Editing Robin (SSBU)

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Robin's special moves have been heavily revamped. With the exception of the uncharged version, all versions of {{b|Thunder|Robin}} hit much harder and now function as effective KO moves, especially Thoron; the move can now also be [[charge-cancel]]ed by jumping. [[Arcfire]] is much harder to escape from and travels much farther, making it even more effective for combo initiating. [[Elwind]] can have its trajectory significantly altered and grants more distance, recharges faster, and pushes opponents if the wind blades hit the ground. Finally, [[Nosferatu]] has slightly more range, heals and deals damage at a faster rate; while it has fewer uses, this also allows it to generate a used tome much faster.
Robin's special moves have been heavily revamped. With the exception of the uncharged version, all versions of {{b|Thunder|Robin}} hit much harder and now function as effective KO moves, especially Thoron; the move can now also be [[charge-cancel]]ed by jumping. [[Arcfire]] is much harder to escape from and travels much farther, making it even more effective for combo initiating. [[Elwind]] can have its trajectory significantly altered and grants more distance, recharges faster, and pushes opponents if the wind blades hit the ground. Finally, [[Nosferatu]] has slightly more range, heals and deals damage at a faster rate; while it has fewer uses, this also allows it to generate a used tome much faster.


However, Robin's nerfs are also notable. The biggest change is to the Levin Sword, which Robin no longer starts with at the start of the match, forcing several seconds of downtime before the Levin Sword is usable. Robin's most effective tools have also been nerfed: Arcthunder's significantly lower looping duration now prevents followups unless initiated at a distance, Elwind has fewer uses, and down throw has increased knockback, reducing the percent range in which combos (such as the "Checkmate", a down throw to up aerial) can be performed. Arcfire's fire pillar now possesses a hitbox that can cancel other moves; while this allows it to cancel other projectiles and gives it use at counterzoning, the fact it can be canceled by any other hitbox makes it less reliable for ledge-trapping under some circumstances.
However, Robin's nerfs are also notable. The biggest change is to the Levin Sword, which Robin no longer starts with at the start of the match, forcing several seconds of downtime before the Levin Sword is usable. Robin's most effective tools have also been nerfed: Arcthunder's significantly lower looping duration now prevents followups unless initiated at a distance, Elwind has fewer uses, and down throw has increased knockback, reducing the percent range in which combos (such as the "Checkmate", a down throw to up aerial) can be performed. Arcfire's fire pillar now possesses a hitbox that can cancel other moves; while this allows it to cancel other projectiles and gives it use at counterzoning, the fact it can be canceled by any other hitbox makes it less reliable for ledge-trapping under sime circumstances.


Universal changes to gameplay mechanics are a mixed bag for Robin, but have hurt him overall. The universal reduction to [[landing lag]] now creates safer landing options (especially with the Levin Sword's high shieldstun), and the streamlined jumpsquats allows Robin to take advantage of his extremely powerful aerials faster. The changes to [[air dodge]]s now makes it easier for Robin to pressure the opponent through his powerful projectiles and sword attacks, and the introduction of directional air dodges gives Robin an emergency recovery option if he lacks Elwind. However, Robin is significantly harmed by the universal increases to mobility; despite sporting faster mobility like the rest of the cast, Robin's own mobility hasn't seen an improvement notable enough to allow him to catch up to other characters, still being one of the slowest characters in terms of grounded mobility unless he resorts to fox-trotting. As a result of this, and other veterans' faster movement, it is now easier to overwhelm Robin, while his tools don't allow him with some form of dealing with pressure.
Universal changes to gameplay mechanics are a mixed bag for Robin, but have hurt him overall. The universal reduction to [[landing lag]] now creates safer landing options (especially with the Levin Sword's high shieldstun), and the streamlined jumpsquats allows Robin to take advantage of his extremely powerful aerials faster. The changes to [[air dodge]]s now makes it easier for Robin to pressure the opponent through his powerful projectiles and sword attacks, and the introduction of directional air dodges gives Robin an emergency recovery option if he lacks Elwind. However, Robin is significantly harmed by the universal increases to mobility; despite sporting faster mobility like the rest of the cast, Robin's own mobility hasn't seen an improvement notable enough to allow him to catch up to other characters, still being one of the slowest characters in terms of grounded mobility unless he resorts to fox-trotting. As a result of this, and other veterans' faster movement, it is now easier to overwhelm Robin, while his tools don't allow him with some form of dealing with pressure.
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|dairdesc=A downward slash. It also hits slightly in front of Robin. The sweet spot 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 in both of its versions, with the lingering hit of the Bronze version sending lower than the Levin version, which gives both versions a niche use for edgeguarding. Has high landing lag (16 frames).
|dairdesc=A downward slash. It also hits slightly in front of Robin. The sweet spot 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 in both of its versions, with the lingering hit of the Bronze version sending lower than the Levin version, which gives both versions a niche use for edgeguarding. Has high landing lag (16 frames).
|grabname=Grab ({{ja|つかみ|Tsukami}}) 
|grabname=Grab ({{ja|つかみ|Tsukami}}) 
|grabdesc=Wraps the opponent in a whirling stream of magic. The grab's range is visualized by a halo. This halo also appears when Robin successfully grabs an opponent. Compared to other grabs, Robin's grab is on the slow side, coming out at frame 7; coupled with its average range (same as Palutena), this makes it rather undependable and punishable. However, Robin has a great Pivot Grab and one of the best Roll Cancel Grab in the game, allowing them to cover a large distance when mastered.
|grabdesc=Wraps the opponent in a whirling stream of magic. The grab's range is visualized by a halo. This halo also appears when Robin successfully grabs an opponent. Compared to other grabs, Robin's grab is on the slow side; coupled with its low range, this makes it rather undependable and punishable.
|pummelname=Grab Force Attack ({{ja|つかみフォースアタック|Tsukami Fōsu Atakku}})  
|pummelname=Grab Force Attack ({{ja|つかみフォースアタック|Tsukami Fōsu Atakku}})  
|pummeldmg=1.5%
|pummeldmg=1.5%

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