Been maining RR on Anchor. Went ~36-4 on Day One, so, whatever I’m doing is working.
I think RR’s biggest strength is dat Log Trap assist. Thing is so godlike, if you’re using it in conjunction with airborne characters. Trying to poke RR out of it, and control an airborne threat, is just about impossible; and trying tends to lose to Log Trap, and loses so hard you still get combo’d even if you traded with their point, because of the 2-hour hit confirm window.
That said, I also think his traps are shit. They don’t activate unless people stand right ontop of them, and the only one with any kind of reasonable hit confirm window is Net Trap, and that takes an hour to place. From what I can see, his biggest strengths on point are his cH, his Plasma(236H->M) against people that can’t teleport, his Trap Super(Huge activation area, persistent threat, big hit confirm window), and his stupid-fast point blank overhead game.
His biggest problem, I think, is going from “a safe distance” to “close enough to jM / Hover Instant Overhead jL”. He has no real way to close distance safely, by himself. Rocket Skate is vulnerable, his air plasma leaves him vulnerable until he lands, and burrow is mad punishable. I’ve been running him Anchor, but with a good lockdown assist, it may be possible to do something like cH+Assist -> 236H->M, 6Skate9Skate6Skate, and go into assist mixup pressure.
I would put him in Assist-Tier. At least, until people finish running their lab experiments on him.
Also, H Burrow -> Tool around underground -> Punish anything dumb they do with xx 623Atk+Atk, is getting some luls. But the novelty of it will wear out quick once people realize RR can cancel out of his H Burrow. It may have some long-lasting benefits, though. I can see H Burrow -> Trap Super as being an effective sort of “Viewtiful Joe Dodge” to repetitive, predictable offenses.