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Thunder (Robin)

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Revision as of 20:37, November 11, 2016 by 124.179.154.88 (talk) (Old version is full of inaccurate information and is clunky and poorly written to the point of incoherence. While that edit was longwinded, the length now is reasonable compared to, say, Warlock Punch (360 words vs Warlock Punch's 396).)
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This article is about Robin's neutral special move. For other uses, see Thunder (disambiguation).
Thunder
SSB4 - Robin Screen-1.jpg
Robin charging Thunder.
User Robin
Universe Fire Emblem
Article on Fire Emblem Wiki Thunder (tome)
A magical thunder attack. Gains power when charged.
Smash for 3DS's foldout

Thunder (サンダー, Thunder) is Robin's neutral special move in Super Smash Bros. 4.

Overview

This is an auto-chargeable special move that fires a long ranged electric projectile. Like most moves of its nature, the move will automatically charge once the B button is tapped, and pressing the button will fire it during the said period. Also during said charging period, the move's charge can be stored by shielding or rolling (the latter is done by tapping left or right). In midair, shielding to cancel it will result in an air dodge instead, and any stored charge is lost if Robin is hit while charging or KO'd.

It also changes his/her tome to Thunder if it is not already in use. This attack has a certain number of uses before the tome that is the source of the spell breaks and is automatically tossed away. The discarded tome acts as a projectile and will damage any opponent from behind. After it breaks, a small cooldown time of around 10 seconds passes before the book is replaced and thus can be used again.

If Kirby copies this move and exhausts the Thunder tome that he acquires from inhaling Robin, the copy ability is instantly discarded (with Kirby immediately losing Robin's "hair" hat without any visual indication), and any projectile it produced will prematurely disappear.

Trying to use the move while the tome is broken before replacement will have Robin perform the animation for the cast, but only a small puff of smoke will come out with no effect whatsoever.

If the button is held when casting Thoron, it will deal more damage and travel further than if the button were tapped.

Stages

Thunder has 4 different stages, each with different projectile properties, damage and knockback that is determined by the charge of the attack. Depending on what stage the attack is, the durability points used varies. A total of 20 durability points can be used before the tome breaks. When Elthunder is charged, the tome will flash yellow. When Arcthunder is charged, the tome will glow red. When Thoron is charged, Robin will put the tome away and launch the attack when B is pressed again.

All stages of the move (excluding Thoron) can miss smaller characters while they are crouching or dodging as they travel a distance above the floor.

Stage Description Damage Durability
Thunder A small white jolt of electricity that travels quickly in a straight line. The fastest stage of the move, though with poor range, knockback and damage, unable to KO even at 999%. Travels a third of Final Destination, good for interrupting approaches at a safe distance. It can also jab reset larger opponents due to its speed and negligible damage. 3% 1
Elthunder A yellow ball of electricity that travels in a straight line with less speed than Thunder. Travels more than half of Final Destination and still has little to no KO potential (KOing at 190% at the middle of the stage), though it is a more standard projectile compared to the other stages of Thunder. Due to its quick charge time and range, it is a decent spammable projectile. Charged after half a second.
Japanese: エルサンダー, Elthunder
9% 3
Arcthunder A bright red slow moving ball of electricity that gradually picks up speed. Travels the same distance as Elthunder. On contact, it traps opponents in an electric 'X' shape while inflicting damage, and has moderate knockback, though unable to KO until 185%. Good for pressuring shields and gives Robin enough time to either followup with an attack or grab the opponent while they are stuck in the move (only if both fighters are on the ground). Can combo into Nosferatu if timed right. Charged after about two seconds.
Japanese: ギガサンダー, Gigathunder
10% 5
Thoron An extremely long, large beam of electricity that rapidly travels across the stage, passing through opponents. Holding down the B button increases damage and knockback. Has considerable knockback, KOing at 160% (150% if the button is held down), and is a deceptively powerful offstage finisher due to the projectile's speed and length, giving it incredible accuracy. If used in the air, the player risks a self-destruct as the move has a lengthy ending animation. Regarding it, the firing animation is distinct from the other charge levels as Robin twirl tosses up his sword during a turn and fires the Thoron via a back-handed manner, then catches his sword as it falls back down. One of Robin's reliable ranged finishers apart from a thrown Levin Sword or Tome. Charged after three and a half seconds.
Japanese: トロン, Thoron
10~19% 8

Customization

Special Move customization was added in Super Smash Bros. 4. These are the variations:

1. Thunder 2. Thunder+ 3. Speed Thunder
RobinNeutral1-SSB4.png
RobinNeutral2-SSB4.png
RobinNeutral3-SSB4.png
"Lightning magic that can be charged to cast Elthunder, Arcthunder, and Thoron." "Cast stronger lightning magic. Can't be used as many times in a row as Thunder." "Charges and travels faster than Thunder, but isn't quite strong."
  1. Thunder: Default.
  2. Thunder+: The move has a longer charge time to reach Thoron, taking five seconds. The tome's durability is reduced to 10 points, and each stage is stronger and larger than the standard variation. The magic itself also wastes different durability points. Visually, Robin erupts small shockwaves (as opposed to a dusty wind effect from behind with the default version) while charging.
Stage Changes Damage Durability
Thunder The electric jolt is bigger, and travels slightly slower. It travels farther before disappearing. 5% 1
Elthunder The electricity will travel at a steady pace, with increased knockback. 11% 2.5
Arcthunder The electric ball will move slightly faster, and pick up speed as it travels. Has improved knockback. 13% 4.5
Thoron The beam is much faster and wider. It is longer and will damage the opponent multiple times when passing through them. Has high knockback. 31% 10
3. Speed Thunder: Takes two seconds to reach Thoron. Each spell deals different amounts of damage than the original variant, travels faster,is smaller in size and deals less knockback. The tome's durability, as well as the durability points used, are the same as the standard variation. When the tome is discarded, it takes ten seconds for the tome to respawn.
Stage Changes Damage
Thunder The jolt of electricity is slimmer and travels a bit farther. 2%
Elthunder The electric mass will travel the length of Final Destination. Also slightly smaller. 5%
Arcthunder Travels less than the standard variation. Only slightly faster. 7%
Thoron The beam's trail is shorter, and will only hit the opponent once. 10%

Origin

Thunder magic is one of the most commonly recurring types of offensive magic in the Fire Emblem series, and is one of the five categories of offensive magic, along with fire, wind, light, and dark. Thunder magic is commonly grouped with fire and wind into the collective school of anima magic, or the magic of nature.

In Fire Emblem, weapon use is restricted in what weapons they can use by how proficient they are in that weapon type. In many games, the anima magic categories organize their spells into a series of stages, with each spell being more powerful than the last and requiring more weapon experience to use, and the thunder spells used by Robin in Smash are taken from these stages. While Fire Emblem does not have a charging mechanic for spells like Smash does for Thunder, it could be taken as a reference to weapon experience.

  • Thunder is the most basic thunder tome, and appears in every game in the Fire Emblem series. Its ball-of-lightning appearance in Smash comes from Fire Emblem Awakening.
  • Elthunder was introduced in Fire Emblem: Genealogy of the Holy War and is one of the "El-" tomes, the second stage of anima magic, along with Elwind. Its ball-of-lightning appearance is original to Smash, since it has always been a bolt of lightning in Fire Emblem.
  • Arcthunder was introduced in Fire Emblem: Radiant Dawn. It is one of the "Arc-" tomes, the third stage of anima magic, along with Arcfire. The spell's X shape in Smash resembles how Fire Emblem shows it as many bolts of lightning converging on one target.
  • Thoron, the fourth and final stage of standard thunder spells, was introduced in the original Fire Emblem: Shadow Dragon and the Blade of Light. Most Fire Emblem games portray it as a fast-moving lightning beam, like in Smash.

In Fire Emblem Awakening, Robin's starting inventory in the main game features a Thunder tome, and he also begins the Premonition chapter at the beginning of the game with a Thoron tome. In Fire Emblem Fates, Thoron is a special weapon which can only be used by Robin in his appearance as bonus amiibo content.

Gallery

Trivia

  • Occasionally, if Robin short hops before beginning a Thunder charge, a second charge sound will begin playing and stack over the first charging sound the moment he lands. This is likely a glitch with no functional effect.
  • When Robin discards a completely different broken tome with a fully charged Thunder, his hand will act as though it is still holding something despite there being nothing in it; the lightning spark effects for the charge indication will still appear in this case.
  • The "Thoron" variant of this move seems to have infinite range, as Robin can fire a Thoron beam from the left side of the "Run!" map's final stretch in Smash Run and still hit enemies touching the finish line.