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|ssbgame1 = SSB4 | |ssbgame1 = SSB4 | ||
|availability = [[Unlockable character|Unlockable]] | |availability = [[Unlockable character|Unlockable]] | ||
|tier = | |tier = D+ | ||
|ranking = | |ranking = 67 | ||
}} | }} | ||
<!--NOTICE BEFORE EDITING: When using pronouns, use those that match the gender of the default when referring to their Smash incarnation (treating the alternate gendered variant as a character costume like Alph) and gender neutral for home series info. However, completely omitting pronouns is entirely a valid style, as long as the sentence stays coherent.--> | <!--NOTICE BEFORE EDITING: When using pronouns, use those that match the gender of the default when referring to their Smash incarnation (treating the alternate gendered variant as a character costume like Alph) and gender neutral for home series info. However, completely omitting pronouns is entirely a valid style, as long as the sentence stays coherent.--> | ||
'''Robin''' ({{ja|ルフレ|Rufure}}, ''Reflet'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was officially revealed on June 12th, 2018 alongside {{SSBU|Lucina}} and the rest of the returning roster. As in the previous game, both male and female versions of Robin are playable, although the male Robin is showcased in promotional material and used as the default palette swap for the character. Robin is classified as [[Fighter number|Fighter #56]] | '''Robin''' ({{ja|ルフレ|Rufure}}, ''Reflet'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was officially revealed on June 12th, 2018 alongside {{SSBU|Lucina}} and the rest of the returning roster. As in the previous game, both male and female versions of Robin are playable, although the male Robin is showcased in promotional material and used as the default palette swap for the character. Robin is classified as [[Fighter number|Fighter #56]]. | ||
{{iw|wikipedia|David Vincent|voice actor}} and {{s|wikipedia|Lauren Landa}} | The voice actors for male and female Robin reprise their roles in English ({{iw|wikipedia|David Vincent|voice actor}} and {{s|wikipedia|Lauren Landa}}) and in Japanese ({{s|wikipedia|Yoshimasa Hosoya}} and {{s|wikipedia|Miyuki Sawashiro}}), with their portrayals from ''[[Super Smash Bros. 4]]'' being repurposed for their respective editions of ''Ultimate''. | ||
Robin is ranked | Robin is ranked 67th out of 82 on the current [[tier list]], placing him in the D+ tier. This is a noticeable drop from his 37th/38th out of 54 placement in ''SSB4'', where he was tied with {{SSB4|Samus}}. | ||
==How to unlock== | ==How to unlock== | ||
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==Attributes== | ==Attributes== | ||
Robin is a tall, middleweight character who has very low ground mobility. Robin’s dashing speed is the second slowest in the game, and his walking speed is very slow. While his dashing speed is below average, Robin still has an average initial dash distance, which allows | Robin is a tall, middleweight character who has very low ground mobility. Robin’s dashing speed is the second slowest in the game, and his walking speed is very slow. While his dashing speed is below average, Robin still has an average initial dash distance, which allows him to rely on [[Fox-trotting]] as a quicker ground movement option. Outside of these attributes, Robin's other traits are typical of a middleweight; his air speed, traction, falling speed, and gravity are all average. However, Robin's air acceleration is above average. As a result of these attributes, Robin has difficulty chasing foes and fleeing from them at the same time, though his oddly decent aerial mobility compensates this to a degree. | ||
Robin's tomes provide a myriad of spacing, pressuring, and additional damaging capabilities. Both the {{iw|fireemblemwiki|Thunder|tome}} and [[fireemblemwiki:Fire (tome)|Fire tome]]s can disrupt opponents, rack up damage, and open up windows to chain attacks together. {{B|Thunder|Robin}} and the slightly stronger Elthunder peppers at mid-range or shorter, while Arcthunder travels for longer and has trapping capabilities for pressure, combos and set-ups, and Thoron pierces through opponents and deals considerable knockback. [[Arcfire]] produces a trapping, multiple hitting pillar of flame that is instrumental for approaching or disrupting [[approach]]es, pressuring, and chaining together attacks. In addition to the Fire tome, Robin's neutral attack involves the [[fireemblemwiki:Wind (tome)|Wind tome]]: the former tome generates a singular explosion of fire magic that deals strong diagonal knockback, while the latter tome generates a neutral infinite consisting of wind magic that deals high damage and concludes with a blast of wind magic that deals strong vertical knockback. [[Elwind]] provides respectable vertical recovery and its first hit can be used to punish aerial and post-recovery opponents by spiking them at point-blank with the first hit. Lastly, [[Nosferatu]] is a self-healing move which heals Robin, especially if cast from behind and while having a higher damage percentage than his opponent, while it also cannot be shielded due to functioning like a grab. However, it is tricky to use, as the opponent must be at almost point-blank range to land it, although Arcthunder's trapping ability can help Robin land it easier, and it grants full-body [[Intangibility|intangibility]]. | Robin's tomes provide a myriad of spacing, pressuring, and additional damaging capabilities. Both the {{iw|fireemblemwiki|Thunder|tome}} and [[fireemblemwiki:Fire (tome)|Fire tome]]s can disrupt opponents, rack up damage, and open up windows to chain attacks together. {{B|Thunder|Robin}} and the slightly stronger Elthunder peppers at mid-range or shorter, while Arcthunder travels for longer and has trapping capabilities for pressure, combos and set-ups, and Thoron pierces through opponents and deals considerable knockback. [[Arcfire]] produces a trapping, multiple hitting pillar of flame that is instrumental for approaching or disrupting [[approach]]es, pressuring, and chaining together attacks. In addition to the Fire tome, Robin's neutral attack involves the [[fireemblemwiki:Wind (tome)|Wind tome]]: the former tome generates a singular explosion of fire magic that deals strong diagonal knockback, while the latter tome generates a neutral infinite consisting of wind magic that deals high damage and concludes with a blast of wind magic that deals strong vertical knockback. [[Elwind]] provides respectable vertical recovery and its first hit can be used to punish aerial and post-recovery opponents by spiking them at point-blank with the first hit. Lastly, [[Nosferatu]] is a self-healing move which heals Robin, especially if cast from behind and while having a higher damage percentage than his opponent, while it also cannot be shielded due to functioning like a grab. However, it is tricky to use, as the opponent must be at almost point-blank range to land it, although Arcthunder's trapping ability can help Robin land it easier, and it grants full-body [[Intangibility|intangibility]]. | ||
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Aside from using tomes, Robin's Levin Sword is a potent weapon in its own right. It is a powerful, fairly long-ranged, and electrically-charged sword that functions as a terrific offensive tool due to its excellent pressure capabilities, its impressive combo potential and its high KO power. Robin whips this out for his smash and directional aerial attacks when a smash input is inputted, and for neutral aerial when the Levin Sword is already in use. It can be swung eight times before it breaks. Robin's down smash with the Levin Sword has good ledge trapping potential, as it can hit hanging opponents and the electric shockwaves cover both sides of Robin. Despite being vastly inferior to the Levin Sword in regards to KO potential, the Bronze Sword has combo potential due to its weaker knockback. His neutral aerial covers both front and back sides successively, which can be useful for spacing in the air, and is his most effective [[Out of shield|out of shield]] option. His down tilt can keep away grounded opponents in front of him. | Aside from using tomes, Robin's Levin Sword is a potent weapon in its own right. It is a powerful, fairly long-ranged, and electrically-charged sword that functions as a terrific offensive tool due to its excellent pressure capabilities, its impressive combo potential and its high KO power. Robin whips this out for his smash and directional aerial attacks when a smash input is inputted, and for neutral aerial when the Levin Sword is already in use. It can be swung eight times before it breaks. Robin's down smash with the Levin Sword has good ledge trapping potential, as it can hit hanging opponents and the electric shockwaves cover both sides of Robin. Despite being vastly inferior to the Levin Sword in regards to KO potential, the Bronze Sword has combo potential due to its weaker knockback. His neutral aerial covers both front and back sides successively, which can be useful for spacing in the air, and is his most effective [[Out of shield|out of shield]] option. His down tilt can keep away grounded opponents in front of him. | ||
Once Robin's tomes are depleted and the Levin Sword is broken, | Once Robin's tomes are depleted and the Levin Sword is broken, they can act as throwable items that deal immense damage, shieldstun and knockback. Properly managing Robin's discarded weapons is crucial for optimal play, as the opportunities they can potentially grant are significant. Outside of his magic and sword attacks, Robin has two useful throws: back throw is a viable KOing option near the edge that can combo into Thoron to get early K.Os, while down throw is a reliable combo starter. | ||
However, as previously stated, Robin suffers from numerous weaknesses, such as being the second slowest runner in the game. Furthermore, Robin lacks defensive options and has trouble brushing off opponents, especially those who are directly beneath, making Robin susceptible to rush-downs and juggles. Robin’s tilts generally have short range, making it difficult for Robin to fight at mid-range outside of the use of tomes. Many moves, specifically smash attacks and special attacks, have significant ending lag, which leaves Robin wide open for punishment proceeding his execution. His forward smash, though extremely strong, has a very limited range, sometimes completely missing fighters when said fighters crouch, and is also extremely laggy. Down smash is a strong move with a great range, however the range has limited success as the farthest part of the range is also one of the weakest parts. Up smash is a strong move with considerably less endlag compared to his other smash attacks, however it has mediocre range, and even worse range while using the Bronze Sword, whereas Robin is unable to even hit fighters standing next to him. | However, as previously stated, Robin suffers from numerous weaknesses, such as being the second slowest runner in the game. Furthermore, Robin lacks defensive options and has trouble brushing off opponents, especially those who are directly beneath, making Robin susceptible to rush-downs and juggles. Robin’s tilts generally have short range, making it difficult for Robin to fight at mid-range outside of the use of tomes. Many moves, specifically smash attacks and special attacks, have significant ending lag, which leaves Robin wide open for punishment proceeding his execution. His forward smash, though extremely strong, has a very limited range, sometimes completely missing fighters when said fighters crouch, and is also extremely laggy. Down smash is a strong move with a great range, however the range has limited success as the farthest part of the range is also one of the weakest parts. Up smash is a strong move with considerably less endlag compared to his other smash attacks, however it has mediocre range, and even worse range while using the Bronze Sword, whereas Robin is unable to even hit fighters standing next to him. | ||
Lastly, Robin's durability mechanic can severely weaken Robin | Lastly, Robin's durability mechanic can severely weaken Robin once he starts to lose the tomes or the Levin Sword. Losing the Levin Sword gives him pathetic K.O. power despite the Bronze Sword's respectable combo game. Losing [[Thunder (Robin)|Thunder]] removes one of his only zoning options, as well as losing combo potential. Losing Arcfire costs Robin damage output and even more combo potential. Losing Nosferatu makes Robin's survivability weaker, especially with his average weight. Losing Elwind is the worst case for Robin, as his [[double jump]] is merely average, leaving Robin effectively helpless while recovering should he be launched too far offstage without Elwind available. | ||
Overall, Robin is a tactically-based character with varied spacing, damage-accumulating and KO options that must be used wisely and opportunely. At the same time, the lack of mobile and defensive options leave Robin vulnerable to pressure and combos. With this, Robin players must keep track of his weapons' durability, intelligently respond to their opponents, and take precise offensive action for success in battle. | Overall, Robin is a tactically-based character with varied spacing, damage-accumulating and KO options that must be used wisely and opportunely. At the same time, the lack of mobile and defensive options leave Robin vulnerable to pressure and combos. With this, Robin players must keep track of his weapons' durability, intelligently respond to their opponents, and take precise offensive action for success in battle. | ||
==Changes from ''[[Super Smash Bros. 4]]''== | ==Changes from ''[[Super Smash Bros. 4]]''== | ||
Robin has been given a mix of buffs and nerfs | Robin has been given a mix of buffs and nerfs in the transition to ''Ultimate'', with both buffs and nerfs being of equal weight. While he benefits from a considerably improved advantage, the faster pace of ''Ultimate'' and the miscellaneous nerfs to some of his tools make it more difficult to capitalize on this. Collectively, it is hard to determine whether Robin was buffed or nerfed overall. | ||
Several of | Several of Robin's attacks have reduced lag or increased KO power, while most of his formerly situational attacks are more effective due to altered hitboxes: [[up tilt]] now has grounded hitboxes, and [[up smash]] has much better horizontal reach above Robin, significantly improving their reliability. [[Neutral aerial]] can now use the Levin Sword, giving it much better utility and better edgeguarding capabilities. Robin's [[neutral attack]], a staple in his [[neutral game]], also fares significantly better due to several improvements with its consistency; the Elwind infinite connects significantly better, and the Arcfire finisher transitions earlier while using half the durability it used to in ''SSB4''. | ||
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 | 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 | 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. | ||
Overall, Robin has | 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. | ||
Overall, Robin's playstyle, while essentially left unchanged from ''SSB4'', has nonetheless been improved, allowing him to play to his strengths with more ease, and many of his worst issues have been patched up. However, his worsened down throw combos have removed his previously guaranteed KO setup, forcing Robin to find other setup methods to KO the opponent, though thanks to Arcfire's utility, this isn't as big of an issue. That being said, Robin still possesses some of his former flaws, such as problems with escaping pressure, a few awkward hitboxes, and mediocre grounded mobility. The latter issue is especially prevalent due to the faster pace of ''Ultimate'', which brings the extent of many of Robin's buffs into question; the game's engine now prioritizes faster, more aggressive playstyles, and the prevalence of fast characters has caused Robin's powerful neutral game and disadvantage state to be worse than before. In bulk, Robin's changes have not significantly improved his standing, instead performing worse relative to the cast in ''Ultimate'' than in ''SSB4''. | |||
{{SSB4 to SSBU changelist|char=Robin}} | {{SSB4 to SSBU changelist|char=Robin}} | ||
==Update history== | ==Update history== | ||
Robin received a mix of buffs, nerfs and a single glitch fix via game updates, but was buffed slightly overall. Update 2.0.0 made [[Elwind]] safer for recovering by shortening its edge lockout time when it is used backwards. Update 3.0.0 decreased the shield damage outputs of {{b|Thunder|Robin}}, Elthunder and [[Arcfire]] as part of a near-universal nerf to projectiles. However, update 6.0.0 provided a number of useful buffs for Robin. The most notable ones were to Thunder and Arcfire: the former had its charge times sped up significantly, whereas the latter gained | Robin received a mix of buffs, nerfs and a single glitch fix via game updates, but was buffed slightly overall. Update 2.0.0 made [[Elwind]] safer for recovering by shortening its edge lockout time when it is used backwards. Update 3.0.0 decreased the shield damage outputs of {{b|Thunder|Robin}}, Elthunder and [[Arcfire]] as part of a near-universal nerf to projectiles. | ||
However, update 6.0.0 provided a number of useful buffs for Robin. The most notable ones were to Thunder and Arcfire: the former had its charge times sped up significantly, whereas the latter gained significantly more active frames. As a result, Robin's respectable zoning ability and trapping potential were improved by a fairly noticeable degree. This update also granted Robin a few quality of life buffs: forward tilt's higher base knockback improved its spacing potential, neutral aerial's overall lag was decreased (which also improved it as a follow-up from down throw), and the Levin Sword's durability will replenish slightly faster upon using the Bronze Sword for smash attacks. | |||
Update 9.0.0 granted [[transcendent priority]] to neutral infinite's finisher as part of a near-universal buff, while update 13.0.1 improved neutral infinite's damage racking potential and range. | |||
Overall, Robin fares | Overall, Robin fares slightly better than he did at the launch of ''Ultimate'', although not enough to change his position in the metagame. | ||
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|2.0.0}}''' | ||
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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}}) | |neutralname=Right Chop ({{ja|ライトチョップ|Raito Choppu}})<br>Combination Chop ({{ja|コンビネーションチョップ|Konbinēshon Choppu}})<br>Fire ({{ja|ファイアー|Faiā}})<br>Wind ({{ja|ウインド|Uindo}})<br>Wind Finish ({{ja|ウインドフィニッシュ|Uindo Finisshu}}) | ||
|neutral1dmg=2% | |neutral1dmg=2% | ||
|neutral2dmg=1.5% | |neutral2dmg=1.5% | ||
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|ftiltname=Front Hack ({{ja|フロントハック|Furonto Hakku}}) | |ftiltname=Front Hack ({{ja|フロントハック|Furonto Hakku}}) | ||
|ftiltdmg=7.5% | |ftiltdmg=7.5% | ||
|ftiltdesc=An outward turning, downward slash. A | |ftiltdesc=An outward turning, downward slash. A weak, though decent spacing option. As it shifts Robin's hurtbox quite a bit before striking, it gives a big boost in range, making it almost as big as Cloud's Forward Tilt. However, the lack of reward makes this move limited in uses, Jab being a much better grounded punish with KO potential. | ||
|utiltname=Upper Swing ({{ja|アッパースイング|Appā Suingu}}) | |utiltname=Upper Swing ({{ja|アッパースイング|Appā Suingu}}) | ||
|utiltdmg=6% | |utiltdmg=6% | ||
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|fsmashdmg=Bronze: {{ChargedSmashDmgSSBU|9.6}} <br/>Levin: {{ChargedSmashDmgSSBU|16}} (clean), {{ChargedSmashDmgSSBU|10}} (late) | |fsmashdmg=Bronze: {{ChargedSmashDmgSSBU|9.6}} <br/>Levin: {{ChargedSmashDmgSSBU|16}} (clean), {{ChargedSmashDmgSSBU|10}} (late) | ||
|fsmashdesc=An underhanded outward thrust. A powerful KO option; with the Levin Sword, it also possesses a lingering hitbox. The clean hit can KO rather early, while the late hit, though much weaker, is capable of KOing around 165% from the center of Final Destination. | |fsmashdesc=An underhanded outward thrust. A powerful KO option; with the Levin Sword, it also possesses a lingering hitbox. The clean hit can KO rather early, while the late hit, though much weaker, is capable of KOing around 165% from the center of Final Destination. | ||
|usmashname= Rising Thrust ({{ja|ライジングスラスト|Raijing Surasuto}}) | |usmashname=Rising Thrust ({{ja|ライジングスラスト|Raijing Surasuto}})<br>Spinning Sword ({{ja|スピニングソード|Supuingu Sōdo}}) | ||
|usmashdmg=Bronze: {{ChargedSmashDmgSSBU|9}} <br/>Levin: {{ChargedSmashDmgSSBU|10}} (early), {{ChargedSmashDmgSSBU|15}} (clean), {{ChargedSmashDmgSSBU|10}} (late) | |usmashdmg=Bronze: {{ChargedSmashDmgSSBU|9}} <br/>Levin: {{ChargedSmashDmgSSBU|10}} (early), {{ChargedSmashDmgSSBU|15}} (clean), {{ChargedSmashDmgSSBU|10}} (late) | ||
|usmashdesc=The animation differs depending on the sword that is used: if it is the Bronze Sword, Robin thrusts it upward. If it is the Levin Sword, it | |usmashdesc=The animation differs depending on the sword that is used: if it is the Bronze Sword, Robin thrusts it upward. If it is the Levin Sword, Robin will gesture upwards with the Levin Sword, which causes it to levitate out of his hand, twirling backwards from Robin's facing direction once before he catches it. The Levin Sword's sweetspot hitbox lasts for the duration of it twirling upwards and has great coverage, capable of hitting opponents on the ground and behind Robin. The Levin Sword's sourspot is smaller, but has very high active frames (16 frames), making it overall good against aerial opponents. In contrast, the Bronze Sword version is unremarkable, and functions similar to a very weak version of {{SSBU|Hero}}'s up smash. | ||
|dsmashname=Earth Knock ({{ja|アースノック|Āsu Nokku}}) | |dsmashname=Earth Knock ({{ja|アースノック|Āsu Nokku}})<br>Earth Shocker ({{ja|アースショッカー|Āsu Shokkā}}) | ||
|dsmashdmg=Bronze: {{ChargedSmashDmgSSBU|8}} <br/>Levin: {{ChargedSmashDmgSSBU|15}} (clean), {{ChargedSmashDmgSSBU|12}} (late) | |dsmashdmg=Bronze: {{ChargedSmashDmgSSBU|8}} <br/>Levin: {{ChargedSmashDmgSSBU|15}} (clean), {{ChargedSmashDmgSSBU|12}} (late) | ||
|dsmashdesc=Kneels and strikes the floor via a slash with the 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. It can also break a full shield if fully charged and all of its hitboxes connect. | |dsmashdesc=Kneels and strikes the floor via a slash with the 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. It can also break a full shield if fully charged and all of its hitboxes connect. The Bronze Sword is significantly weaker and lacks the sparks, meaning it can only hit in front of Robin. However, it does send at a very low angle, making it a good punish option at the ledge. | ||
|nairname=Double Chop ({{ja|ダブルチョップ|Daburu Choppu}}) | |nairname=Double Chop ({{ja|ダブルチョップ|Daburu Choppu}}) | ||
|nairdmg=Bronze: {{ShortHopDmgSSBU|6.9}} <br/>Levin: {{ShortHopDmgSSBU|11.5}} | |nairdmg=Bronze: {{ShortHopDmgSSBU|6.9}} <br/>Levin: {{ShortHopDmgSSBU|11.5}} | ||
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|fairname=Air Upper Swing ({{ja|エアアッパースイング|Ea Appā Suingu}}) | |fairname=Air Upper Swing ({{ja|エアアッパースイング|Ea Appā Suingu}}) | ||
|fairdmg=Bronze: {{ShortHopDmgSSBU|7.5}} <br/>Levin:{{ShortHopDmgSSBU|12.5}} (clean), {{ShortHopDmgSSBU|5}} (late) | |fairdmg=Bronze: {{ShortHopDmgSSBU|7.5}} <br/>Levin:{{ShortHopDmgSSBU|12.5}} (clean), {{ShortHopDmgSSBU|5}} (late) | ||
|fairdesc=An upward swipe. Because of its arc, it can catch grounded opponents while in the air. | |fairdesc=An upward swipe. Because of its arc, it can catch grounded opponents while in the air. Outside of edgeguards, 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. The Levin version also has combo potential, being able to combo into other aerials at low percents such as neutral aerial and another forward aerial when SHFF'd. | ||
|bairname=Backhand Slash ({{ja|バックハンドスラッシュ|Bakkuhando Surasshu}}) | |bairname=Backhand Slash ({{ja|バックハンドスラッシュ|Bakkuhando Surasshu}}) | ||
|bairdmg=Bronze: {{ShortHopDmgSSBU|9}} <br/>Levin: {{ShortHopDmgSSBU|15}} (clean), {{ShortHopDmgSSBU|5}} (late) | |bairdmg=Bronze: {{ShortHopDmgSSBU|9}} <br/>Levin: {{ShortHopDmgSSBU|15}} (clean), {{ShortHopDmgSSBU|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, with the vertical launch angle of the late hit allowing for combos into another Levin aerial such as up aerial or another back aerial. Strongly resembles sword animations for the | |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. The Levin variant is one of the most powerful backairs in the game, being able to KO middleweights under 80% at the ledge of Final Destination. It can hit a few frames after ending while using the Levin Sword, with the vertical launch angle of the late hit allowing for combos into another Levin aerial such as up aerial or another back aerial. Strongly resembles sword animations for the Cavalier and Paladin classes throughout the ''Fire Emblem'' series. | ||
|uairname=Arc Slash ({{ja|アークスラッシュ|Āku Surasshu}}) | |uairname=Arc Slash ({{ja|アークスラッシュ|Āku Surasshu}}) | ||
|uairdmg=Bronze: {{ShortHopDmgSSBU|7.8}} <br/>Levin: {{ShortHopDmgSSBU|13}} (clean), {{ShortHopDmgSSBU|5}} (late) | |uairdmg=Bronze: {{ShortHopDmgSSBU|7.8}} <br/>Levin: {{ShortHopDmgSSBU|13}} (clean), {{ShortHopDmgSSBU|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 one of Robin's most effective aerials with the Levin Sword due to its massive range and KO potential. It has lingering hitboxes with the Levin Sword and can combo into itself and neutral aerial at low percents when SHFF'd. | |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 one of Robin's most effective aerials with the Levin Sword due to its massive range and KO potential. It has lingering hitboxes with the Levin Sword and can combo into itself and neutral aerial at low percents when SHFF'd. When inputting a short hop aerial up air using a full tilt of the control stick, the game will interpret this as a smash input, and Robin will always switch to his Levin Sword if it is available. | ||
|dairname= | |dairname=Under Cut ({{ja|アンダーカット|Andā Katto}}) | ||
|dairdmg=Bronze: {{ShortHopDmgSSBU|7.2}} <br/>Levin: {{ShortHopDmgSSBU|11}} (clean), {{ShortHopDmgSSBU|8}} (late) | |dairdmg=Bronze: {{ShortHopDmgSSBU|7.2}} <br/>Levin: {{ShortHopDmgSSBU|11}} (clean), {{ShortHopDmgSSBU|8}} (late) | ||
|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. | |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 | |grabdesc=Wraps the opponent in a whirling stream of magic. The grab's range is visualized by a halo. This halo enlargens when Robin successfully grabs an opponent. Pivot grab has great range, and Robin has one of the best roll cancel grabs in the game, allowing them to cover a large distance when mastered. | ||
|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% | ||
|pummeldesc=A | |pummeldesc=A point-blank burst of magic. It is unique compared to other pummels, having more power than pummels like {{SSBU|Mario}} but less than others like {{SSBU|Bowser}}, and its electric effect makes it much slower than most other pummels barring {{SSBU|Kazuya}}. As a result, it is arguably the worst pummel in the game overall. | ||
|fthrowname=Force Kinesis ({{ja|フォースキネシス|Fōsu Kineshisu}}) | |fthrowname=Force Kinesis ({{ja|フォースキネシス|Fōsu Kineshisu}}) | ||
|fthrowdmg=8% | |fthrowdmg=8% | ||
|fthrowdesc=Magically shoves the opponent forward. Has moderate base knockback but low knockback scaling, making it more suited for sending opponents offstage. | |fthrowdesc=Magically shoves the opponent forward. Has moderate base knockback but low knockback scaling, making it more suited for sending opponents offstage. | ||
|bthrowname=Reverse Kinesis ({{ja|リバースキネシス|Ribāsu Kineshisu}}) | |bthrowname=Reverse Kinesis ({{ja|リバースキネシス|Ribāsu Kineshisu}}) | ||
|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. | |bthrowdesc=Turns around and magically tosses the opponent backward. Robin's strongest throw, with very high base knockback and decently high knockback growth. However, its angle makes it susceptible to DI, with optimal DI making it survivable at 150% near the edge of Battlefield. | ||
|uthrowname=Launch Kinesis ({{ja|ローンチキネシス|Rōnchi Kineshisu}}) | |uthrowname=Launch Kinesis ({{ja|ローンチキネシス|Rōnchi Kineshisu}}) | ||
|uthrowdmg=9% | |uthrowdmg=9% | ||
|uthrowdesc=Magically heaves the opponent upwards. | |uthrowdesc=Magically heaves the opponent upwards. | ||
|dthrowname=Pressure Kinesis ({{ja|プレッシャーキネシス|Puressha Kineshisu}}) | |dthrowname=Pressure Kinesis ({{ja|プレッシャーキネシス|Puressha Kineshisu}}) | ||
|dthrowdmg=6% | |dthrowdmg=6% | ||
|dthrowdesc=Magically slams the opponent onto the ground, launching them vertically upward. Its knockback | |dthrowdesc=Magically slams the opponent onto the ground, launching them vertically upward. Its knockback growth is high for a down throw, which allows for KOs below 200%. It is also Robin's primary combo throw, though its follow-ups are not guaranteed. Combo include up tilt at low percents, neutral aerial at mid percents, and up aerial at high percents. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7% | |floorfdmg=7% | ||
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|nsdmg=5.5% (Thunder), 11% (Elthunder), 6% (Arcthunder, hit 1), 2.4% (Arcthunder, looping hits), 8% (Archthunder, finisher), 2.6% (Thoron) | |nsdmg=5.5% (Thunder), 11% (Elthunder), 6% (Arcthunder, hit 1), 2.4% (Arcthunder, looping hits), 8% (Archthunder, finisher), 2.6% (Thoron) | ||
|nsdesc=Robin casts [[fireemblemwiki:Thunder (magic)|thunder magic]] from a [[fireemblemwiki:Thunder (tome)|Thunder tome]]. It is a chargeable projectile with distinct properties for each charge level: | |nsdesc=Robin casts [[fireemblemwiki:Thunder (magic)|thunder magic]] from a [[fireemblemwiki:Thunder (tome)|Thunder tome]]. It is a chargeable projectile with distinct properties for each charge level: | ||
*Thunder is produced when the move is uncharged. It is a small, weak, and very short-ranged projectile, but it is very fast and can catch approaching opponents off-guard, allowing for a follow-up attack. | *Thunder is produced when the move is uncharged. It is a small, weak, and very short-ranged projectile, but it is very fast and can catch approaching opponents off-guard, allowing for a follow-up attack. Can combo into dash attack or aerials at high percents, which can lead into KO combos. | ||
*{{iw|fireemblemwiki|Elthunder}} is produced after a brief charge. It is a small, fast projectile that traverses the entire stage, with decent damage and knockback. While not a viable KO option on its own before extreme percents, its knockback can be powerful enough to finish off opponents recovering offstage. | *{{iw|fireemblemwiki|Elthunder}} is produced after a brief charge. It is a small, fast projectile that traverses the entire stage, with decent damage and knockback. While not a viable KO option on its own before extreme percents, its knockback can be powerful enough to finish off opponents recovering offstage. | ||
*{{iw|fireemblemwiki|Arcthunder}} is produced after a more lengthy charge. Unlike the previous levels, Arcthunder is initially quite slow, but it accelerates over time. It explodes in a small X-shape on contact with an opponent or hitbox, dealing multiple hits and significant knockback, KOing at 120% from the edge of Final Destination. | *{{iw|fireemblemwiki|Arcthunder}} is produced after a more lengthy charge. Unlike the previous levels, Arcthunder is initially quite slow, but it accelerates over time. It explodes in a small X-shape on contact with an opponent or hitbox, dealing multiple hits and significant knockback, KOing at 120% from the edge of Final Destination. It also has use as a combo starter if it connects at a distance. | ||
*{{iw|fireemblemwiki|Thoron}} is produced at full charge. It is a massive energy beam long enough to cover the entire stage, dealing multiple hits to anyone caught in it and KOing at 90% from the edge of Final Destination. However, it has an extremely long startup and endlag (especially in the air), and if Robin is hit before releasing the beam, the charge will be lost. Despite acting like a projectile, Thoron's hitbox is connected to Robin, and the entirety of the beam will move with Robin's movements if used in the air. | *{{iw|fireemblemwiki|Thoron}} is produced at full charge. It is a massive energy beam long enough to cover the entire stage, dealing multiple hits to anyone caught in it and KOing at 90% from the edge of Final Destination. However, it has an extremely long startup and endlag (especially in the air), and if Robin is hit before releasing the beam, the charge will be lost. Despite acting like a projectile, Thoron's hitbox is connected to Robin, and the entirety of the beam will move with Robin's movements if used in the air. | ||
|ssname=Arcfire | |ssname=Arcfire | ||
|ssdmg=2% (hit 1), 1.2% (hits 2-8), 4% (final explosion) | |ssdmg=2% (hit 1), 1.2% (hits 2-8), 4% (final explosion) | ||
|ssdesc=Robin casts [[fireemblemwiki:Fire (magic)|fire magic]] from an [[fireemblemwiki:Arcfire|Arcfire tome]]. It creates a tiny fireball that travels diagonally downward from above Robin’s head and bursts into a pillar of flame on impact with an opponent or shield. Opponents trapped in the flame pillar take multiple hits and are pushed slightly upwards, and when the pillar expires, it explodes, dealing a fair amount of upward knockback. It is primarily useful for disrupting approaches and capitalizing on the opponent's reaction, while it can also be used for edgeguarding, either by directly attacking the opponent or covering the edge as they attempt to grab it. However, if the initial fireball meets any hitbox from the opponent, the fireball will dissipate without detonating. Can combo and kill confirm into | |ssdesc=Robin casts [[fireemblemwiki:Fire (magic)|fire magic]] from an [[fireemblemwiki:Arcfire|Arcfire tome]]. It creates a tiny fireball that travels diagonally downward from above Robin’s head and bursts into a pillar of flame on impact with an opponent or shield. Opponents trapped in the flame pillar take multiple hits and are pushed slightly upwards, and when the pillar expires, it explodes, dealing a fair amount of upward knockback. It is primarily useful for disrupting approaches and capitalizing on the opponent's reaction, while it can also be used for edgeguarding, either by directly attacking the opponent or covering the edge as they attempt to grab it. However, if the initial fireball meets any hitbox from the opponent, the fireball will dissipate without detonating. Can combo and kill-confirm into various attacks if timed properly, and it can also be used to set up footstooling, which can then lead to tech chase. | ||
|usname=Elwind | |usname=Elwind | ||
|usdmg=5% (first blade), 7% (second blade) | |usdmg=5% (first blade), 7% (second blade) | ||
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|- | |- | ||
! scope="row"|Cheer | ! scope="row"|Cheer | ||
|[[File:Robin Cheer English SSBU.ogg|center]]||[[File:Robin Cheer Japanese SSBU.ogg|center]]||[[File:Robin Cheer Italian SSBU.ogg|center]]||[[File:Robin Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Robin Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Robin Cheer French PAL SSBU.ogg|center]] | |[[File:Robin Cheer English SSB4 SSBU.ogg|center]]||[[File:Robin Cheer Japanese SSBU.ogg|center]]||[[File:Robin Cheer Italian SSB4 SSBU.ogg|center]]||[[File:Robin Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Robin Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Robin Cheer French PAL SSBU.ogg|center]] | ||
|- | |- | ||
! scope="row"|Description | ! scope="row"|Description | ||
|Ro - bin! || Ref - let! || Daaaaaraen! || Ro - bin! || Ro - bin! | |Ro - bin! || Ref - let! || Daaaaaraen! || Ro - bin! || Ro - bin! {{NTSC}} <br> Da - raen {{PAL}} | ||
|} | |} | ||
</div> | </div> | ||
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|- | |- | ||
! scope="row"|Cheer | ! scope="row"|Cheer | ||
|[[File:Robin Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Robin Cheer Spanish NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Robin Cheer Spanish PAL SSBU.ogg|center]]||[[File:Robin Cheer Russian SSBU.ogg|center]]||[[File:Robin Cheer Korean SSBU.ogg|center]] | |[[File:Robin Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Robin Cheer Spanish NTSC SSB4 SSBU.ogg|center]] <br> {{PAL}} [[File:Robin Cheer Spanish PAL SSBU.ogg|center]]||[[File:Robin Cheer Russian SSBU.ogg|center]]||[[File:Robin Cheer Korean SSBU.ogg|center]] | ||
|- | |- | ||
! scope="row"|Description | ! scope="row"|Description | ||
| | |Da - ra - ean! || ¡Ro - bin! {{NTSC}} <br> ¡Daraen! ¡Daraen! ¡Ra ra ra! {{PAL}}|| Robin! *claps 2 times* || Ro - bu - in! | ||
|} | |} | ||
</div> | </div> | ||
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''See also: [[:Category:Robin players (SSBU)]]'' | ''See also: [[:Category:Robin players (SSBU)]]'' | ||
*{{Sm|Angel|USA}} - The best Robin player in the United States online metagame, reaching a peak of 13th on the [[Wi-Fi Warrior Rank v7]] and strong performances at large online events such as 4th at {{Trn|The Box: Lunch Box 18}} | *{{Sm|Angel|USA}} - The best Robin player in the United States online metagame, reaching a peak of 13th on the [[Wi-Fi Warrior Rank v7]] and strong performances at large online events such as placing 4th at {{Trn|The Box: Lunch Box 18}}, 7th at {{Trn|The Airlock}}, and top 8 at several {{Trn|Coinbox}} events. Although not as active offline, he notably placed 33rd at the major {{Trn|Let's Make Big Moves 2022}}. | ||
*{{Sm| | *{{Sm|Juuuuul|USA}} - The first Robin player with noteworthy major results and was the best Robin player in the early metagame. He has defeated many of [[Tristate]]'s best players in early-''Ultimate'', including {{Sm|LeoN}} at {{Trn|Player's Ball Ultimate}} and {{Sm|Mr. E}} at {{Trn|Return to Yoshi's Island}}. At majors, he placed 13th at {{Trn|Suplex City Smash}} and {{Trn|Defend the North 2019}}, which remained the untied best placements for a Robin player at a major event for several years afterwards. He became inactive in 2020. | ||
*{{Sm|Leaf|Japan|p=Japan}} - The best Robin player in the world since 2023 | *{{Sm|Leaf|Japan|p=Japan}} - The best Robin player in the world since 2023. His breakout performance was at {{Trn|DELTA 5}}, where he placed 13th and upset {{Sm|Zackray}}, the best Robin performance in ''Ultimate'' at that time. Since then, Leaf has achieved performances that no other Robin player has been able to match, including placing 3rd at {{Trn|DELTA 7.5}} defeating {{Sm|Umeki}}, and 17th at {{Trn|DELTA 8}} defeating {{Sm|Maister}} and {{Sm|BassMage}}, and becoming the only Robin player to officially be ranked in a Smash Ultimate ranking, ranking 62nd on [[LumiRank 2024.1]]. | ||
*{{Sm|morrocoYo|Venezuela}} - The best Robin player in South America who | *{{Sm|morrocoYo|Venezuela}} - The best Robin player in South America who is one of Venezuela's best players, winning several of South America's largest events including {{Trn|Stone Ocean 7}} and {{Trn|Smash Cup 24}}. Outside of Venezuela, he has also placed 49th at the {{Trn|Smash World Tour 2021 Last Chance Qualifier}}. He was ranked as an honorable mention for the 101st-150th positions on the [[LumiRank 2023]] due to having no activity at majors. | ||
*{{Sm|Synergy|USA}} - | *{{Sm|Synergy|USA}} - Active since the early metagame and was the best Robin player in 2021, placing 25th at both {{Trn|Super Smash Con: Fall Fest}} and {{Trn|CEO 2021}}. Since then he remains one of the best Robin players in the United States, most notably defeating {{Sm|MKBigBoss}} at {{Trn|Luminosity Makes BIG Moves 2024}}. | ||
===Tier placement and history=== | ===Tier placement and history=== | ||
Despite being buffed during the transition from ''Smash 4'', Robin remained a relatively unpopular character for most of competitive play, due to his lackluster speed, weak defensive options, and the weapon durability system. As such, Robin was often overlooked for other characters who did his job better, and despite efforts from players such as {{Sm|Jul}} in the early metagame, Robin's representation in the metagame remained rather small, and only decreased further following Jul's inactivity. | Despite being buffed during the transition from ''Smash 4'', Robin remained a relatively unpopular character for most of competitive play, due to his lackluster speed, weak defensive options, and the weapon durability system. As such, Robin was often overlooked for other characters who did his job better, and despite efforts from players such as {{Sm|Jul}} in the early metagame, Robin's representation in the metagame remained rather small, and only decreased further following Jul's inactivity. | ||
Currently, there are a few notable Robin players who perform well regionally, including {{Sm|morrocoYo}}, who dominates competitive ''Ultimate'' in Venezuela; {{Sm|Leaf|p=Japan}}, who has a few notable major placements; and {{Sm|Whisky}}, who regularly places well at Mexican events. However, both morrocoYo and Whisky have limited appearances at a national-level, while Leaf's results remain inconsistent. As such, opinions on Robin have largely remained the same since the early metagame, which is reflected in Robin's | Currently, there are a few notable Robin players who perform well regionally, including {{Sm|morrocoYo}}, who dominates competitive ''Ultimate'' in Venezuela; {{Sm|Leaf|p=Japan}}, who has a few notable major placements; and {{Sm|Whisky}}, who regularly places well at Mexican events. However, both morrocoYo and Whisky have limited appearances at a national-level, while Leaf's results remain inconsistent. As such, opinions on Robin have largely remained the same since the early metagame, which is reflected in Robin's placement on the first tier list, where he is ranked 62nd as a lower-mid tier, and then he dropped farther to 67th on the second tier list in the D+ tier. | ||
=={{SSBU|Classic Mode}}: Thunder and Flames== | =={{SSBU|Classic Mode}}: Thunder and Flames== | ||
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==[[Spirit]]s== | ==[[Spirit]]s== | ||
Male Robin's fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold, but only after Robin has been unlocked. Unlocking Robin in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Female Robin also has a fighter spirit of her own, available through the shop. Unlike most fighters, the spirits for Robin only use their artwork from ''Ultimate'', rather than also having alternative artwork from a previous appearance. | Male Robin's fighter spirit can be obtained by completing {{SSBU|Classic Mode}} as Robin. It is also available periodically for purchase in the shop for 300 Gold, but only after Robin has been unlocked. Unlocking Robin in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Female Robin also has a fighter spirit of her own, only available through the shop. Unlike most fighters, the spirits for Robin only use their artwork from ''Ultimate'', rather than also having alternative artwork from a previous appearance. | ||
<center> | <center> | ||
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*Despite now being a playable character, {{SSBU|Chrom}} still appears in [[Pair Up]] and Robin's victory poses, even if Chrom is in the fight with Robin. | *Despite now being a playable character, {{SSBU|Chrom}} still appears in [[Pair Up]] and Robin's victory poses, even if Chrom is in the fight with Robin. | ||
**This makes Robin one of the two characters who have a separate playable character in one of their victory poses, the other being {{SSBU|Piranha Plant}} (with {{SSBU|Mario}} appearing in one of its victory poses). | **This makes Robin one of the two characters who have a separate playable character in one of their victory poses, the other being {{SSBU|Piranha Plant}} (with {{SSBU|Mario}} appearing in one of its victory poses). | ||
*Robin is the only character with no attacks that fall under the [[physical]] supertype, with all of Robin's moves being of only the following [[type]]s: {{b|Sword|type}}, {{b|Magic|type}}, [[Throwing]], and [[Typeless]]. This makes Robin the only character with no moves that can be buffed by the "Physical Attack ↑" [[Spirit#Attack Skills|Spirit]] effect | *Robin is the only character with no attacks that fall under the [[physical]] supertype, with all of Robin's moves being of only the following [[type]]s: {{b|Sword|type}}, {{b|Magic|type}}, [[Throwing]], and [[Typeless]]. This makes Robin the only character with no moves that can be buffed by the "Physical Attack ↑" [[Spirit#Attack Skills|Spirit]] effect. | ||
* | *The cover of Robin's Thunder tome will change to match its current level of charge.<ref>https://twitter.com/ssb4_Mr_II/status/1077724198389178368</ref> | ||
*When 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 also happens with Kirby's [[Copy Ability]], even if the Copy Ability disappears. | *When 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 also happens with Kirby's [[Copy Ability]], even if the Copy Ability disappears. | ||
*Both of Robin's fighter spirits are two of only 11 fighter spirits in the game to use their in-game render for their spirit artwork instead of original artwork from their game. The other characters are both male and female [[Pokémon Trainer]], both male and female [[Wii Fit Trainer]], [[Cloud]]'s alternate costume from ''Final Fantasy VII: Advent Children'', all three [[Mii Fighter]]s, and [[Kazuya]]. | *Both of Robin's fighter spirits are two of only 11 fighter spirits in the game to use their in-game render for their spirit artwork instead of original artwork from their game. The other characters are both male and female [[Pokémon Trainer]], both male and female [[Wii Fit Trainer]], [[Cloud]]'s alternate costume from ''Final Fantasy VII: Advent Children'', all three [[Mii Fighter]]s, and [[Kazuya]]. |
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