Matchups (Beowulf-♥♥♥♥♥)

Beowulf:The Beo MU is all about staying airborne. Beo’s mobility is on the slow side and he doesn’t have many safe approach options without using an assist so zoning him out isn’t that difficult. He also doesn’t have many ways to swat you out of the sky, so don’t be afraid to jump a lot. The biggest issues in this MU are Gigantic Arm and chairless sweep. Arm Super is a fast high damaging super that will blow through your zoning and potentially give Beo a combo afterwards. This makes using beam in neutral very risky and forces you to play a bit more cautiously. You can deal with arm by zoning from a height that it can’t reach you from. At certain ranges, Robo can use the brief invincibility frames on her magnet super to avoid getting, however it is pretty risky. I would only use that if you’re 100% sure that it will work. Chairless sweep is annoying since it can go through any of robo’s ground zoning attempts and force her to stay grounded because of pre-block. Just try to stay in the air and poke at beo from the skies and this MU should be fine.Big BandThe Band MU is a pretty weird matchup and is incredibly frustrating for both sides to play. Robo’s zoning and mobility makes it very easy to dominate Band in neutral and Robo’s cr.MK allows her to call out some of band’s attempts to armour through your zoning. Robo can make Band’s life very difficult throughout the entire match, but if he makes one good read the MU completely flipsBand’s parry can allow him to close the distance very quickly and put himself in a range where he can use Brass Knuckle to blow through your zoning with ease. Robo’s damage is also so low that Band really doesn’t have to worry about being punished for making a wrong read. Once Band touches Robo, she will typically die very quickly due to her horrible defensive options. The way I always describe the match-up is that Robo is taking an easy 10 question test, but if she gets one wrong she fails and that Band is taking a very hard 10 question test, but only needs to get one right to passCerebellaThis MU is kinda like the band MU where you do very well in neutral but lose the second they get close to you. Bella has some tools like reflect and tumbling run which force you to play neutral a bit differently than you normally would but it still shouldn’t be to hard to outplay her. Bella’s movement is kinda slow so use your amazing mobility to run circles around her and avoid all her attempts to get close to you. Just make sure you don’t get too obvious with your zoning. One good reflect or dash-jump from bella can put you range of bella’s fantastic normals which is something you really don’t want to deal with as robo. Just be careful with everything you do and you should do fine in this MUDoubleThe Double MU is a pretty hard one for Robo. Double’s double jump allows her to avoid your zoning with ease. You also have to worry about car super shutting down your zoning and leaving you in a bad spot. When you have 3 bars, you can cancel whatever you’re doing into det mode super and which let’s you block Double’s car on reaction or you can stand still and watch it go straight through you, taking no chip or damage what so ever in the process. This can make the MU a lot easier. Double’s gunshot special can also be somewhat annoying to deal with since she can snipe some of your zoning attempts due to it’s fast start-up. However, if you do read that double will use L gunshot, you can preemptively dash forward and sweep and get a full combo punish on Double. Double’s damage is a bit on the low side so you might have more chances to escape her setups, but her great mix-ups and resets make that very difficult. The best thing to do in this MU is to try and stay in the air and snipe double with a beam anytime she tries something, while staying out of the range of H Luger whenever possible.Eliza:The Eliza MU is about keeping your distance and sniping everything she does. The biggest threat in this MU is Eliza’s cr.HK. Eliza’s cr.HK has unlimited projectile armour which lets her slide through some of your zoning without taking much damage, but if your reads are there you can preemptively dash and sweep the boat with c.MK and get a full counter hit punish since Robo’s c.MK is slightly disjointed at the toes. What makes this so frustrating to deal with is that she can cancel cr.hk into specials like Upper Khat (an invincible reversal that leads to full combos) and Dive of Hours (a “projectile” that comes from the sky that leads to full combos). Both of these specials can be very infuriating to deal with if the Eliza player makes the right read but they can still be avoided. If Eliza get’s close to you, her oppressiveness and high damage will make quick work of you, but don’t be afraid to use s.HP, RAM, c.LP, or even L Danger to escape since Eliza’s normals are a bit on the slow side Robo also has a very easy time dealing with Eliza’s second form called Sekhmet. When Eliza becomes Sekhmet, she’ll turn into a skeleton monster that has permanent hyper armour (attacks can only be interrupted by throws, hit grabs, or snapbacks) and deals massive damage while her meter drains at a fast rate. Robo can easily deal with sekhmet by doing s.hp to absorb whatever attack Sekhmet tries and can immediately cancel s.hp into a snapback for a full combo conversion.The best way to play this MU imo is to stick to the sky and stay far away from Eliza so you don’t have to worry about being hit by sweep and have time to react to anything she tries to do. Something worth noting: Eliza can’t crouch standing M Beam, this makes it a very difficult match up for Eliza since she isn’t able to freely move on the ground.Filia:The Filia MU is kinda like the Bella and Band MU where Robo absolutely destroys them in neutral, but one good hit and it’s GG for Robo. Robo has great ways of dealing with filia’s approach options and can easily shut down instant air dashes without much effort. Also, if Filia ever commits to an option, you can easily avoid her by dashing or doing superjump j.HK away from her. Just make sure to not get too predictable, Filia’s fast movement means that if she makes the right read she can go from fullscreen to your face in an instant. Filia has probably the best offense in the entire game which means getting hit is REALLY bad for a character with defense as bad as Robo’s. The way I would play this MU is to play more reactionary instead of predictionary. Try to make filia pick an option and then punish her accordingly instead of trying to auto-pilot zone against her.♥♥♥♥♥The ♥♥♥♥♥ MU is a very weird one since you can easily avoid each other's zoning, but neither of you want to try and rushdown. Robo’s mobility allows her to avoid most of ♥♥♥♥♥’s projectiles, but ♥♥♥♥♥ can also use her double jump and projectiles to alter her air momentum, which makes her somewhat difficult to hit with beams. ♥♥♥♥♥ can also use her fireball super to punish you for using beam at the wrong time. However if she does it at the wrong time you can easily avoid it by superjumping or using L danger to lower your hitbox. The neutral in this MU is kinda awkward because of this but I suggest staying at superjump height and using L beam since it covers the most ground. If you can force ♥♥♥♥♥ to come to you, her lackluster mobility will start to show and the MU becomes much easier. ♥♥♥♥♥ has a very powerful reset game so once she gets close to you, Robo will die very quickly. The way I would play the MU is to be evasive as you can and focus more on avoiding ♥♥♥♥♥ and only beaming when necessary.