First of all, when I say stalling, I don’t mean just down backing the entire game, I mean generally playing safe and not being aggressive in a way that leads to punishes. For rook, this means using things like clap and air C to destroy Lum’s items and score free knockdowns (which, even if they don’t lead to anything, waste time and allow Rook to build super).
If Lum actually could get free damage in this situation, he might do okay, but he doesn’t.
Obviously, Rook doesn’t stand close enough for coin and cloud to hit.
Mini-Lum is no threat whatsoever, clap and Air C easily destroy it.
If Lum throws cake or cherry, Rook can usually get to it first, especially if he gets a knockdown from Air C. Alternatively, ground C can also be used to get it.
Bomb does nothing useful. It forces Rook to block, but Lum can’t throw another item or get momentum in any way unless super is available.
Mini-Rook is good in this matchup, but it’s so rare that it basically doesn’t exist as an item.
So basically, Firework is the only item that does anything useful, and it’s quite rare. Rook will often build a full super before you throw even one.
Degrey can do mostly the same things, he harasses in a safe way with the ghost, can destroy minilums with his ground punch, and if a firework is ever thrown, he can dodge with his backstep. Notably, neither super is ever safe vs degrey at neutral, he can punish ground super with B->B and air super with his own air super at any range.
[quote=“SirHandsome, post:114, topic:626”]
I think his hardest time is against Grave.[/quote]
There’s no question that his worst matchups are vs projectile characters, because he can never create space to throw items and he has no way to challenge projectiles. Plus, they all have good reversals so he can never Air B vs them even if he does find an opening to land on the spring. He really needs roll to have proper projectile invulnerability so they would sometimes think twice about fireballing at mid-range, rather than just having 1-2 frames of invulnerability in the middle of the move that is probably unintentional.
Incidentally, if Lum’s roll is intended to work the way it does (for the sake of argument, let’s say it’s projectile invulnerable on frames 20-23, though these are totally made up numbers), I feel that strongly goes against the design of Fantasy Strike, which is to have clear and understandable gameplay, as there’s no indication why it would be invulnerable there. For starters, Fantasy Strike should probably display a unique character outline effect when a character is immune to projectiles so we can at least determine where this invulnerability is (maybe orange? We already have blue for armored and white for total invulnerability), and the window probably needs to be extended so it’s not like a 1-frame thing to go through.