Editing Robin (SSB4)

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|neutralcount=3
|neutralcount=3
|neutralinf=y
|neutralinf=y
|neutralname=Right Chop ({{ja|ライトチョップ|Raito Choppu}}) / Combination Chop ({{ja|コンビネーションチョップ|Konbinēshon Choppu}}) / Fire ({{ja|ファイアー|Faiā}}) / Wind ({{ja|ウインド|Uindo}}) / Wind Finish ({{ja|ウインドフィニッシュ|Uindo Finisshu}})
|neutralname= 
|neutral1dmg=3%
|neutral1dmg=3%
|neutral2dmg=3%
|neutral2dmg=3%
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|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 former 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 latter 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 former 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 latter 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=Front Hack ({{ja|フロントハック|Furonto Hakku}})
|ftiltname= 
|ftiltdmg=7.5%
|ftiltdmg=7.5%
|ftiltdesc=An outward turning, downward slash. Its quick speed makes it a decent spacing option, but it has poor reach and low knockback.
|ftiltdesc=An outward turning, downward slash. Its quick speed makes it a decent spacing option, but it has poor reach and low knockback.
|utiltname=Upper Swing ({{ja|アッパースイング|Appā Suingu}})
|utiltname= 
|utiltdmg=6%
|utiltdmg=6%
|utiltdesc=An inward turning, upward slash. Primarily an anti-air option, as it has almost no hitboxes at the side of Robin, and is not particularly powerful due to its low knockback. However, it can launch opponents into the air to initiate aerial combos.
|utiltdesc=An inward turning, upward slash. Primarily an anti-air option, as it has almost no hitboxes at the side of Robin, and is not particularly powerful due to its low knockback. However, it can launch opponents into the air to initiate aerial combos.
|dtiltname=Leg Cutter ({{ja|レッグカッター|Reggu Kattā}})
|dtiltname= 
|dtiltdmg=6%
|dtiltdmg=6%
|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.
|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=Short Stab ({{ja|ショートスタッブ|Shōto Stabbu}})
|dashname= 
|dashdmg=10% (clean), 6% (late)
|dashdmg=10% (clean), 6% (late)
|dashdesc=A low-angle thrust. It boosts Robin forward on start-up and, unlike his other Bronze Sword-based attacks, it deals knockback that is strong enough to KO at high percentages. However, its high ending lag after being used makes it unwieldy.
|dashdesc=A low-angle thrust. It boosts Robin forward on start-up and, unlike his other Bronze Sword-based attacks, it deals knockback that is strong enough to KO at high percentages. However, its high ending lag after being used makes it unwieldy.
|fsmashname=Neck Striker ({{ja|ネックストライカー|Nekku Sutoraikā}})
|fsmashname= 
|fsmashdmg=Bronze: {{ChargedSmashDmgSSB4|9.6}}<br/>Levin: {{ChargedSmashDmgSSB4|16}} (clean), {{ChargedSmashDmgSSB4|5}} (late)
|fsmashdmg=Bronze: {{ChargedSmashDmgSSB4|9.6}}<br/>Levin: {{ChargedSmashDmgSSB4|16}} (clean), {{ChargedSmashDmgSSB4|5}} (late)
|fsmashdesc=An underhanded outward thrust. A viable close-ranged punishment option, but suffers from long ending lag. This is remedied due to the Levin Sword's lingering hitbox, although this makes it unsafe if shielded. KOs around 175% with the Bronze Sword and around 100% with the Levin Sword.
|fsmashdesc=An underhanded outward thrust. A viable close-ranged punishment option, but suffers from long ending lag. This is remedied due to the Levin Sword's lingering hitbox, although this makes it unsafe if shielded. KOs around 175% with the Bronze Sword and around 100% with the Levin Sword.
|usmashname=Rising Thrust ({{ja|ライジングスラスト|Raijing Surasuto}})
|usmashname=&nbsp;
|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 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%.
|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=Earth Knock ({{ja|アースノック|Āsu Nokku}}) / Earth Shocker ({{ja|アースショッカー|Āsu Shokkā}})
|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=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 getting up, thus warding off punishment attempts on either side. 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 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 getting up, thus warding off punishment attempts on either side. 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 suffers from high ending lag. KOs around 150% with the Bronze Sword and around 110% with the Levin Sword.
|nairname=Double Chop ({{ja|ダブルチョップ|Daburu Choppu}})
|nairname=&nbsp;
|nairdmg=7% (hits 1-2)
|nairdmg=7% (hits 1-2)
|nairdesc=An inward forward slash followed by an outward backward slash. The backward slash can hit opponents if Robin fast falls from a short hop behind them. A decent spacing option, though it has low knockback. If Robin uses this move while equipped with the Levin Sword, Robin will equip the Bronze Sword again, making this Robin’s only aerial with this property. Autocancels from a short hop.
|nairdesc=An inward forward slash followed by an outward backward slash. The backward slash can hit opponents if Robin fast falls from a short hop behind them. A decent spacing option, though it has low knockback. If Robin uses this move while equipped with the Levin Sword, Robin will equip the Bronze Sword again, making this Robin’s only aerial with this property. Autocancels from a short hop.
|fairname=Air Upper Swing ({{ja|エアアッパースイング|Ea Appā Suingu}})
|fairname=&nbsp;
|fairdmg=Bronze: 7.5%<br/>Levin: 12.5% (clean), 5% (late)
|fairdmg=Bronze: 7.5%<br/>Levin: 12.5% (clean), 5% (late)
|fairdesc=An upward swipe. Because of its arc, it can catch grounded opponents while in the air. A reliable spacing tool that deals a lot of damage and autocancels from a short hop. It has very poor KO potential with the Bronze Sword, but its knockback makes it easy to combo with, usually into itself, or other aerials. It has a lingering hitbox with the Levin Sword that can deal damage during the move's final frames, with the clean hit from the Levin Sword KOing around 140%.
|fairdesc=An upward swipe. Because of its arc, it can catch grounded opponents while in the air. A reliable spacing tool that deals a lot of damage and autocancels from a short hop. It has very poor KO potential with the Bronze Sword, but its knockback makes it easy to combo with, usually into itself, or other aerials. It has a lingering hitbox with the Levin Sword that can deal damage during the move's final frames, with the clean hit from the Levin Sword KOing around 140%.
|bairname=Backhand Slash  ({{ja|バックハンドスラッシュ|Bakkuhando Surasshu}})
|bairname=&nbsp;
|bairdmg=Bronze: 9%<br/>Levin: 15% (clean), 5% (late)
|bairdmg=Bronze: 9%<br/>Levin: 15% (clean), 5% (late)
|bairdesc=A backward thrust. Fast, but has a somewhat narrow hitbox which can make landing it awkward, though it still autocancels from a short hop. It can hit a few frames after ending while using the Levin Sword, which can surprise opponents. It also KOs as early as 100% with the Levin Sword, making it Robin’s strongest aerial, although up aerial with the Levin Sword can KO earlier while high in the air.
|bairdesc=A backward thrust. Fast, but has a somewhat narrow hitbox which can make landing it awkward, though it still autocancels from a short hop. It can hit a few frames after ending while using the Levin Sword, which can surprise opponents. It also KOs as early as 100% with the Levin Sword, making it Robin’s strongest aerial, although up aerial with the Levin Sword can KO earlier while high in the air.
|uairname=Arc Slash ({{ja|アークスラッシュ|Āku Surasshu}})
|uairname=&nbsp;
|uairdmg=Bronze: 7.8%<br/>Levin: 13% (clean), 5% (late)
|uairdmg=Bronze: 7.8%<br/>Levin: 13% (clean), 5% (late)
|uairdesc=An upward overhead slash. It is a great juggling option with the Bronze Sword due to its low knockback and large arc, while it is Robin's most effective aerial with the Levin Sword due to its massive range and KO potential. It has lingering hitboxes with the Levin Sword. It can autocancel from a short hop. KOs around 155% with the Bronze Sword and around 110% with the Levin Sword.
|uairdesc=An upward overhead slash. It is a great juggling option with the Bronze Sword due to its low knockback and large arc, while it is Robin's most effective aerial with the Levin Sword due to its massive range and KO potential. It has lingering hitboxes with the Levin Sword. It can autocancel from a short hop. KOs around 155% with the Bronze Sword and around 110% with the Levin Sword.
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|dairdmg=Bronze: 7.2% (clean), 6% (late)<br/>Levin: 11% (clean), 12% (mid, aerial opponent), 10% (mid, grounded opponent), 5% (late)
|dairdmg=Bronze: 7.2% (clean), 6% (late)<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. 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 Robin’s 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 Robin’s only aerial that cannot autocancel from a short hop.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=&nbsp;
|grabdesc=Wraps the opponent in a whirling stream of magic. Despite its animation, its range is below average, unlike [[Greninja_(SSB4)|Greninja]]'s visually 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 below average, unlike [[Greninja_(SSB4)|Greninja]]'s visually 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.
|pummelname=Grab Force Attack ({{ja|つかみフォースアタック|Tsukami Fōsu Atakku}})
|pummelname=&nbsp;
|pummeldmg=3%
|pummeldmg=3%
|pummeldesc=A small blast of magic. The second slowest pummel in the game, being surpassed only by {{SSB4|Mii Swordfighter}}'s pummel. Its slow speed can result in opponents potentially breaking out of Robin's grab at low percentages before Robin can throw after a single pummel first. However, it becomes safer to use at higher percentages.
|pummeldesc=A small blast of magic. The second slowest pummel in the game, being surpassed only by {{SSB4|Mii Swordfighter}}'s pummel. Its slow speed can result in opponents potentially breaking out of Robin's grab at low percentages before Robin can throw after a single pummel first. However, it becomes safer to use at higher percentages.
|fthrowname=Force Kinesis ({{ja|フォースキネシス|Fōsu Kineshisu}})
|fthrowname=&nbsp;
|fthrowdmg=8%
|fthrowdmg=8%
|fthrowdesc=Magically shoves the opponent forward. Virtually no utility outside of dealing damage, as its incredibly low knockback makes it unable to KO at reasonable percentages, while its high ending lag makes ineffective as a set-up option.
|fthrowdesc=Magically shoves the opponent forward. Virtually no utility outside of dealing damage, as its incredibly low knockback makes it unable to KO at reasonable percentages, while its high ending lag makes ineffective as a set-up option.
|bthrowname=Reverse Kinesis ({{ja|リバースキネシス|Ribāsu Kineshisu}})
|bthrowname=&nbsp;
|bthrowdmg=11%
|bthrowdmg=11%
|bthrowdesc=Turns around and magically tosses the opponent backward. Robin's strongest throw, with very high base knockback and decently high knockback growth, KOing even some heavyweights at around 170% near the edge without [[rage]]. It can also be used reliably for throwing the opponent out of his reach to charge Thunder.
|bthrowdesc=Turns around and magically tosses the opponent backward. Robin's strongest throw, with very high base knockback and decently high knockback growth, KOing even some heavyweights at around 170% near the edge without [[rage]]. It can also be used reliably for throwing the opponent out of his reach to charge Thunder.
|uthrowname=Launch Kinesis ({{ja|ローンチキネシス|Rōnchi Kineshisu}})
|uthrowname=&nbsp;
|uthrowdmg=9%
|uthrowdmg=9%
|uthrowdesc=Magically heaves the opponent upward. Like forward throw, it is only suitable for dealing damage due to its problematic knockback, which results in it being unable to KO at reasonable percentages and lacking any potential as a set-up option.
|uthrowdesc=Magically heaves the opponent upward. Like forward throw, it is only suitable for dealing damage due to its problematic knockback, which results in it being unable to KO at reasonable percentages and lacking any potential as a set-up option.
|dthrowname=Pressure Kinesis ({{ja|プレッシャーキネシス|Puressha Kineshisu}})
|dthrowname=&nbsp;
|dthrowdmg=6%
|dthrowdmg=6%
|dthrowdesc=Magically slams the opponent onto the ground, launching them vertically. Its extremely low base knockback and low ending lag makes it an excellent combo starter at almost any percentage. Its low hitstun until high percentages, however, prevents true combos into moves other than his neutral attack and up tilt. However, at high percentages, Robin can follow up with an up aerial for a safe KO; when performed correctly within the proper percent window, this combo is inescapable for every character except {{SSB4|Bowser}} and {{SSB4|Charizard}}. This combo is referred to by players as the "Checkmate".
|dthrowdesc=Magically slams the opponent onto the ground, launching them vertically. Its extremely low base knockback and low ending lag makes it an excellent combo starter at almost any percentage. Its low hitstun until high percentages, however, prevents true combos into moves other than his neutral attack and up tilt. However, at high percentages, Robin can follow up with an up aerial for a safe KO; when performed correctly within the proper percent window, this combo is inescapable for every character except {{SSB4|Bowser}} and {{SSB4|Charizard}}. This combo is referred to by players as the "Checkmate".

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