyro toss to intercept - Instead you just hold it and go for ledge trap?
... or do you sometimes try to snipe with gyro... or is there ever time to do both?
Honestly it depends on what percent my opponent is on! If they've been launched off stage and they are at 70, for instance, i'll try to snipe laser and gyro and if they don't kill, go for safe offstage killing bairs. If they are recovering high, i might go for off stage side Bs or the newly used Burner Boost edgeguards!
If they are below 50%, i'd opt to set up the gyro nair edgeguard if they are a character i'm comfortable with.
Though, if it's a character with a hard to intercept recovery (like the pikas), even at higher percents, i'll set up the edge guard only because I really can't contest them off stage. I'd have to mixup how the edgeguard is done, maybe just do a normal gyro trap!
Just a question, after the zdrop nair I can hit the gyro forward throw --> side b but I can't seem to get elevation like you do.
When I do the gyro forward throw --> side b I go below the stage and sometimes the side-b won't kill.
Is there tips for the timing of the gyro forward throw? Do you use a double jump before the side-b?
It looked like you did a full hop ---> gyro forward throw --> (no jump) ---> side b but I can't seem to do it.
Awesome video, I'm learning a lot from your channel as a ROB main and it's really helpful!
Depending on the percent and the character, I have to choose to opt for Short Hop Ftoss or Full Hop Ftoss.
I never double jump before Side B as I'd definitely go way too high!
Again, whether it kills depends on character weight, percent and DI!
You need to choose carefully for whether or not you're going to short hop or full hop gyro toss
A good example of choice is at 3:40 in the video where I land a nair on Inkling at 35%. He jumped into my nair so I knew I had to full hop before the gyro toss!
Whereas at 0:43, even though it was setup differently against Dedede, I opt for short hop gyro toss
@@Luu343 Ahhh that makes so much sense! Thank you so much!
Do you full of short hop after the major ?
If you mean "after the Nair", it depends on the percent of the opponent and which nair hitbox you land.
If you hit the opponent at low percent then you'll only need to shorthop. High percent, full hop.
If they are at mid percent and you hit them with a CLOSE nair hitbox you might need to full hop. Whereas if you hit with the tip or far hitbox you may still need to short hop!