Oh, I forgot to respond to this.
I'm reluctant to discuss matchups for an unfinished character.
I don't get why not. As long as no one says "This is how Robo fortune will be forever more" in any definitive statement while both her and the game still have some change left in them, then nobody should jump to unreasonable conclusions. All that would be left is just talking about how to deal with character tools, which maybe could get discussions going? Maybe if more and more people thought a certain thing was tough to deal with, maybe that would prompt a balance change? (See Sekhmet becoming a 3 frame punish)
I only bring up some specific tools of hers that I don't think will change heavily. It would've been wrong to talk about the Air-Dash-Robo because it was known to us that her Air dash might not stay. I don't think that's the same case for Robo's projectile game, which in fact looks to be the opposite case where her zoning might even get stronger. In any case, if you don't feel like talking about robo....then don't post about it?
I dunno. I haven't played against much Robo at all. Why do you say this?
I guess I should've been more clear, but I posted this before she had air lasers, which was a long while ago. The primary reason then was basically that, besides normal suspect things that make the MU hard (comboable sweep to get through armor, access to good instant overheads that she normally can't do to others, small and hard to hit), her lasers seemed particularly hard to deal with. And it's not a case of "Well just parry it", from what I've tried. Granted, I'll be the first to admit I'm not the best at applying parry to get through zoning, but even I can air parry to keep momentum if the zoning pattern characters like Parasoul or Fukua are blatantly obvious. The difference is that Robo's ground M and H lasers have very different startup times for the same amount of space control, with a gap just close enough that trying to react to the parry timing of 1 means eating the other laser if the robo can just switch it up. And since BB can't easily jump over any laser, he has very limited choice in how to deal with it. When I tried playing against a Robo who could switch up zoning a little, as Big Band I felt that all I could do was literally just through out random rush punches and pray that she didn't jHK away or use H laser before me.
Since then, Air lasers are a thing and they suck to deal with even more, since it's far easier to vary up the timing of the air beams and unfortunately BB is a huge target against them. He can be sniped by Air L laser from most parts of the screen I feel, and sadly its really hard to react to. Add on to the fact that BB can't chase down robo that well (slow speed, rush punch requires charge, A train isn't high enough to catch most runaway jHKs, BB doesn't have great vertical coverage period against runaway jHK since Beat Extend isn't high enough, random rush punches have trouble landing when Robo is so tiny), Robo zoning felt a lot more like dealing with old Fukua more than the current fukua does.
I don't think Parasoul or Fukua are that bad. I'd actually consider counter picking Parasoul with point Big Band if Peacock wasn't working out.
I know we talked about parasoul, so I guess I can't convince you, but I disagree. While I do think MUs will evolve, especially BB MUs, I do think Parasoul is likely to stay bad for BB. Though I do think if all of us would nail down parrying jLP jHP consistently for punishes, it would certainly make the MU way harder for her. At that point, she won't have her go to low-risk-high-reward option, and be forced to other options, all of which BB can counterplay very well.
I do actually kind of agree about Fukua. The MU plays about the same as before, but at a slightly slower pace which gives BB just a tiny bit more of a chance to get in, which can make a world of difference. If there was any MU I think that could grow to eventually be BB favor as BB players get better, I think Fukua might be a good contender for that. One big area to get better at, past getting through zoning, is trying to AA effectively against jLP/jHK, which to be honest while I know I A train that a lot I've never really tried Beat Extend against those.