Robin (SSB4): Difference between revisions

→‎Moveset: Neutral air doesn't have that property.
(→‎Moveset: Neutral air doesn't have that property.)
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|neutral3dmg=5% (Arcfire)
|neutral3dmg=5% (Arcfire)
|neutralinfdmg=1% (Elwind loop), 2% (Elwind last)
|neutralinfdmg=1% (Elwind loop), 2% (Elwind last)
|neutraldesc=An upward slash followed by a downward slash. The move can then proceed to a third finishing hit or into a neutral infinite, depending on whether the attack button is held or button mashed. The first is a fiery explosion that deals high knockback and KOs around 170%, although it can be dodged with correct timing; it costs 1 durability point from [[Arcfire]]. The second is a barrage of blade-shaped blasts of wind magic that hits multiple times and ends with a blast that deals high knockback which draws from [[Elwind]]'s durability; it uses up 1 durability point for every 2 seconds for a maximum duration of 18 seconds. If both tomes are depleted, Robin will only be able to use the first two sword slashes. Its fast start-up, deceptively high range and damage/KO potential makes it a go-to option on the ground and the most pivotal part of Robin's neutral game.
|neutraldesc=An upward slash followed by a downward slash. The move can then proceed to a third finishing hit or into a neutral infinite, depending on whether the attack button is held or button mashed. The first is a fiery explosion that deals high knockback and KOs around 170%, although it can be dodged at high percentages with an air dodge or jump; it costs 1 durability point from [[Arcfire]]. The second is a barrage of blade-shaped blasts of wind magic that hits multiple times and ends with a blast that deals high knockback which draws from [[Elwind]]'s durability; it uses up 1 durability point for every 2 seconds for a maximum duration of 18 seconds. If both tomes are depleted, Robin will only be able to use the first two sword slashes. Its fast start-up, deceptively high range and damage/KO potential makes it a go-to option on the ground and the most pivotal part of Robin's neutral game.
|ftiltname= 
|ftiltname= 
|ftiltdmg=7.5%
|ftiltdmg=7.5%
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|dtiltname= 
|dtiltname= 
|dtiltdmg=6%
|dtiltdmg=6%
|dtiltdesc=A crouching, outward slash. Robin's fastest tilt and has very low ending lag, though is lacks range and knockback.
|dtiltdesc=A crouching, outward slash. Though short-ranged and weak, it is Robin's fastest tilt and has very low ending lag, allowing it to be used as an anti-pressure option.
|dashname= 
|dashname= 
|dashdmg=10% (clean), 6% (late)
|dashdmg=10% (clean), 6% (late)
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|usmashname= 
|usmashname= 
|usmashdmg=Bronze: {{ChargedSmashDmgSSB4|9}}<br/>Levin: {{ChargedSmashDmgSSB4|15}} (clean sword), {{ChargedSmashDmgSSB4|10}} (clean body), {{ChargedSmashDmgSSB4|5}} (late)
|usmashdmg=Bronze: {{ChargedSmashDmgSSB4|9}}<br/>Levin: {{ChargedSmashDmgSSB4|15}} (clean sword), {{ChargedSmashDmgSSB4|10}} (clean body), {{ChargedSmashDmgSSB4|5}} (late)
|usmashdesc=An upward thrust. Deals mainly vertical knockback, but suffers from high ending lag. Opponents directly beside Robin can be hit by the move as well. Without the Levin Sword, it has poor knockback and horizontal reach. The Levin Sword KOs around 110%.
|usmashdesc=An upward thrust. Deals mainly vertical knockback with decent power, but has high ending lag and low range (often missing opponents directly beside him). Without the Levin Sword, it has poor knockback and horizontal reach. The Levin Sword KOs around 110%.
|dsmashname=&nbsp;
|dsmashname=&nbsp;
|dsmashdmg=Bronze: {{ChargedSmashDmgSSB4|8}}<br/>Levin: {{ChargedSmashDmgSSB4|15}} (clean), {{ChargedSmashDmgSSB4|12}} (mid), {{ChargedSmashDmgSSB4|8}} (late)
|dsmashdmg=Bronze: {{ChargedSmashDmgSSB4|8}}<br/>Levin: {{ChargedSmashDmgSSB4|15}} (clean), {{ChargedSmashDmgSSB4|12}} (mid), {{ChargedSmashDmgSSB4|8}} (late)
|dsmashdesc=A kneeling downward slash. The Levin Sword generates brief sparks on both sides of Robin, which can hit opponents even after he starts getting up, thus warding off punishment attempts on either side of him. When coupled with the its hitbox's duration, the sparks also make it Robin's most reliable punish move on the ground. Its fair amount of hitlag also makes very effective against shields. However, like his other smash attacks, it has suffers from high ending lag. KOs around 150% with the Bronze Sword and around 110% with the Levin Sword.
|dsmashdesc=Kneels and strikes the floor via a slash with his equipped sword. The Levin Sword generates brief sparks on both sides of Robin, which can hit opponents even after he starts getting up, thus warding off punishment attempts on either side of him. When coupled with the its hitbox's duration and late hit's surprisingly good knockback, the sparks also make it Robin's most reliable punish move on the ground. Its fair amount of hitlag also makes very effective against shields. However, like his other smash attacks, it has suffers from high ending lag. KOs around 150% with the Bronze Sword and around 110% with the Levin Sword.
|nairname=&nbsp;
|nairname=&nbsp;
|nairdmg=7% (hits 1-2)
|nairdmg=7% (hits 1-2)
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|dairname=&nbsp;
|dairname=&nbsp;
|dairdmg=Bronze: 7%<br/>Levin: 11% (clean), 12% (mid, aerial opponent), 10% (mid, grounded opponent), 5% (late)
|dairdmg=Bronze: 7%<br/>Levin: 11% (clean), 12% (mid, aerial opponent), 10% (mid, grounded opponent), 5% (late)
|dairdesc=A downward slash. It also hits slightly in front of Robin. The sweetspot in the middle of the Levin Sword can [[meteor smash]] while it is swung down, while the Bronze Sword cannot meteor smash at all. Like all Robin's aerials, the move has a lingering hitbox if the Levin Sword is used. The long recovery frames and high landing lag makes this move unreliable, and it is his only aerial that cannot autocancel from a short hop.
|dairdesc=A downward slash. It also hits slightly in front of Robin. The sweetspot in the middle of the Levin Sword can [[meteor smash]] while it is swung down, while the Bronze Sword cannot meteor smash at all. The move has a lingering hitbox if the Levin Sword is used. The long recovery frames and high landing lag makes this move unreliable, and it is his only aerial that cannot autocancel from a short hop.
|grabname=&nbsp;
|grabname=&nbsp;
|grabdesc=Wraps the opponent in a whirling stream of magic. Despite its animation, its range is only average, unlike [[Greninja_(SSB4)|Greninja]]'s similar grab, which has an above average reach. Has fast start-up like other characters' standing grabs, but has the longest amount of ending lag of all non-[[tether grab]]s in the game, making it punishable if missed. The pivot grab has surprising reach, but slightly more ending lag than the standing grab. The dash grab has even more ending lag than the pivot grab and even less reach, giving Robin one of the worst dash grabs in the game, to the point that it is potentially on par with [[Ganondorf_(SSB4)|Ganondorf]]'s.
|grabdesc=Wraps the opponent in a whirling stream of magic. Despite its animation, its range is only average, unlike [[Greninja_(SSB4)|Greninja]]'s similar grab, which has an above average reach. Has fast start-up like other characters' standing grabs, but has the longest amount of ending lag of all non-[[tether grab]]s in the game, making it punishable if missed. The pivot grab has surprising reach, but slightly more ending lag than the standing grab. The dash grab has even more ending lag than the pivot grab and even less reach, giving Robin one of the worst dash grabs in the game, to the point that it is potentially on par with [[Ganondorf_(SSB4)|Ganondorf]]'s.
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|nsdefname=Thunder
|nsdefname=Thunder
|nsdefdmg=4.5% (Thunder), 10.5% (Elthunder), 3% (Arcthunder hit 1), 1% (Arcthunder loop), 1% (Arcthunder last), 2.6% (Thoron loop)
|nsdefdmg=4.5% (Thunder), 10.5% (Elthunder), 3% (Arcthunder hit 1), 1% (Arcthunder loop), 1% (Arcthunder last), 2.6% (Thoron loop)
|nsdefdesc=Robin casts [[fireemblemwiki:Thunder (magic)|thunder magic]] from his [[fireemblemwiki:Thunder (tome)|Thunder tome]]. It is a chargeable projectile with distinct properties for each charge level: Thunder (a fast, weak, and short-ranged spark) is produced when the move is uncharged, followed by [[fireemblemwiki:Elthunder|Elthunder]] (a yellow, stronger ball of lightning with more range) which is cast when briefly charged, then [[fireemblemwiki:Arcthunder|Arcthunder]] (a red, gradually accelerating and multiple hitting sphere), and finally [[fireemblemwiki:Thoron|Thoron]] (an infinite-ranged, powerful and electrical energy beam whose range and damage can be extended by holding the special button) when fully charged. Each of them has its uses: Thunder and Elthunder can be used as an anti-pressure option, Arcthunder can be used for briefly trapping opponents for a free follow-up and has some off-stage KO potential, and Thoron has the highest KO potential of all of its versions.
|nsdefdesc=Robin casts [[fireemblemwiki:Thunder (magic)|thunder magic]] from his [[fireemblemwiki:Thunder (tome)|Thunder tome]]. It is a chargeable projectile with distinct properties for each charge level: Thunder (a fast, weak, and short-ranged spark) is produced when the move is uncharged, followed by [[fireemblemwiki:Elthunder|Elthunder]] (a yellow, stronger ball of lightning with more range) which is cast when briefly charged, then [[fireemblemwiki:Arcthunder|Arcthunder]] (a red, gradually accelerating and multiple hitting sphere), and finally [[fireemblemwiki:Thoron|Thoron]] (a long-ranged, powerful and electrical energy beam whose range and damage can be extended by holding the special button) when fully charged. Each of them has its uses: Thunder and Elthunder can be used as an anti-pressure option, Arcthunder can be used for briefly trapping opponents for a free follow-up and has some off-stage KO potential, and Thoron has the highest KO potential of all of its versions.
|nsc1name=Thunder+
|nsc1name=Thunder+
|nsc1dmg=5% (Thunder), 11% (Elthunder), 5% (Arcthunder), 1.2%/3.5% (Thoron)
|nsc1dmg=5% (Thunder), 11% (Elthunder), 5% (Arcthunder), 1.2%/3.5% (Thoron)
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