Editing Thunder (Robin)

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{{Infobox Special Move
{{Infobox Special Move
|name=Thunder
|name=Thunder
|image={{tabber|title1=Thunder|content1=[[File:Robin Neutral B SSBU.gif|300px]]|title2=Elthunder|content2=[[File:Robin Neutral B 2 SSBU.gif|300px]]|tabber|title3=Arcthunder|content3=[[File:Robin Neutral B 3 SSBU.gif|300px]]|title4=Thoron|content4=[[File:Robin Neutral B 4 SSBU.gif|300px]]}}
|image={{tabber|title1=Thunder|tab1=[[File:Robin Neutral B SSBU.gif|300px]]|title2=Elthunder|tab2=[[File:Robin Neutral B 2 SSBU.gif|300px]]|tabber|title3=Arcthunder|tab3=[[File:Robin Neutral B 3 SSBU.gif|300px]]|title4=Thoron|tab4=[[File:Robin Neutral B 4 SSBU.gif|300px]]}}
|caption=The various stages of Thunder in ''Ultimate''.
|caption=The various stages of Thunder in ''Ultimate''.
|user=[[Robin]]
|user=[[Robin]]
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==Overview==
==Overview==
This is an auto-[[charge]]able special move that fires a long ranged [[electric]] projectile. Like most moves of its nature, the move will automatically charge once the special 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 [[shield]]ing or [[roll]]ing (the latter done by tapping left or right). In midair, charging can be canceled with an air dodge or a double jump. Any stored charge is lost if Robin [[flinch]]es from a hit while charging or is [[KO]]'d.
This is an auto-[[charge]]able special move that fires a long ranged [[electric]] projectile. Like most moves of its nature, the move will automatically charge once the special 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 [[shield]]ing or [[roll]]ing (the latter done by tapping left or right). In midair, charging can be canceled with an air dodge. Any stored charge is lost if Robin [[flinch]]es from a hit while charging or is [[KO]]'d.


Charging or using this move changes Robin's active tome to Thunder. The tome has a limited amount of durability, which is expended when the attack is released, and when depleted, the tome is automatically discarded. The discarded tome acts as a projectile that will damage opponents as it falls, and can be caught and thrown like an [[item]]. After it breaks, a cooldown of 12 seconds passes before the tome is replaced and Thunder can be used again.
Charging or using this move changes Robin's active tome to Thunder. The tome has a limited amount of durability, which is expended when the attack is released, and when depleted, the tome is automatically discarded. The discarded tome acts as a projectile that will damage opponents as it falls, and can be caught and thrown like an [[item]]. After it breaks, a cooldown of 12 seconds passes before the tome is replaced and Thunder can be used again.
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|-
|-
!Arcthunder
!Arcthunder
|A bright purple slow-moving ball of electricity that gradually picks up speed. Travels slightly further than Elthunder. On contact, it traps opponents in an electric 'X' shape while inflicting damage. It has little to no KO potential on its own in ''Smash 4'', but moderate KO potential in ''Ultimate'' due to a substantial increase in damage and knockback (KOing at around 125% near ledges). It is good for pressuring shields, although its function differs between games: the ''Smash 4'' version is tooled for followups as it gives Robin enough time to attack while the victim is trapped in the move, while the ''Ultimate'' versions is better for direct KOing. Charged after about two seconds. <br/>Japanese: {{ja|ギガサンダー|Gigasandā}}, ''Gigathunder''
|A bright purple slow-moving ball of electricity that gradually picks up speed. Travels slightly further than Elthunder. On contact, it traps opponents in an electric 'X' shape while inflicting damage. It has little to no KO potential on its own in ''[[Super Smash Bros. 4]]'', but moderate KO potential in ''[[Super Smash Bros. Ultimate]]'' due to a substantial increase in damage and knockback (KOing at around 125% near ledges). It is good for pressuring shields and gives Robin enough time to either follow up with an attack or grab the opponent while they are stuck in the move (only if both fighters are on the ground), however this is much more difficult in ''Ultimate'' due to the looping hits lasting a shorter time. Can combo into [[Nosferatu]] or [[forward smash]] if timed right. Charged after about two seconds. <br/>Japanese: {{ja|ギガサンダー|Gigasandā}}, ''Gigathunder''
|3%{{GameIcon|SSB4}}/6%{{GameIcon|SSBU}} (hit 1)<br/>1%{{GameIcon|SSB4}}/2.4%{{GameIcon|SSBU}} (looping hits)<br/>1%{{GameIcon|SSB4}}/8%{{GameIcon|SSBU}} (final hit)
|3%{{GameIcon|SSB4}}/6%{{GameIcon|SSBU}} (hit 1)<br/>1%{{GameIcon|SSB4}}/2.4%{{GameIcon|SSBU}} (looping hits)<br/>1%{{GameIcon|SSB4}}/8%{{GameIcon|SSBU}} (final hit)
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|-
|-
!Thoron
!Thoron
|An extremely long beam of electricity that rapidly travels across the stage, dealing considerable knockback and passing through opponents and other projectiles. In ''Smash 4'', holding down the special attack button increases its duration from 84 frames to up to 92, and in turn increases damage; in ''Ultimate'', the duration is always 92 frames. Its is the strongest version of Thunder, KOing effectively in both games: its high launch angle in ''Smash 4'' gives it reliable KO potential anywhere onstage at around 160% (150% if the button is held down), while its lower launch angle and higher base knockback in ''Ultimate'' makes it much more powerful near ledges and as an offstage finisher. The firing animation is distinct from the other charge levels as Robin tosses his sword during a turn and fires the Thoron via a back-handed manner before catching his weapon. This animation makes it very risky to use the air, as the player risks a [[self-destruct]] if they initiate it below ledge level. Thoron's hitbox is connected to Robin, and the entirety of the beam will move with Robin's movements if used in the air. One of Robin's reliable ranged finishers, apart from a thrown Levin Sword or tome. Charged after three and a half seconds. <br/>Japanese: {{ja|トロン|Toron}}, ''Thoron''
|An extremely long beam of electricity that rapidly travels across the stage, dealing considerable knockback and passing through opponents and other projectiles. In ''[[Super Smash Bros. 4]]'', holding down the special attack button increases its duration from 84 frames to up to 92, and in turn increases damage; in ''[[Super Smash Bros. Ultimate]]'', the duration is always 92 frames. Its high launch angle in ''[[Super Smash Bros. 4]]'' gives it reliable KO potential anywhere onstage, KOing at 160% (150% if the button is held down). Its lower launch angle and higher base knockback in ''[[Super Smash Bros. Ultimate]]'' makes it much more powerful near ledges and as an offstage finisher. If used in the air, the player risks a [[self-destruct]], as the move has a lengthy ending animation that makes it dangerous to initiate below ledge level. 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. <br/>Japanese: {{ja|トロン|Toron}}, ''Thoron''
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