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|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 10 seconds passes before the tome is replaced and Thunder can be used again.


If [[Kirby]] copies this move and exhausts the Thunder tome that he acquires from inhaling Robin, the copy ability is discarded (with Kirby immediately losing Robin's "hair" hat alongside the effects used when discarding a copy ability through taunting) when the last projectile it produced disappears.
If {{SSB4|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 its replacement will have Robin perform the animation for the cast, but only a small puff of smoke will come out with no effect whatsoever.
Trying to use the move while the tome is broken before its replacement will have Robin perform the animation for the cast, but only a small puff of smoke will come out with no effect whatsoever.
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|-
|-
!Thunder
!Thunder
| A small white jolt of electricity that travels quickly in a straight line. The fastest stage of the move, though with mediocre range, knockback, and damage, unable to KO even at 999%. Travels a little under half of [[Final Destination]], good for interrupting approaches at a safe distance. It can also be a combo starter at close range due to its low ending lag and knockback.
| 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.
|4.5%{{GameIcon|SSB4}}/5.5%{{GameIcon|SSBU}}
|4.5%{{GameIcon|SSB4}}/5.5%{{GameIcon|SSBU}}
| 1
| 1
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|-
|-
!Elthunder
!Elthunder
|A yellow ball of electricity that travels in a straight line with less speed than Thunder. A fairly standard projectile that travels around three quarters of Final Destination with decent KO potential near ledges and offstage (KOing at around 130% at the edge of Final Destination), and due to its quick charge time and range, it is a decent [[spam]]mable projectile. Charged after half a second. <br/>Japanese: {{ja|エルサンダー|Erusandā}}, ''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 [[spam]]mable projectile. Charged after half a second. <br/>Japanese: {{ja|エルサンダー|Erusandā}}, ''Elthunder''
|10.5%{{GameIcon|SSB4}}/11%{{GameIcon|SSBU}}
|10.5%{{GameIcon|SSB4}}/11%{{GameIcon|SSBU}}
| 3
| 3
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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 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 is unable to KO until 185%. 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). Can combo into [[Nosferatu]] 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)
| 5
| 5
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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, large beam of electricity that rapidly travels across the stage, passing through opponents. 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 . It 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. <br/>Japanese: {{ja|トロン|Toron}}, ''Thoron''
|2.6%
|2.6%
| 8
| 8
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*Thunder's charge speed is completely unaffected by the [[Timer]]'s slowdown effect. This allows for Robin to fully charge the move in situations where it would typically take too long, such as while offstage.  
*Thunder's charge speed is completely unaffected by the [[Timer]]'s slowdown effect. This allows for Robin to fully charge the move in situations where it would typically take too long, such as while offstage.  
*With a speed of 7 [[unit]]s/[[frame]] and a max duration of 92 frames, Thoron is able to travel up to 644 units, roughly the distance from the right wall of [[The Great Cave Offensive]] to the left camera border or 4 units more than the distance between the left and right [[blast line]]s of [[Temple]].
*With a speed of 7 [[unit]]s/[[frame]] and a max duration of 92 frames, Thoron is able to travel up to 644 units, roughly the distance from the right wall of [[The Great Cave Offensive]] to the left camera border or 4 units more than the distance between the left and right [[blast line]]s of [[Temple]].
*In ''Ultimate'', after Robin uses Thoron, he will become immune to tripping from attacks that don't use the [[slip]] effect (such as {{SSBU|Wario}}'s uncharged [[Wario Waft]] or [[Banana Peel]]s), even if the attack has a 100% trip chance (e.g. {{mvsub|Pichu|SSBU|forward tilt|poss=y}}). The only way to re-enable tripping is to [[respawn]].<ref>[https://twitter.com/1Archmage/status/1580993179767406594 @1Archmage showcasing untrippable Robin]</ref>
*The cover of the tome in Robin's hand changes as he charges the move from one stage to the next; as in ''Fire Emblem'', the advanced stages of the Thunder attack are produced by different tomes.
*The cover of the tome in Robin's hand changes as he charges the move from one stage to the next; as in ''Fire Emblem'', the advanced stages of the Thunder attack are produced by different tomes.
*Despite employing different named moves, Robin's neutral special is simply named after its first stage in the [[Move List]]. This is unlike other moves with similar behaviors such as [[Sephiroth]]'s [[Flare / Megaflare / Gigaflare]] or [[Hero]]'s [[Frizz / Frizzle / Kafrizz]].
*Despite employing different named moves, Robin's Neutral Special is simply named after its first stage in the [[Move List]]. This is unlike other moves with similar behaviors such as [[Sephiroth]]'s "Flare / Megaflare / Gigaflare" or [[Hero]]'s "Frizz / Frizzle / Kafrizz".
*In ''Ultimate'':
**If Kirby attempts to use the tome after depleting it, he will gesture to use it and create a puff of smoke like Robin, but Kirby's tome will cycle through each tome (Thunder, Arcfire, Elwind, Nosferatu) every frame.<ref>[https://twitter.com/bee_not_hachi/status/1620460954508201984 @bee_not_hachi demonstrating Kirby's empty Thunder and tome cycling]</ref>
**After Robin uses Thoron, he will become immune to tripping from attacks that don't use the [[slip]] effect (such as {{SSBU|Wario}}'s uncharged [[Wario Waft]] or [[Banana Peel]]s), even if the attack has a 100% trip chance (e.g. {{mvsub|Pichu|SSBU|forward tilt|poss=y}}). The only way to re-enable tripping is to [[respawn]].<ref>[https://twitter.com/1Archmage/status/1580993179767406594 @1Archmage showcasing untrippable Robin]</ref> This is also true for Kirby.
**Thoron is one of the few non-[[Final Smash]] moves that cannot cause [[Finish Zoom]] in non-stamina matches.


==References==
==References==

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