Editing Robin (SSBU)

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==Attributes==
==Attributes==
Robin is a tall, middleweight character who has very low ground mobility. Robin’s dashing speed is the second slowest in the game, and his walking speed is very slow. While his dashing speed is below average, Robin still has an average initial dash distance, which allows him to rely on [[Fox-trotting]] as a quicker ground movement option. Aside from these attributes, Robin's other traits are typical of a middleweight: his air speed, traction, falling speed, and gravity are all average. However, Robin's air acceleration is above average. As a result of these attributes, Robin has difficulty chasing foes and fleeing from them at the same time, though his oddly decent aerial mobility compensates this to a degree.
Robin is a tall, middleweight character who has very low ground mobility. Robin’s dashing speed is the second slowest in the game, and his walking speed is very slow. While his dashing speed is below average, Robin still has an average initial dash distance, which allows him to rely on [[Fox-trotting]] as a quicker ground movement option. Outside of these attributes, Robin's other traits are typical of a middleweight; his air speed, traction, falling speed, and gravity are all average. However, Robin's air acceleration is above average. As a result of these attributes, Robin has difficulty chasing foes and fleeing from them at the same time, though his oddly decent aerial mobility compensates this to a degree.


Robin's tomes provide myriad spacing, pressure, and additional damaging capabilities. Both the {{iw|fireemblemwiki|Thunder|tome}} and [[fireemblemwiki:Fire (tome)|Fire tome]]s can disrupt opponents, rack up damage, and open up windows to chain attacks together. {{B|Thunder|Robin}} and the slightly stronger Elthunder peppers at mid-range or shorter, while Arcthunder travels for longer and has trapping capabilities for pressure, combos, and set-ups, and Thoron pierces through opponents and deals considerable knockback. [[Arcfire]] produces a trapping, multiple-hitting pillar of flame that is instrumental for approaching or disrupting [[approach]]es, pressuring, and chaining together attacks. In addition to the Fire tome, Robin's neutral attack involves the [[fireemblemwiki:Wind (tome)|Wind tome]]: the former tome generates a singular explosion of fire magic that deals strong diagonal knockback. In contrast, the latter tome generates a neutral infinite consisting of wind magic that deals serious damage and concludes with a blast of wind magic that deals strong vertical knockback. [[Elwind]] provides respectable vertical recovery, and its first hit can be used to punish aerial and post-recovery opponents by spiking them at point-blank range with the first hit. Lastly, [[Nosferatu]] is a self-healing move that heals Robin, especially if cast from behind and while having a higher damage percentage than his opponent. At the same time, it cannot be shielded because it functions like a grab. However, it is tricky to use, as the opponent must be at almost point-blank range to land it, although Arcthunder's trapping ability can help Robin land it easier, and it grants full-body [[Intangibility|intangibility]].
Robin's tomes provide a myriad of spacing, pressuring, and additional damaging capabilities. Both the {{iw|fireemblemwiki|Thunder|tome}} and [[fireemblemwiki:Fire (tome)|Fire tome]]s can disrupt opponents, rack up damage, and open up windows to chain attacks together. {{B|Thunder|Robin}} and the slightly stronger Elthunder peppers at mid-range or shorter, while Arcthunder travels for longer and has trapping capabilities for pressure, combos and set-ups, and Thoron pierces through opponents and deals considerable knockback. [[Arcfire]] produces a trapping, multiple hitting pillar of flame that is instrumental for approaching or disrupting [[approach]]es, pressuring, and chaining together attacks. In addition to the Fire tome, Robin's neutral attack involves the [[fireemblemwiki:Wind (tome)|Wind tome]]: the former tome generates a singular explosion of fire magic that deals strong diagonal knockback, while the latter tome generates a neutral infinite consisting of wind magic that deals high damage and concludes with a blast of wind magic that deals strong vertical knockback. [[Elwind]] provides respectable vertical recovery and its first hit can be used to punish aerial and post-recovery opponents by spiking them at point-blank with the first hit. Lastly, [[Nosferatu]] is a self-healing move which heals Robin, especially if cast from behind and while having a higher damage percentage than his opponent, while it also cannot be shielded due to functioning like a grab. However, it is tricky to use, as the opponent must be at almost point-blank range to land it, although Arcthunder's trapping ability can help Robin land it easier, and it grants full-body [[Intangibility|intangibility]].


Aside from using tomes, Robin's Levin Sword is a potent weapon in its own right. It is a powerful, fairly long-ranged, and electrically charged sword that functions as a terrific offensive tool due to its excellent pressure capabilities, impressive combo potential, and high KO power. Robin whips this out for his smash and directional aerial attacks when a smash input is inputted, and for neutral aerial when the Levin Sword is already in use. It can be swung eight times before it breaks. Robin's down smash with the Levin Sword has good ledge trapping potential, as it can hit hanging opponents, and the electric shockwaves cover both sides of Robin. Despite being vastly inferior to the Levin Sword in terms of KO potential, the Bronze Sword has combo potential due to its weaker knockback. His neutral aerial covers both front and back sides successively, which can be useful for spacing in the air, and is his most effective [[Out of shield|out of shield]] option. His down tilt can keep grounded opponents away from him.
Aside from using tomes, Robin's Levin Sword is a potent weapon in its own right. It is a powerful, fairly long-ranged, and electrically-charged sword that functions as a terrific offensive tool due to its excellent pressure capabilities, its impressive combo potential and its high KO power. Robin whips this out for his smash and directional aerial attacks when a smash input is inputted, and for neutral aerial when the Levin Sword is already in use. It can be swung eight times before it breaks. Robin's down smash with the Levin Sword has good ledge trapping potential, as it can hit hanging opponents and the electric shockwaves cover both sides of Robin. Despite being vastly inferior to the Levin Sword in regards to KO potential, the Bronze Sword has combo potential due to its weaker knockback. His neutral aerial covers both front and back sides successively, which can be useful for spacing in the air, and is his most effective [[Out of shield|out of shield]] option. His down tilt can keep away grounded opponents in front of him.


Once Robin's tomes are depleted and the Levin Sword is broken, they can act as throwable items that deal immense damage, shieldstun and knockback. Properly managing Robin's discarded weapons is crucial for optimal play, as the opportunities they can potentially grant are significant. Outside of his magic and sword attacks, Robin has two useful throws: back throw is a viable KOing option near the edge that can combo into Thoron to get early K.Os, while down throw is a reliable combo starter.
Once Robin's tomes are depleted and the Levin Sword is broken, they can act as throwable items that deal immense damage, shieldstun and knockback. Properly managing Robin's discarded weapons is crucial for optimal play, as the opportunities they can potentially grant are significant. Outside of his magic and sword attacks, Robin has two useful throws: back throw is a viable KOing option near the edge that can combo into Thoron to get early K.Os, while down throw is a reliable combo starter.


However, as previously stated, Robin has several weaknesses, such as being the second-slowest runner in the game. Furthermore, Robin lacks defensive options and has trouble brushing off opponents, especially those who are directly beneath, making Robin susceptible to rush-downs and juggles. Robin’s tilts generally have a short range, making it difficult for Robin to fight at mid-range outside of the use of tomes. Many moves, specifically smash attacks and special attacks, have significant ending lag, which leaves Robin wide open for punishment following his execution. His forward smash, though extremely strong, has a very limited range, sometimes misses fighters when they crouch, and is also extremely laggy. Down smash is a strong move with great range; however, the range is limited, as the farthest part is also one of the weakest. Up smash is a strong move with considerably less endlag compared to his other smash attacks. It has a mediocre range, and an even worse range while using the Bronze Sword, whereas Robin is unable even to hit fighters standing next to him.
However, as previously stated, Robin suffers from numerous weaknesses, such as being the second slowest runner in the game. Furthermore, Robin lacks defensive options and has trouble brushing off opponents, especially those who are directly beneath, making Robin susceptible to rush-downs and juggles. Robin’s tilts generally have short range, making it difficult for Robin to fight at mid-range outside of the use of tomes. Many moves, specifically smash attacks and special attacks, have significant ending lag, which leaves Robin wide open for punishment proceeding his execution. His forward smash, though extremely strong, has a very limited range, sometimes completely missing fighters when said fighters crouch, and is also extremely laggy. Down smash is a strong move with a great range, however the range has limited success as the farthest part of the range is also one of the weakest parts. Up smash is a strong move with considerably less endlag compared to his other smash attacks, however it has mediocre range, and even worse range while using the Bronze Sword, whereas Robin is unable to even hit fighters standing next to him.


Lastly, Robin's durability mechanic can severely weaken Robin once he starts to lose the tomes or the Levin Sword. Losing the Levin Sword gives him pathetic K.O. power despite the Bronze Sword's respectable combo game. Losing [[Thunder (Robin)|Thunder]] removes one of his only zoning options, as well as losing combo potential. Losing Arcfire costs Robin damage output and even more combo potential. Losing Nosferatu reduces Robin's survivability, especially given his average weight. Losing Elwind is the worst case for Robin, as his [[double jump]] is merely average, leaving Robin effectively helpless while recovering should he be launched too far offstage without Elwind available.  
Lastly, Robin's durability mechanic can severely weaken Robin once he starts to lose the tomes or the Levin Sword. Losing the Levin Sword gives him pathetic K.O. power despite the Bronze Sword's respectable combo game. Losing [[Thunder (Robin)|Thunder]] removes one of his only zoning options, as well as losing combo potential. Losing Arcfire costs Robin damage output and even more combo potential. Losing Nosferatu makes Robin's survivability weaker, especially with his average weight. Losing Elwind is the worst case for Robin, as his [[double jump]] is merely average, leaving Robin effectively helpless while recovering should he be launched too far offstage without Elwind available.  


Overall, Robin is a tactically based character with varied spacing, damage-accumulating, and KO options that must be used wisely and opportunistically. At the same time, the lack of mobile and defensive options leaves Robin vulnerable to pressure and combos. With this, Robin players must keep track of their weapons' durability, respond intelligently to opponents, and take precise offensive action to succeed in battle.
Overall, Robin is a tactically-based character with varied spacing, damage-accumulating and KO options that must be used wisely and opportunely. At the same time, the lack of mobile and defensive options leave Robin vulnerable to pressure and combos. With this, Robin players must keep track of his weapons' durability, intelligently respond to their opponents, and take precise offensive action for success in battle.


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==

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