Editing Robin (SSBU)

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|ftiltname=Front Hack ({{ja|フロントハック|Furonto Hakku}})
|ftiltname=Front Hack ({{ja|フロントハック|Furonto Hakku}})
|ftiltdmg=7.5%
|ftiltdmg=7.5%
|ftiltdesc=An outward turning, downward slash. A weak, though decent spacing option. As it shifts Robin's hurtbox quite a bit before striking, it has deceptive range; additionally, the hitbox is almost as big as {{SSBU|Cloud}}'s forward tilt. However, the lack of reward makes its utlity quite rare, with neutral attack being a much safer and more effective grounded punish, especially since its finishers have KO potential.
|ftiltdesc=An outward turning, downward slash. A weak, though decent spacing option. As it shifts Robin's hurtbox quite a bit before striking, it gives a big boost in range, making it almost as big as Cloud's Forward Tilt. However, the lack of reward makes this move limited in uses, Jab being a much better grounded punish with KO potential.
|utiltname=Upper Swing ({{ja|アッパースイング|Appā Suingu}})
|utiltname=Upper Swing ({{ja|アッパースイング|Appā Suingu}})
|utiltdmg=6%
|utiltdmg=6%
Line 117: Line 117:
|dashname=Short Stab ({{ja|ショートスタッブ|Shōto Stabbu}})
|dashname=Short Stab ({{ja|ショートスタッブ|Shōto Stabbu}})
|dashdmg=10% (clean), 6% (late)
|dashdmg=10% (clean), 6% (late)
|dashdesc=Slides forward, thrusting the Bronze Sword at a low angle. Low range but causes Robin to dash forward slightly, making it one of his few decent burst options. It is also decently powerful, and can KO near the ledge at high percents.
|dashdesc=Slides forward, thrusting the Bronze Sword at a low angle. Low range but causes Robin to dash forward slightly, making it a decent burst option. It is also decently powerful, and can KO near the ledge at high percents.
|fsmashname=Neck Striker ({{ja|ネックストライカー|Nekku Sutoraikā}})
|fsmashname=Neck Striker ({{ja|ネックストライカー|Nekku Sutoraikā}})
|fsmashdmg=Bronze: {{ChargedSmashDmgSSBU|9.6}} <br/>Levin: {{ChargedSmashDmgSSBU|16}} (clean), {{ChargedSmashDmgSSBU|10}} (late)
|fsmashdmg=Bronze: {{ChargedSmashDmgSSBU|9.6}} <br/>Levin: {{ChargedSmashDmgSSBU|16}} (clean), {{ChargedSmashDmgSSBU|10}} (late)
Line 129: Line 129:
|nairname=Double Chop ({{ja|ダブルチョップ|Daburu Choppu}})
|nairname=Double Chop ({{ja|ダブルチョップ|Daburu Choppu}})
|nairdmg=Bronze: {{ShortHopDmgSSBU|6.9}} <br/>Levin: {{ShortHopDmgSSBU|11.5}}
|nairdmg=Bronze: {{ShortHopDmgSSBU|6.9}} <br/>Levin: {{ShortHopDmgSSBU|11.5}}
|nairdesc=An inward slash forwards, followed by an outward slash backward. If the special move and attack button are pressed (provided the A+B control setting is turned on), Robin will switch to the Levin Sword. The Levin Sword version of this move deals increased damage and covers both sides with increased range, but it cannot autocancel in a short hop. Unlike in ''SSB4'', using neutral air will not put away the Levin Sword. The Levin Sword version is generally useful in most situations thanks to its range and damage, and has uses in both early-percent combos and offstage KOs.
|nairdesc=An inward slash forwards, followed by an outward slash backward. If the special move and attack button are pressed (provided the A+B control setting is turned on), Robin will switch to the Levin Sword. The Levin Sword version of this move deals increased damage and covers both sides with increased range, but it cannot autocancel in a short hop. Unlike in ''SSB4'', using neutral air will not put away the Levin Sword.
|fairname=Air Upper Swing ({{ja|エアアッパースイング|Ea Appā Suingu}})
|fairname=Air Upper Swing ({{ja|エアアッパースイング|Ea Appā Suingu}})
|fairdmg=Bronze: {{ShortHopDmgSSBU|7.5}} <br/>Levin:{{ShortHopDmgSSBU|12.5}} (clean), {{ShortHopDmgSSBU|5}} (late)
|fairdmg=Bronze: {{ShortHopDmgSSBU|7.5}} <br/>Levin:{{ShortHopDmgSSBU|12.5}} (clean), {{ShortHopDmgSSBU|5}} (late)
|fairdesc=An upward swipe. Because of its arc, it is good for ground-to-air transitioning as it can easily reach grounded opponents. Outside of edgeguards, it has very poor KO potential with the Bronze Sword, but its knockback makes it easy to combo with, usually into itself, or other aerials. The Levin version also has combo potential, being able to combo into other aerials at low percents such as neutral aerial and another forward aerial when SHFF'd, while at high percents it is excellent for KOing due to its strong knockback and diagonal angle.
|fairdesc=An upward swipe. Because of its arc, it can catch grounded opponents while in the air. Outside of edgeguards, it has very poor KO potential with the Bronze Sword, but its knockback makes it easy to combo with, usually into itself, or other aerials. The Levin version also has combo potential, being able to combo into other aerials at low percents such as neutral aerial and another forward aerial when SHFF'd, while at high percents it is excellent for KOing due to its strong knockback and diagonal angle.
|bairname=Backhand Slash  ({{ja|バックハンドスラッシュ|Bakkuhando Surasshu}})
|bairname=Backhand Slash  ({{ja|バックハンドスラッシュ|Bakkuhando Surasshu}})
|bairdmg=Bronze: {{ShortHopDmgSSBU|9}} <br/>Levin: {{ShortHopDmgSSBU|15}} (clean), {{ShortHopDmgSSBU|5}} (late)
|bairdmg=Bronze: {{ShortHopDmgSSBU|9}} <br/>Levin: {{ShortHopDmgSSBU|15}} (clean), {{ShortHopDmgSSBU|5}} (late)
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|fthrowname=Force Kinesis ({{ja|フォースキネシス|Fōsu Kineshisu}})
|fthrowname=Force Kinesis ({{ja|フォースキネシス|Fōsu Kineshisu}})
|fthrowdmg=8%
|fthrowdmg=8%
|fthrowdesc=Magically shoves the opponent forward. Has moderate base knockback but very low knockback scaling, and it is unable to KO at any realistic percent. This makes it more suited for sending opponents offstage.
|fthrowdesc=Magically shoves the opponent forward. Has moderate base knockback but low knockback scaling, making it more suited for sending opponents offstage.
|bthrowname=Reverse Kinesis ({{ja|リバースキネシス|Ribāsu Kineshisu}})
|bthrowname=Reverse Kinesis ({{ja|リバースキネシス|Ribāsu Kineshisu}})
|bthrowdmg=11%
|bthrowdmg=11%
Line 155: Line 155:
|uthrowname=Launch Kinesis ({{ja|ローンチキネシス|Rōnchi Kineshisu}})
|uthrowname=Launch Kinesis ({{ja|ローンチキネシス|Rōnchi Kineshisu}})
|uthrowdmg=9%
|uthrowdmg=9%
|uthrowdesc=Magically heaves the opponent upwards. Niche compared to Robin's other throws due to its ending lag and high base knockback; it can set up situational aerial juggles, but otherwise has little use.
|uthrowdesc=Magically heaves the opponent upwards.
|dthrowname=Pressure Kinesis ({{ja|プレッシャーキネシス|Puressha Kineshisu}})
|dthrowname=Pressure Kinesis ({{ja|プレッシャーキネシス|Puressha Kineshisu}})
|dthrowdmg=6%
|dthrowdmg=6%
Line 184: Line 184:
|usname=Elwind
|usname=Elwind
|usdmg=5% (first blade), 7% (second blade)
|usdmg=5% (first blade), 7% (second blade)
|usdesc=Robin casts [[fireemblemwiki:Wind (magic)|wind magic]] downward twice from the [[fireemblemwiki:Elwind|Elwind tome]], which propels Robin a great distance upwards before making him [[helpless]]. Elwind's projectiles can also be angled, allowing for a great horizontal recovery as well as vertical. If used when the Elwind tome has 2 durability units remaining, Robin will only cast one wind blade, providing significantly less momentum. If used while fully depleted, Robin will not generate any wind blades nor go helpless, but will gain a short upward boost, slightly improving the chance of survival. Although difficult to use as an attack, the first wind blade has a [[meteor smash]] effect on the first few frames, and both blades generate a small [[push]] effect on impact with the ground.
|usdesc=Robin casts [[fireemblemwiki:Wind (magic)|wind magic]] downward twice from the [[fireemblemwiki:Elwind|Elwind tome]], which propels Robin a great distance upwards. Elwind's projectiles can also be angled, allowing for a great horizontal recovery as well as vertical. If used when the Elwind tome has 2 durability units remaining, Robin will only cast one wind blade, providing significantly less momentum. If used while fully depleted, Robin will not generate any wind blades but will gain a short upward boost, slightly improving the chance of survival. Although difficult to use as an attack, the first wind blade has a [[meteor smash]] effect on the first few frames, and both blades generate a small [[push]] effect on impact with the ground.
|dsname=Nosferatu
|dsname=Nosferatu
|dsdmg=2% (loop)
|dsdmg=2% (loop)

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