Arcfire: Difference between revisions
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==Overview== | ==Overview== | ||
<!--NOTE: Please use masculine pronouns for Robin when not specified. SmashWiki uses the default gender's pronouns when addressing the gender-selectable character due to their greater prominence in the official advertising materials.--> | <!--NOTE: Please use masculine pronouns for Robin when not specified. SmashWiki uses the default gender's pronouns when addressing the gender-selectable character due to their greater prominence in the official advertising materials.--> | ||
Upon use, Robin yells "Arcfire" and produces a ball of [[flame|fire]] above his head, which then travels diagonally downward. If the flame makes contact with a surface or an opponent, it bursts into a pillar of fire; if it does not hit anything shortly after release, it disappears harmlessly. The move traps opponents in a multiple hitting flame which inflicts a total of 10% damage and knocks opponents away on the final hit, similar to [[PK Fire]]. Unlike PK Fire, the flame pillar of Arcfire activates even if it hits a shielding opponent. Arcfire's final hit has KO potential at very high percents, KOing at 200%. This move sets Robin's active tome to Fire. | Upon use, Robin yells "Arcfire" and produces a ball of [[flame|fire]] above his head, which then travels diagonally downward. If the flame makes contact with a surface or an opponent, it bursts into a pillar of fire; if it does not hit anything shortly after release, it disappears harmlessly. The move traps opponents in a multiple hitting flame which inflicts a total of 10%{{GameIcon|SSB4}}/15%{{GameIcon|SSBU}} damage and knocks opponents away on the final hit, similar to [[PK Fire]]. Unlike PK Fire, the flame pillar of Arcfire activates even if it hits a shielding opponent. Arcfire's final hit has KO potential at very high percents, KOing at 200%. This move sets Robin's active tome to Fire. | ||
Arcfire has limited uses at point blank range, as the fireball may go over the opponent's head. It is better used at medium ranges as an option to stop approaches. It is especially useful when used to stop short hopping opponents, as they will likely jump straight into the fireball while Robin is launching it. It can also be used as protection when charging up {{b|Thunder|Robin}} or before recovering offstage to prevent opponents from camping beside the ledge. The projectile is a great combo starter, as opponents trapped in Arcfire on the ground can be grabbed if they decide to shield and the player is fast enough, while the final hit places opponents at the right height for an aerial attack. If one is quick and accurate enough, the move can combo into [[Thunder (Robin)|Thoron]] for a powerful finisher as well, as opponents will be trapped in hitstun after Arcfire's final hit and will usually be unable to dodge the beam of lightning. With precise positioning and timing, Arcfire can even combo into itself, quickly racking up damage that can lead to a quick KO. | Arcfire has limited uses at point blank range, as the fireball may go over the opponent's head. It is better used at medium ranges as an option to stop approaches. It is especially useful when used to stop short hopping opponents, as they will likely jump straight into the fireball while Robin is launching it. It can also be used as protection when charging up {{b|Thunder|Robin}} or before recovering offstage to prevent opponents from camping beside the ledge. The projectile is a great combo starter, as opponents trapped in Arcfire on the ground can be grabbed if they decide to shield and the player is fast enough, while the final hit places opponents at the right height for an aerial attack. If one is quick and accurate enough, the move can combo into [[Thunder (Robin)|Thoron]] for a powerful finisher as well, as opponents will be trapped in hitstun after Arcfire's final hit and will usually be unable to dodge the beam of lightning. With precise positioning and timing, Arcfire can even combo into itself, quickly racking up damage that can lead to a quick KO. |
Revision as of 16:28, September 5, 2023
Arcfire | |
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Robin using Arcfire in Ultimate. | |
User | Robin |
Universe | Fire Emblem |
Article on Fire Emblem Wiki | Arcfire |
Arcfire (ギガファイアー, Gigafire) is Robin's side special move.
Overview
Upon use, Robin yells "Arcfire" and produces a ball of fire above his head, which then travels diagonally downward. If the flame makes contact with a surface or an opponent, it bursts into a pillar of fire; if it does not hit anything shortly after release, it disappears harmlessly. The move traps opponents in a multiple hitting flame which inflicts a total of 10%/15% damage and knocks opponents away on the final hit, similar to PK Fire. Unlike PK Fire, the flame pillar of Arcfire activates even if it hits a shielding opponent. Arcfire's final hit has KO potential at very high percents, KOing at 200%. This move sets Robin's active tome to Fire.
Arcfire has limited uses at point blank range, as the fireball may go over the opponent's head. It is better used at medium ranges as an option to stop approaches. It is especially useful when used to stop short hopping opponents, as they will likely jump straight into the fireball while Robin is launching it. It can also be used as protection when charging up Thunder or before recovering offstage to prevent opponents from camping beside the ledge. The projectile is a great combo starter, as opponents trapped in Arcfire on the ground can be grabbed if they decide to shield and the player is fast enough, while the final hit places opponents at the right height for an aerial attack. If one is quick and accurate enough, the move can combo into Thoron for a powerful finisher as well, as opponents will be trapped in hitstun after Arcfire's final hit and will usually be unable to dodge the beam of lightning. With precise positioning and timing, Arcfire can even combo into itself, quickly racking up damage that can lead to a quick KO.
After a maximum of 6 uses, the durability of the Arcfire tome runs out and the tome will be discarded. After a cooldown of 12 seconds, the Arcfire tome will be restored. Attempting to use Arcfire during the cooldown period will result in Robin going through the motions of the casting animation, but failing to produce an attack.
Each use of Robin's explosive jab finisher also decrements the durability of the Arcfire tome. If the tome's uses run out, Robin will be unable to use his jab finisher and can only use his Elwind jab infinite; if the Elwind tome runs out as well, Robin will only be able to use his first two hits of his jab.
Instructional quotes
case foldout | Summon a ball of fire that bursts into a pillar when it hits. | |
Move List | Casts a spell to throw a ball of fire. When it hits, it triggers a pillar of flame. |
Customization
Special Move customization was added in Super Smash Bros. 4. These are the variations:
1. Arcfire | 2. Arcfire+ | 3. Fire Wall |
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"Cast a spell to throw a ball of fire. When it hits, it triggers a pillar of flames." | "Cast a spell that causes a large explosion when it lands. Slower to cast than Arcfire." | "Cast a giant flame pillar in front of you that can be used to guard against attacks." |
- Arcfire: Default.
- Arcfire+: The spell takes slightly longer to cast, and the fireball travels at a straighter trajectory, giving it much more horizontal distance. Upon contact with a surface or enemy, the fireball explodes, dealing 8% damage on an indirect hit or 10% on a direct hit with moderate knockback, which can KO at 156% near the edge. Can be used as a more conventional projectile, although it loses most of its camping abilities. Doesn't hit smaller opponents up-close.
- Fire Wall: Startup is decreased, and the fireball lands directly in front of Robin's feet if used on the ground. The fireball flies at a strong downwards trajectory if used in the air (though it does not do damage in mid-air) and lasts for a much longer duration, allowing it to hit the ground even if Robin uses both his double jumps. Bursts into a large wall of fire upon contact with a surface or enemy, which deals 7% and low knockback. Allows Robin to control the stage slightly easier and has priority to some attacks.
Arcfire+ in Super Smash Bros. for Nintendo 3DS
Fire Wall in Super Smash Bros. for Nintendo 3DS
Origin
Arcfire was introduced in Fire Emblem: Radiant Dawn. It is one of the three "Arc-" (or "Giga-" in the Japanese versions) tomes which constitute the third stage of anima magic, along with Arcthunder and Arcwind, and it is superior to the lesser Fire and Elfire tomes. In Radiant Dawn, the Arcfire spell surrounds the enemy with a pillar of flame, similar to its Smash appearance.
The pose that Robin makes when casting Arcfire in Smash is taken from the three Game Boy Advance Fire Emblem games - Fire Emblem: The Binding Blade, Fire Emblem: The Blazing Blade, and Fire Emblem: The Sacred Stones. In these games, members of the Mage class cross their arms in front of themselves when they attack with anima spells. Fire Emblem Heroes later depicted male Robin striking a similar pose when attacking in his basic, tome-wielding "High Deliverer" incarnation. Additionally, the two regular fire spells in the Game Boy Advance games - Fire and Elfire - show a small fireball forming over the caster before it flies to explode on the foe, and the starting arc of Arcfire in Smash is similar to this.
Gallery
Arcfire being used in Super Smash Bros. for Nintendo 3DS.
Arcfire in Super Smash Bros. for Wii U.
Arcfire in Super Smash Bros. for Wii U.
Arcfire in Super Smash Bros. for Wii U.
Arcfire as shown by the Move List in Ultimate.
Names in other languages
Trivia
- In the Final Smash Pair Up, Robin uses Bolganone, a fire spell one rank higher than Arcfire. Despite this, Robin can be seen wielding the Arcfire tome during the Final Smash, rather than a tome with a unique cover for Bolganone.
- In Fire Emblem Awakening, Arcfire functions as a flamethrower-like attack rather than a ranged projectile, akin to Flamethrower and Fire Breath. Only lower-ranked fire spells act as traditional projectiles like the Arcfire seen in Smash.