Template:SSB4 to SSBU changelist/Robin

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Aesthetics

  • Change As with all veterans returning from SSB4, Robin's model features a more subdued color scheme. Both genders have hair that is more stylized, and eyes that appear sharper.
  • Change The player can now see how many uses Robin's Levin Sword and each Tome has, located above their icon on the damage meter, akin to Inkling's ink gauge and Hero's MP Gauge.
  • Change Several of Robin's alternate costumes have different hair colors that no longer match the color of Robin's coat. For example, male Robin's green costume now has light brown hair and female Robin's red costume has blonde hair. These typically reference other Fire Emblem characters rather than just Robin's own customization options.
  • Change Robin shares a new victory theme with Lucina and Chrom that is based off "Id (Purpose)" from Fire Emblem Awakening.
  • Change Robin's victory poses have been altered:
    • Change The hand-waving victory pose now causes flames to swirl from both hands.
    • Change The sword-swinging victory pose no longer generates a sword trail.
  • Change The victory pose with Chrom no longer has Chrom blinking.
  • Change Palutena's Guidance conversation for Robin has been changed, presumably due to Chrom has been upgraded to a playable character.

Attributes

  • Buff Like all characters, Robin's jumpsquat animation takes three frames to complete (down from 7).
  • Buff Robin runs faster (1.15 → 1.265) going from the slowest in SSB4 to the second-slowest in Ultimate.
    • Buff Robin's initial dash is much faster (1.5 → 1.815).
  • Buff Robin's air speed is slightly faster (1 → 1.05).
  • Buff Robin's traction is higher (0.055 → 0.105).
  • Nerf Robin no longer starts the match with the Levin Sword, and instead has to wait for it to appear. This only occurs on Robin's first stock, as subsequent stocks start with it.
  • Change The particle effect of Robin regaining tomes and the Levin Sword are more opaque, making it much easier to tell when the weapon in question has recharged.
  • Nerf Discarded tomes deal significantly less damage (18% → 12.3%) and knockback when thrown.

Ground attacks

  • Neutral attack:
    • Buff First two hits of neutral attack have altered animations and can lock.
    • Buff Neutral attack's fire finisher has a reduced cost, allowing for more uses before recharging (6 → 12).
    • Buff Neutral attack's fire finisher has less startup lag (frame 10 → 6).
    • Buff Neutral infinite has less startup lag (frame 9 → 4) and a faster rehit rate (frames between hits: 3 → 1).
    • Buff Neutral infinite keeps opponents on the ground while hitting them. This allows it to connect much more reliably.
    • Nerf Neutral attack deals less damage (3%/3%/5% → 2%/1.5%/5% (hits 1-3), 1% → 0.7% (infinite)).
    • Change Neutral infinite has altered particles.
    • Change The infinite has gained a shieldstun multiplier of 3×. This allows it to lock opponents into their shields between each hit, and thus pressure them more effectively, but also allows them to cancel shieldstun and punish Robin more easily if they shield 10 hits or more.
  • Forward tilt:
    • Buff Forward tilt has more base knockback (50 → 62).
    • Nerf Forward tilt's hitbox has been moved closer to Robin (Z-offset: 15u → 14u), slightly reducing its horizontal range.
  • Up tilt:
    • Buff Up tilt has less ending lag (FAF 36 → 33).
    • Buff Up tilt starts from ground level, allowing it to hit enemies in front.
    • Buff Up tilt has a longer duration.
  • Dash attack:
    • Buff Dash attack has significantly less ending lag (FAF 50 → 42).
  • Buff Smash attacks while the Levin Sword is depleted grant a slightly larger recharge boost.
  • Forward smash:
    • Buff The clean hit of Levin Sword's forward smash deals more knockback (50 base/87 scaling → 53/90).
  • Up smash:
    • Buff Up smash has an altered animation when holding the Levin Sword. Robin's sword levitates out of the right hand and does a twirl before raising upward. This increases its range, and the move is now capable of hitting opponents on the ground and from behind. It also can combo more reliably from down throw at 0%. [1]
    • Buff The clean hit of Levin Sword's up smash deals more knockback (45 base/84 scaling → 55/86).
  • Down smash:
    • Buff The clean sparks (Levin Sword only) travel outwards, increasing their range.

Aerial attacks

  • Buff All aerials have less landing lag (neutral: 18 → 11, forward: 18 → 11, back: 19 → 11, up: 18 → 11, down: 26 → 16).
  • Neutral aerial:
  • Buff Neutral aerial has less startup (frame 9 → 7 (hit 1), 22 → 20 (hit 2)), with its total duration reduced as well (FAF 50 → 48).
    • Buff Robin can now use the Levin Sword for neutral aerial. Like other aerial attacks, this gives it more range, an electric effect and it deals more damage (7% → 11.5%).
      • Nerf Neutral aerial with the Levin Sword uses durability as a result of the change, and Robin can no longer switch to the Bronze Sword while in midair if the Levin Sword is equipped.
      • Nerf Neutral aerial with the Levin Sword cannot auto-cancel in a short hop.
    • Nerf Neutral aerial deals marginally less damage with the Bronze Sword (7% → 6.9%).
    • Change The player can hold both the special move and attack buttons at the same time to switch to the Levin Sword while using neutral aerial. While not mentioned in-game, this only works if the player has the A+B Smash Attack control option enabled.

Throws and other attacks

  • Grab:
    • Change A halo-like indicator appears during Robin's grab, visualizing its range. This halo also appears when successfully grabbing an opponent.
    • Change The speed of Robin's throws are longer no weight-dependent.
    • Nerf Dash grab and pivot grab have more startup lag (frame 8 → 10 (dash), 9 → 11 (pivot)).
    • Buff Dash grab and pivot grab have less ending lag (FAF 49 → 47 (dash), 46 → 42 (pivot)).
    • Buff All grabs have had their hitboxes moved farther from Robin (Z-offset 2: 8.7u → 9.2u (standing), 10.7u → 11u (dash), 14.7u → 15.7u (pivot)), improving their horizontal range overall.
  • Forward throw:
    • Buff Forward throw deals more base knockback (82 → 95), allowing it to better set up for edgeguards.
  • Down throw:
    • Nerf Down throw deals more knockback (30 base/88 scaling → 50/108). While it is capable of KOing below 200%, it has less effective follow-up potential at mid percents and hinders the “checkmate” combo, and still does not KO earlier than back throw, even vertically.

Special moves

  • Thunder:
    • Change Thunder charges appear as a shrinking circle, with each stage shrinking until resizing into the next stage with a different color. This makes it easier to tell what level Thunder is at.
      • Change Thunder charges are denoted by different colors: aqua for Thunder, yellow for Elthunder, and purple for Arcthunder.
      • Change The covers for Thunder's tomes change to denote the charge levels of the move.[1]
    • Buff Thunder charges much faster (Elthunder: frame 38 → 33, Arcthunder: frame 108 → 73, Thoron: frame 168 → 133).
    • Buff Thunder, Elthunder, and Arcthunder have less startup lag (frame 11 → 8).
    • Buff Thunder can be charge-canceled midair by jumping.
    • Buff Thunder deals more damage (4.5% → 5.5%).
    • Change Elthunder has a bright yellow color.
    • Buff Elthunder deals more damage (10.5% → 11%) with knockback not compensated, KOing earlier.
    • Buff Arcthunder deals significantly more damage (10% → 23.6%).
      • Buff The final hit deals more drastically more damage (1% → 8%) with knockback not fully compensated (60 base/280 scaling → 85/85), improving its KO potential.
    • Buff Arcthunder is extended below and above the projectile, allowing it to hit shorter characters more easily (Y offset : 0 → -0.7—0.7).
    • Nerf Arcthunder keeps opponents in place for a much shorter time. As a result, Robin can no longer act fast enough to follow up with the trapping hits, unless the move connects at a distance where Robin can run beside the projectile.
    • Buff Thoron deals much more knockback, making it a powerful KO move at 105% or above.
  • Arcfire:
    • Buff Arcfire's initial fireball has a longer duration (frames 17-50 → 17-77), traveling much farther before expiring.
    • Buff Arcfire deals more damage if all hits connect (10% → 15.1%).
    • Buff Arcfire is much harder to escape.
    • Buff Arcfire's projectile is slightly bigger (1.6u → 1.8u).
    • Nerf Arcfire's pillar no longer activates when hitting another hitbox.
  • Elwind:
    • Change Elwind projectiles are thicker and more opaque.
    • Buff Elwind's projectiles can be angled, letting Robin go twice in the same direction, improving horizontal recovery by making it less linear and less predictable. Additionally, the move has been sped up and can travel further horizontally.
    • Buff Elwind sends Robin much higher.
    • Buff Robin grabs ledges faster when using Elwind backwards (52 frames → 39).
    • Buff Elwind projectiles push opponents away when they hit the ground.
    • Buff Elwind recharges faster (6 seconds → 4).
    • Nerf Elwind has fewer uses before needing to recharge (9 → 5).
    • Buff When using Elwind while depleted, Robin will gain a short upward boost upward, slightly improving the chance of a successful recovery.
      • Buff The short boost does not render him helpless, meaning Robin can follow up with a midair jump or directional air dodge.
    • Nerf A sourspot was added to the first active frame of the first blade, making it harder to spike with.
  • Nosferatu:
    • Change Nosferatu is more opaque and has fewer particles, looking more like a dark whirlpool instead of a cloud of particles.
    • Buff Nosferatu has slightly more range.
    • Buff Nosferatu's hits have been sped up, allowing Robin to heal and deal damage at a faster rate than before.
    • Buff Nosferatu has less ending lag (FAF 56 → 50).
    • Nerf Nosferatu has reduced uses (4 uses → 3).
      • Buff However, this allows Robin to expend its charges and use the book as a throwing item faster.
    • Buff Nosferatu recharges faster (40 seconds → 30).
  • Pair Up:
    • Buff The final hit deals more damage (14% → 18%).
    • Nerf The final hit has significantly lower knockback scaling (162 → 118), dealing slightly less knockback overall despite its increased damage.