Arcfire: Difference between revisions

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==Overview==
==Overview==
<!--NOTE: Please use masculine pronouns for Robin when not specified. SmashWiki uses the default gender's pronouns when addressing the gender-selectable character due to their greater prominence in the official advertising materials.-->
<!--NOTE: Please use masculine pronouns for Robin when not specified. SmashWiki uses the default gender's pronouns when addressing the gender-selectable character due to their greater prominence in the official advertising materials.-->
Upon use, Robin yells "Arcfire" and produces a ball of [[flame|fire]] above his head, which then travels diagonally downward. If the flame makes contact with a surface or an opponent, it bursts into a pillar of fire; if it does not hit anything shortly after release, it disappears harmlessly. The move traps opponents in a multiple hitting flame which inflicts a total of 10% damage and knocks opponents away on the final hit, similar to [[PK Fire]]. Unlike PK Fire, the flame pillar of Arcfire activates even if it hits a shielding opponent. Arcfire's final hit has KO potential at very high percents, KOing at 200%. This move sets Robin's active tome to Fire.
Upon use, Robin yells "Arcfire!" and produces a ball of [[flame|fire]] above his head, which then travels diagonally downward. If the flame makes contact with a surface or an opponent, it bursts into a pillar of fire; if it does not hit anything shortly after release, it disappears harmlessly. Similar to Ness' [[PK Fire]], The move traps opponents in a multiple hitting flame which inflicts a total of 10%{{GameIcon|SSB4}}/15%{{GameIcon|SSBU}} damage. Unlike PK Fire, the flame pillar of Arcfire launches away on its final hit and activates even if it hits a shielding opponent. Arcfire's final hit has KO potential at very high percents, KOing at 200%. This move sets Robin's active tome to Fire.


Arcfire has limited uses at point blank range, as the fireball may go over the opponent's head. It is better used at medium ranges as an option to stop approaches. It is especially useful when used to stop short hopping opponents, as they will likely jump straight into the fireball while Robin is launching it. It can also be used as protection when charging up {{b|Thunder|Robin}} or before recovering offstage to prevent opponents from camping beside the ledge. The projectile is a great combo starter, as opponents trapped in Arcfire on the ground can be grabbed if they decide to shield and the player is fast enough, while the final hit places opponents at the right height for an aerial attack. If one is quick and accurate enough, the move can combo into [[Thunder (Robin)|Thoron]] for a powerful finisher as well, as opponents will be trapped in hitstun after Arcfire's final hit and will usually be unable to dodge the beam of lightning. With precise positioning and timing, Arcfire can even combo into itself, quickly racking up damage that can lead to a quick KO.
Arcfire has limited uses at point blank range, as the fireball may go over the opponent's head. It is better used at medium ranges as an option to stop approaches. It is especially useful when used to stop short hopping opponents, as they will likely jump straight into the fireball while Robin is launching it. It can also be used as protection when charging up {{b|Thunder|Robin}} or before recovering offstage to prevent opponents from camping beside the ledge. The projectile is a great combo starter, as opponents trapped in Arcfire on the ground can be grabbed if they decide to shield and the player is fast enough, while the final hit places opponents at the right height for an aerial attack. If one is quick and accurate enough, the move can combo into [[Thunder (Robin)|Thoron]] for a powerful finisher as well, as opponents will be trapped in hitstun after Arcfire's final hit and will usually be unable to dodge the beam of lightning. With precise positioning and timing, Arcfire can even combo into itself, quickly racking up damage that can lead to a quick KO.
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