Will be adding more details later but as a Rob main i felt it would be necessary to make a guide for myself and the community as a whole. Anyone who has any suggestions or info i missed please leave a comment this is a work in progress.
Movelist
Jab:Could lead into a dash attack depending on the opponents reaction (which if u land can lead to fair combos). Could also lead into a F tilt or a gyro for spacing (probably the more safer option) Besides its potential follow ups it a good get out of my face move and it should be used only when the opponent is directly in front of u ( its fast but its his shortest ranged attack)
Dash: Pretty average dash in terms of lag and damage. U could be shield grabbed so use wisely and don't spam noobs :P. Its main use besides catching good roll reads Is its potential for following up with a fair combo as the knockback sends opponents diagonally (spaced for a perfect fair)
D tilt: Its a very quick and lag less moved that can be spammed. Making it good for a shield poke game. It can also cause the opponent to trip (dependent on were you hit him, will update hitboxes later) allowing you to have a free tech chase. It works pretty well for edge guarding as well as it takes little commitment allowing you to safely shield your opponents get up attack. This is his fastest attacks but doesn't have the range of his other attacks so used this for spacing and pressuring up close.
Up tilt: This move is mainly used when a character is above u. Either from being launched above or just being on a platform above u. If u land a U tilt it combos into Up air. On the ground it doesnt have much use besides possible confirm into a grab at the edge of its hitbox
F tilt: This move is pretty well rounded and is probably one of robs best ground attack options IMO. It has deceptively long range from what it initially looks like, comes out fairly fast for being a ranged F tilt and does a good decent amount of damage. It should be used as his safest ranged option (unless close enough for D tilt) for up close battles as well as spacing your opponent out. It could be pivoted as well. And should be used as his main attack do to its low commitment and range that makes it easy to spam and space.
F Smash: This move has the most forward range (duh f smash) out of all of his attacks in exchanged for being a bit laggy as a result. It also not that powerful for such a laggy move (at least uncharged, it the weakest smash attack) but can still kill when you set up it properly. This move should only be used if u get a good read on your opponent (such as punishing a bad tech) or to just hit the opponent who is farther away as its his best spaced forward attack (use to push opponents back). I just recommend being careful with this attack, use it wisely.
D Smash:This move is good for catching bad rolls especially for edgeguarding situations. It has good range covering both sides of rob pretty well. And usually sends the opponent behind rob in terms of knockback. This move should be used primarily as a punish spacing move (safer than f smash) but has kill potential dependent on where you are on the stage and where u hot your opponent.
U smash: This is his strongest attack out of his whole move set. It has a lot of kill potential while also having the benefit of being a very fast move as well. It used mostly when your opponent is above u (either in the air or platform duh) buy could also be mixed in with other moves to bait out the opponent (fake that your going for up air than u smash). It has a bit of a wind box as well to stick enemies towards rob during the start up of the attack (very small though). And due to it being his fastest and strongest kill move it should be used the most for punishes were u believe the opponent is at death percent (it lacks the range of most of his typical punishes so use it when u know u could land it.)
Nair: Now this is one of robs best moves and options imo. It has alot of range and power (not good for early kill potential) and serves primarily as a spacing tool. Its main convential use would be for defensive use (i would such using it as a fade away attack or shuffle meaning u throw out the attack while simultaneously space yourself away to avoid being punished). However i have also found that it can be used as a offensive option as well when given the opportunity (very situational). Such as following up into fairs at low percents. This move is a good move to trade with your opponents attacks due to its good damage and knockback. It's also one his best option to land back in the ground with (although be mindful if being juggled by up airs in the air or other combos rob is quite vulnerable this attack is pretty much his only attack option in that scenario but it is usually better to avoid being juggled until you land for better positioning and options to use. His nair can also be used as as a wall spike situational but you really have to read and know you could pull it off (example it easier to wall spike characters with bad or predictable recoveries). Since this move has the most range you could use to hit multiple opponents in doubles. It also pretty much the best move that could reach and opponent in any situation (and due to his fair and bair being limited for certain ranged options the nair comes in handy for that) especially off the edge although landing a fair may be more rewarding for edge guarding.
Fair: This move is a good combo tool to use in the air (better at low percents). It doesn"t do much damage and knockback and it comes out fairly fast (allowing you to chain 2-3 fair combos when set up properly) It can typically be set up from grabs (f throw especially due to its low knockback) or a dash attack respectively. However fair can also be a viable kill option/edge guard option off stage (it's not a kill move more of a edgeguard tool unless under situations such as the opponents percent is ridiculously high or off the edge etc.) As its Rob's fastest air option throwing this attack out to pressure and space out the opponent can work but u need to be mindful it does have landing lag on the ground. Their are moments were u may want to use an aproach on ground as well with this move. If so when using the fair be sure to fall back with the move if the opponent is shielding (space it out properly) to avoid being punished. You typically should not land this move either unless u needed to space it out far enough to hit the opponent thus making u land (although you would be aware of the risk for that so this should be done when you have a read or think you land it properlyThats it for now too tired XD